They do more than make frineds at these areas... this isnt foolproof...
Why would you want healthy, sane dwarfs?
They do more than make frineds at these areas... this isnt foolproof...
Why would you want healthy, sane dwarfs?
Because spending 500 hours on a fort just to have Urist McCheesemaker's family die to destroy the whole fort is not cool man,its not!
They do more than make frineds at these areas... this isnt foolproof...
Why would you want healthy, sane dwarfs?
Because spending 500 hours on a fort just to have Urist McCheesemaker's family die to destroy the whole fort is not cool man,its not!
Hell yeah it is. What's not hilarious about a fortress drowning in its own rage because Urist McGrandpa stubbed his toe and died of infection, his family went a little overboard with the mourning, and everybody else rioted over the property damage? The clean-up afterward? That's cool too, you get to play fortress reclaim without having to go through loading and embark that crash most of the time anyway.
Protip: Simply not having Meeting Halls doesn't prevent Dwarves from socializing; it merely prevents PARTIES.
I've run many forts with no meeting halls to prevent parties and keep productivity up; it did not prevent tantrum spirals what-so-ever. If anything, it made them worse because there was no LEGENDARY MEETING HALL for them to get happy thoughts from.
Dwarves are always the cause of tantrum spirals. Having only one dwarf schould solve this problem :P
(Maybe an interesting idea for a challenge: One-Dwarf-Challange. Everything have to be done with only one dwarf, all others must be killed as soon as possible.)
Dwarves are always the cause of tantrum spirals. Having only one dwarf schould solve this problem :P
(Maybe an interesting idea for a challenge: One-Dwarf-Challange. Everything have to be done with only one dwarf, all others must be killed as soon as possible.)
Tantrum spirals are a psychology test for the player. Sure it is horrifying to watch a beloved dwarf get chopped into pieces by a maddened miner in the middle of the dining room. Sure it is tempting to abandon when you realize that your fort of 150 is now a fort of 34, 27 of whom are wondering around melancholy or blabbering and are basically dead dwarves walking.
However..if you wait it out, let it burn out like a campfire fed no fuel, you will find yourself with a devastated empty, but controlled fort.
Three to seven traumatized, scarred survivors will still be going productively about their tasks: cleaning up the severed limbs in the well, planting the one farm plot that didn't get torn up during a tantrum etc. You will recognize these dwarves, you will know their skills intimately. You might even know their family and remember how so-and-so Urist the 11 year old child's mother beat the chief medical dwarf to death with a wine barrel. Or maybe his father *was* the chief medical dwarf. In any case a year into your spiral the child will come of age, and probably get drafted into the army since his only skills are dabbling farmer and novice fighter (from getting beaten during the tantrum spiral). Then migrants will come, and industry will start again, and the dead will get buried, and the ghosts will kill at least a migrant or two, and your fort will run again.
Years from the spiral engravings will show key dwarves dying in horrible ways and your 11 year old traumatized survivor will be the unflappable and utterly unfeeling backbone of your military.
Never abandon.
I was indeed pondering this. I imagine you dig a 3x2 channel that goes from Ocean A to Ocean B.It's perfectly adjacent. Toady said so himself as he sized up the DF world, quoting how many tiles there were from one side to the other.
The minetracks would be much harder, at least on the surface.
There is also the matter of how exactly regions combine. If I settle adjacent regions C snd D, do they overlap (probly not), sit 'nut-to-butt (perfectly adjacent), or is there some kind of buffer, list land or freeman's land? I'd imagine in a perfect grid its perfect adjacency, but I've not seen proof to that yet.
Still, my mind can see it, and it excites me.
I was indeed pondering this. I imagine you dig a 3x2 channel that goes from Ocean A to Ocean B.It's perfectly adjacent. Toady said so himself as he sized up the DF world, quoting how many tiles there were from one side to the other.
The minetracks would be much harder, at least on the surface.
There is also the matter of how exactly regions combine. If I settle adjacent regions C snd D, do they overlap (probly not), sit 'nut-to-butt (perfectly adjacent), or is there some kind of buffer, list land or freeman's land? I'd imagine in a perfect grid its perfect adjacency, but I've not seen proof to that yet.
Still, my mind can see it, and it excites me.
it's very possible to make water go from one side of the world to the other, but it would take frequent travel in adventure mode for the purpose of letting water flow about. It could be done right now, actually, come to think of it. There isn't anything keeping it from being done... But you'd have to do it partially underground, and carve fortifications at the edge of the map.
I guessDwarves are always the cause of tantrum spirals. Having only one dwarf schould solve this problem :P
(Maybe an interesting idea for a challenge: One-Dwarf-Challange. Everything have to be done with only one dwarf, all others must be killed as soon as possible.)
Another way to look at it is that with only one dwarf, every tantrum is a tantrum spiral, but they always stop after one tantrum-related death.
Tantrum spirals are a psychology test for the player. Sure it is horrifying to watch a beloved dwarf get chopped into pieces by a maddened miner in the middle of the dining room. Sure it is tempting to abandon when you realize that your fort of 150 is now a fort of 34, 27 of whom are wondering around melancholy or blabbering and are basically dead dwarves walking.
However..if you wait it out, let it burn out like a campfire fed no fuel, you will find yourself with a devastated empty, but controlled fort.
Three to seven traumatized, scarred survivors will still be going productively about their tasks: cleaning up the severed limbs in the well, planting the one farm plot that didn't get torn up during a tantrum etc. You will recognize these dwarves, you will know their skills intimately. You might even know their family and remember how so-and-so Urist the 11 year old child's mother beat the chief medical dwarf to death with a wine barrel. Or maybe his father *was* the chief medical dwarf. In any case a year into your spiral the child will come of age, and probably get drafted into the army since his only skills are dabbling farmer and novice fighter (from getting beaten during the tantrum spiral). Then migrants will come, and industry will start again, and the dead will get buried, and the ghosts will kill at least a migrant or two, and your fort will run again.
Years from the spiral engravings will show key dwarves dying in horrible ways and your 11 year old traumatized survivor will be the unflappable and utterly unfeeling backbone of your military.
Never abandon.
No dining hall = no happy thoughts to have eaten in a legendary dining hall.
I'll give you a tip on tantrum damage control; isolate the affected individuals. I've placed 2400 doors so far in my Fort, a decision I have not regretted. Yet.
I've found an incredibly simple method to successfully prevent most tantrum spirals.
If you run the rest of the fort properly, this method can easily make your industries run smoothly while getting dozens of dwarves killed.
The big evil source of all tantrum:Spoiler (click to show/hide)
Maybe that's a tantrum point, rather than a spiral?Dwarves are always the cause of tantrum spirals. Having only one dwarf schould solve this problem :P
(Maybe an interesting idea for a challenge: One-Dwarf-Challange. Everything have to be done with only one dwarf, all others must be killed as soon as possible.)
Another way to look at it is that with only one dwarf, every tantrum is a tantrum spiral, but they always stop after one tantrum-related death.
I've found an incredibly simple method to successfully prevent most tantrum spirals.
If you run the rest of the fort properly, this method can easily make your industries run smoothly while getting dozens of dwarves killed.
The big evil source of all tantrum:Spoiler (click to show/hide)
In my fortresses it is the other way around. Meeting halls (combined with dining halls and a personal 3x3 room for everyone) are the things that prevent Tantrum spirals from happening. At all. I'm playing DF for a few years now and I NEVER EVER had a tantrum spiral. That said, three essential things I have in every fort are:
Meeting hall, often decorated with statues. When I train my smelters I usually process raw ore in masses, if there are valuables amongst them (like gold or silver) the meeting hall gets floored with it.
Dining hall, often with tables and seating for 90+ dwarfes. Simply entering the room causes a huge happiness rise because of all the furniture (90+ tables and seats, surplus statues and maybe gold floor plating)
Personal 3x3 room for everyone, simple, with a bed, coffer and cabin. Also reduces the amount of XXstuffXX lying around a lot.
And thats it. These three things make dwarfes so happy that they ignore half the fortess and all of their family dying.
That said, meeting halls can be huge tantrum spiral preventers if correctly utilised ;)