Bay 12 Games Forum

Dwarf Fortress => DF Gameplay Questions => Topic started by: Farmerbob on July 09, 2014, 04:18:13 am

Title: DF2014 Question and Answer Thread
Post by: Farmerbob on July 09, 2014, 04:18:13 am
Well, it looks like it's time for a new Q&A thread for a new major build!

Thanks Toady!
Title: Re: DF2014 Question and Answer Thread
Post by: dashadowlord on July 09, 2014, 07:23:49 am
lol why is the giant running away and yelling for help?
Title: Re: DF2014 Question and Answer Thread
Post by: Williham on July 09, 2014, 08:45:35 am
How do I claim a site for my own? No matter what I do, I just keep saying "I've forgotten my bold pronouncement...".
Title: Re: DF2014 Question and Answer Thread
Post by: locustgate on July 09, 2014, 11:10:42 am
Do you have to be right next to goblins in order to get babysnatchers, the diplomacy map only shows goblins if i'm 2 squares from a goblin fort.
Title: Re: DF2014 Question and Answer Thread
Post by: Loci on July 09, 2014, 01:40:21 pm
I've received the message "No outpost liaison? How curious..." two years in a row instead of a liaison. I'm playing on a small world, but I don't think my dwarven civilization is extinct (I've received immigrants as normal). Is it now possible for liaisons to be waylaid prior to arrival on the map?
Title: Re: DF2014 Question and Answer Thread
Post by: smjjames on July 09, 2014, 01:49:34 pm
What does that new demon feature look like on the world map? Trying to generate a world with one, bit I don't know what it looks like exactly. Using Maydays tileset.
Title: Re: DF2014 Question and Answer Thread
Post by: XXSockXX on July 09, 2014, 02:12:22 pm
I've received the message "No outpost liaison? How curious..." two years in a row instead of a liaison. I'm playing on a small world, but I don't think my dwarven civilization is extinct (I've received immigrants as normal). Is it now possible for liaisons to be waylaid prior to arrival on the map?
Haven't experienced that yet, but it should be possible now that the outpost liaison gets ambushed on the road or something. However the game should appoint a new one then...

What does that new demon feature look like on the world map? Trying to generate a world with one, bit I don't know what it looks like exactly. Using Maydays tileset.
If you're referring to Vaults, these seem to be located under the main Dark Fortress of the goblin civ, so they don't show up on the world map. At least from what I have seen so far.
Title: Re: DF2014 Question and Answer Thread
Post by: nogoodnames on July 09, 2014, 02:24:01 pm
How do I claim a site for my own? No matter what I do, I just keep saying "I've forgotten my bold pronouncement...".
As far as I can tell you just need to tell someone that you're claiming the site and then go murder the current leader. I've never gotten that message.

I've received the message "No outpost liaison? How curious..." two years in a row instead of a liaison. I'm playing on a small world, but I don't think my dwarven civilization is extinct (I've received immigrants as normal). Is it now possible for liaisons to be waylaid prior to arrival on the map?
I got that with a dead dwarven civilization, and then one of the first caravan merchants was made Diplomat and subsequently Baron. It's possible that your civilization was overrun while you were playing, but then that should have interfered with migrants and caused some of your dwarves to be appointed as nobles. Check the (c)ivilization screen to see if there are any nobles left in the mountainhomes.
Title: Re: DF2014 Question and Answer Thread
Post by: smjjames on July 09, 2014, 03:44:39 pm
How the heck do I yield? I tried to start a barfight in a drink mound, but then when I grabbed someones hat and threw it, they all went lethal, but then I managed to get them down to no quarter, kept trying to yield but ended up getting beaten up to death.
Title: Re: DF2014 Question and Answer Thread
Post by: sal880612m on July 09, 2014, 03:56:57 pm
^ lol.

How the heck do I yield? I tried to start a barfight in a drink mound, but then when I grabbed someones hat and threw it, they all went lethal, but then I managed to work them up to no quarter, kept trying to yield but ended up getting beaten up to death.

FTFY. No Quarter means they will behave exactly as they did and ignore yielding and kill you.

Edit: the lol isn't meant to be insulting. Just appreciating the humor in a face palm moment which I hope you will as well.
Title: Re: DF2014 Question and Answer Thread
Post by: smjjames on July 09, 2014, 04:07:42 pm
^ lol.

How the heck do I yield? I tried to start a barfight in a drink mound, but then when I grabbed someones hat and threw it, they all went lethal, but then I managed to work them up to no quarter, kept trying to yield but ended up getting beaten up to death.

FTFY. No Quarter means they will behave exactly as they did and ignore yielding and kill you.

Edit: the lol isn't meant to be insulting. Just appreciating the humor in a face palm moment which I hope you will as well.

Yeah it was a facepalm moment and I was like 'oh crap' when they went to lethal.
Title: Re: DF2014 Question and Answer Thread
Post by: Fobeeyo on July 09, 2014, 05:04:26 pm
What are all of these new metals, like flickering metal, singing metal, clear blue metal, and frosty metal. What exactly are these metals? I found them in the arena object list while looking for adamantine and messing around
Title: Re: DF2014 Question and Answer Thread
Post by: locustgate on July 09, 2014, 05:29:06 pm
Does mining 1 tree root causes the tree to collapse? I've got a couple of notices of something has collapse, but never really bothered to look at the trees, I'm usually mining near where I'm cutting trees down.

On an unrelated note how far can something jump.
Title: Re: DF2014 Question and Answer Thread
Post by: Sergarr on July 09, 2014, 06:15:51 pm
On an unrelated note how far can something jump.
2 tiles from standing

up to 5 tiles from running (sprint) start
Title: Re: DF2014 Question and Answer Thread
Post by: backstab on July 09, 2014, 06:37:09 pm
Anyone know how to turn off Aquifers ?
Title: Re: DF2014 Question and Answer Thread
Post by: Flarp on July 09, 2014, 07:57:40 pm
What's the difference between "plants" and "garden vegetables"?
Title: Re: DF2014 Question and Answer Thread
Post by: Telgin on July 09, 2014, 08:05:36 pm
Does mining 1 tree root causes the tree to collapse? I've got a couple of notices of something has collapse, but never really bothered to look at the trees, I'm usually mining near where I'm cutting trees down.

On an unrelated note how far can something jump.

Mining a root tile will make the whole tree disappear, yes.  I don't know if it counts as a collapse like that, or if it gives you any wood, but it does vanish.
Title: Re: DF2014 Question and Answer Thread
Post by: Glloyd on July 09, 2014, 08:14:30 pm
Not sure if this is a feature or a bug:

I'm already lord of a group that rules a town. When I try to claim another site, it doesn't let me claim it as my previous group, but forces me to name a new one, thus making me become lord of multiple groups. Anyone know if this is intended behavior, or should i report it?
Title: Re: DF2014 Question and Answer Thread
Post by: Farmerbob on July 10, 2014, 05:09:00 am
I've received the message "No outpost liaison? How curious..." two years in a row instead of a liaison. I'm playing on a small world, but I don't think my dwarven civilization is extinct (I've received immigrants as normal). Is it now possible for liaisons to be waylaid prior to arrival on the map?

Last version, you started getting immigrants no matter what, even in no dwarf worlds.  I don't think it was ever fixed.
Title: Re: DF2014 Question and Answer Thread
Post by: EuchreJack on July 10, 2014, 09:01:23 am
How do I claim a site for my own? No matter what I do, I just keep saying "I've forgotten my bold pronouncement...".
As far as I can tell you just need to tell someone that you're claiming the site and then go murder the current leader. I've never gotten that message.

I've received the message "No outpost liaison? How curious..." two years in a row instead of a liaison. I'm playing on a small world, but I don't think my dwarven civilization is extinct (I've received immigrants as normal). Is it now possible for liaisons to be waylaid prior to arrival on the map?
I got that with a dead dwarven civilization, and then one of the first caravan merchants was made Diplomat and subsequently Baron. It's possible that your civilization was overrun while you were playing, but then that should have interfered with migrants and caused some of your dwarves to be appointed as nobles. Check the (c)ivilization screen to see if there are any nobles left in the mountainhomes.

It could be that your dwarf civilization has no capital, or that your fortress has become the capital.  In either case, I believe you can't get the diplomat (nobody to negotiate with).

I've received the message "No outpost liaison? How curious..." two years in a row instead of a liaison. I'm playing on a small world, but I don't think my dwarven civilization is extinct (I've received immigrants as normal). Is it now possible for liaisons to be waylaid prior to arrival on the map?

Last version, you started getting immigrants no matter what, even in no dwarf worlds.  I don't think it was ever fixed.

And there is that...

Does mining 1 tree root causes the tree to collapse? I've got a couple of notices of something has collapse, but never really bothered to look at the trees, I'm usually mining near where I'm cutting trees down.

On an unrelated note how far can something jump.

Mining a root tile will make the whole tree disappear, yes.  I don't know if it counts as a collapse like that, or if it gives you any wood, but it does vanish.

Eh, I get warnings about stuff collapsing all the time while chopping down trees.  Nobody ever got hurt, so I'm not worrying about it.  Although, it might be more FUN when I've got more than 14 people in my fort...
Title: Re: DF2014 Question and Answer Thread
Post by: Loci on July 10, 2014, 11:06:39 am
I've received the message "No outpost liaison? How curious..." two years in a row instead of a liaison. I'm playing on a small world, but I don't think my dwarven civilization is extinct (I've received immigrants as normal). Is it now possible for liaisons to be waylaid prior to arrival on the map?
I got that with a dead dwarven civilization, and then one of the first caravan merchants was made Diplomat and subsequently Baron. It's possible that your civilization was overrun while you were playing, but then that should have interfered with migrants and caused some of your dwarves to be appointed as nobles. Check the (c)ivilization screen to see if there are any nobles left in the mountainhomes.

My civilization has a king, two baronesses, and a general (all "/Merchant"s).


Last version, you started getting immigrants no matter what, even in no dwarf worlds.  I don't think it was ever fixed.

I thought that was only the first two hard-coded waves. My fortress has made it up to 50 (twice now, thanks to a mid-winter crash the first time).
Title: Re: DF2014 Question and Answer Thread
Post by: Farmerbob on July 10, 2014, 11:36:41 am
Last version, you started getting immigrants no matter what, even in no dwarf worlds.  I don't think it was ever fixed.

I thought that was only the first two hard-coded waves. My fortress has made it up to 50 (twice now, thanks to a mid-winter crash the first time).

That was two major versions ago.  Last version, I created a no dwarf world.  I actually checked through all of the legends and there were zero living dwarves.  I saved the world in another folder, then I created my fortress, and about ten immigrant waves later, up to around 100 dwarves, the fort went belly-up due to something or another, and I looked back in legends.  Every dwarf in my fort had been created from scratch.  I tried a couple more times, same result.  I put it over on the bug tracker and if I'm not mistaken, I was told it was not a bug.  Which irritated me.  I like no-dwarf worlds.
Title: Re: DF2014 Question and Answer Thread
Post by: Nosfer on July 10, 2014, 02:09:51 pm
Can I harvest fruits from the peach tree, for example?
Title: Re: DF2014 Question and Answer Thread
Post by: Williham on July 10, 2014, 03:31:25 pm
Anyone know how to turn off Aquifers ?

sed -i~ -e 's/[AQUIFER]//' raw
Title: Re: DF2014 Question and Answer Thread
Post by: Trif on July 10, 2014, 03:43:16 pm
Can I harvest fruits from the peach tree, for example?
Not in fortress mode, Toady didn't manage to finish harvesting from trees properly. It'll be added soon though.
It should be possible in Adventurer mode, if you're playing during the harvesting season of course.
Title: Re: DF2014 Question and Answer Thread
Post by: greycat on July 10, 2014, 05:57:11 pm
Anyone know how to turn off Aquifers ?

sed -i~ -e 's/[AQUIFER]//' raw

I think you want: sed -i~ -e 's/\[AQUIFER\]//' raw/objects/inorganic*.txt
Title: Re: DF2014 Question and Answer Thread
Post by: locustgate on July 10, 2014, 06:21:43 pm
Is it possible to melt frozen water, with/out magma?
Title: Re: DF2014 Question and Answer Thread
Post by: Williham on July 11, 2014, 12:10:36 am
Anyone know how to turn off Aquifers ?

sed -i~ -e 's/[AQUIFER]//' raw

I think you want: sed -i~ -e 's/\[AQUIFER\]//' raw/objects/inorganic*.txt

Ah, yes.
Title: Re: DF2014 Question and Answer Thread
Post by: FutureSailor on July 11, 2014, 07:50:21 pm
Has anyone managed to gather grapes, cranberries, blueberries, and raspberries, and get seeds from them? What's the correct job for processing them? I'm still using 40.01, but the update only mentioned quarry bushes.

Most of the other plants are a bit finicky, but they work. I'm making turnip wine, which has got me very curious about whether dwarfs are immune to wood alcohol, if they just deal with it the way prisoners deal with pruno, or if they distill it out and then add some juice back in for flavoring after the yeast is dead.

I can finally make the (barley beer) I'm actually drinking! Well, I don't know what goes into Steel Reserve. Sweepings from a rye bread factory? I'm still waiting for my potatoes to sprout, I'm really hoping to have vodka.
Title: Re: DF2014 Question and Answer Thread
Post by: TheCoolSideofthePIllow on July 11, 2014, 08:30:01 pm
Someone stated in a post elsewhere here that they were able to spit at people with their adventurer.

Is he full of shit or can you actually do that? It's not in dialogue, nor is it something you (f)ire or (t)hrow. I'm leaning towards BS.
Title: Re: DF2014 Question and Answer Thread
Post by: Archereon on July 11, 2014, 08:37:04 pm
Is it know to what extent world-gen proceeds during play? For example, can deity curses be handed out, potentially bringing vampires/werebeasts back into a world where they had previously been eradicated?
Title: Re: DF2014 Question and Answer Thread
Post by: kingubu on July 11, 2014, 08:38:20 pm
Is it possible to melt frozen water, with/out magma?
Wiki says you can cave-in ice to make water.
http://dwarffortresswiki.org/index.php/DF2014:Glacier#Dwarven_Ice_Cutting

Someone stated in a post elsewhere here that they were able to spit at people with their adventurer.

Is he full of shit or can you actually do that? It's not in dialogue, nor is it something you (f)ire or (t)hrow. I'm leaning towards BS.
Meanwhile, over in the adventure mode board...
Quick question, how do you spit on people?
It's in the x menu under natural abilities or something like that.  Same place where dragonbreath and stuff like that is accessed.
Title: Re: DF2014 Question and Answer Thread
Post by: TheCoolSideofthePIllow on July 11, 2014, 09:39:24 pm
Someone stated in a post elsewhere here that they were able to spit at people with their adventurer.

Is he full of shit or can you actually do that? It's not in dialogue, nor is it something you (f)ire or (t)hrow. I'm leaning towards BS.
Meanwhile, over in the adventure mode board...
Quick question, how do you spit on people?
It's in the x menu under natural abilities or something like that.  Same place where dragonbreath and stuff like that is accessed.
[/quote]

I didn't even think to check in the reactions table. Nice.
Title: Re: DF2014 Question and Answer Thread
Post by: Kishmond on July 11, 2014, 11:05:38 pm
Why, even though I have a proper weapon and shield, do I mostly kick, punch, and bite people when I use the default attack? I've tried changing my combat settings to 'strike', 'close combat', etc. with no luck.
Title: Re: DF2014 Question and Answer Thread
Post by: Lemunde on July 12, 2014, 05:37:30 am
Why, even though I have a proper weapon and shield, do I mostly kick, punch, and bite people when I use the default attack? I've tried changing my combat settings to 'strike', 'close combat', etc. with no luck.

Odds are your weapon and shield are strapped to your back. Try pressing "q" to unsheath your weapon and shield. When you're walking around town be sure the put them away with the same key so NPCs don't freak out.

For my question, has anyone tried out any of the traps? I heard somewhere that they've been horribly nerfed but I haven't gotten around to verifying that for myself.
Title: Re: DF2014 Question and Answer Thread
Post by: Wimopy on July 12, 2014, 07:27:38 am
Why, even though I have a proper weapon and shield, do I mostly kick, punch, and bite people when I use the default attack? I've tried changing my combat settings to 'strike', 'close combat', etc. with no luck.

It's possible that your skill in striking/wrestling/kicking/biting is higher than your weapon skill. I had the same problem in the arena when I set dwarves to grandmaster everything. They didn't use their weapons much, sometimes not at all. Still managed to almost beat a dragon senseless with good enough equipment and luck, but that's not part of this discussion, is it? Heh...

Yep, it's also worth checking the bottom right of the screen. It should list your weapon. It's possible you dropped it or sheathed it by pressing q, as Lemunde said. (Easy to check in another way, press A (shift+a) and see if you have your weapon listed in ways to attack.)
Title: Re: DF2014 Question and Answer Thread
Post by: locustgate on July 12, 2014, 12:44:51 pm
Anyone know how to turn off Aquifers ?

Dwarf Fortress Starter pack is the easiest.
Title: Re: DF2014 Question and Answer Thread
Post by: TheCoolSideofthePIllow on July 12, 2014, 01:57:47 pm
I am playing as an Outsider, and whenever I try to claim a place, instead of getting the group name screen, I just say "I have forgotten my bold pronouncement."

What gives?
Title: Re: DF2014 Question and Answer Thread
Post by: Wimopy on July 12, 2014, 02:01:21 pm
I am playing as an Outsider, and whenever I try to claim a place, instead of getting the group name screen, I just say "I have forgotten my bold pronouncement."

What gives?

I believe it's because you're a complete stranger. Try going out and killing megabeasts/doing quests, then apply. Don't forget to spread rumours about how cool you are and talk to people.
It might also be that outsiders can't have claims, but that's highly unlikely.
Title: Re: DF2014 Question and Answer Thread
Post by: locustgate on July 12, 2014, 04:51:06 pm
How many items can an armor/weapon stand hold?
Title: Re: DF2014 Question and Answer Thread
Post by: TheOnlySolitaire on July 12, 2014, 04:56:19 pm
Someone stated in a post elsewhere here that they were able to spit at people with their adventurer.

Is he full of shit or can you actually do that? It's not in dialogue, nor is it something you (f)ire or (t)hrow. I'm leaning towards BS.


press (x) when in adventure mode - spit an option is under natural abilities i think, should be the 3rd option down iirc.
Haven't tried it yet though.
Title: Re: DF2014 Question and Answer Thread
Post by: locustgate on July 12, 2014, 05:53:03 pm
Someone stated in a post elsewhere here that they were able to spit at people with their adventurer.

Is he full of shit or can you actually do that? It's not in dialogue, nor is it something you (f)ire or (t)hrow. I'm leaning towards BS.


press (x) when in adventure mode - spit an option is under natural abilities i think, should be the 3rd option down iirc.
Haven't tried it yet though.

Yeah its in natural abilities
Title: Re: DF2014 Question and Answer Thread
Post by: billybobfred on July 12, 2014, 08:03:23 pm
Is it intentional or a bug that farm plots now show only the current season's crops, regardless of which season you're selecting crops for?

... and also hey do we know how/where to plant the new garden vegetables yet? I'm guessing above ground but I haven't been able to check that yet.
Title: Re: DF2014 Question and Answer Thread
Post by: samanato on July 12, 2014, 08:09:41 pm
The farm-plots are supposed to be fixed by the next release.
Title: Re: DF2014 Question and Answer Thread
Post by: locustgate on July 12, 2014, 09:40:17 pm
What is the thrice damned point of bucklers?
Title: Re: DF2014 Question and Answer Thread
Post by: Icefire2314 on July 12, 2014, 10:38:13 pm
Does claiming a site in adventure mode have any actual consequence or is it just there with little resulting purpose? Also, I've claimed the site 3 times in a row now, each time I say that I claim it by shouting, and everyone says "It was inevitable" Or something along those lines.
Title: Re: DF2014 Question and Answer Thread
Post by: kingubu on July 12, 2014, 11:01:59 pm
What is the thrice damned point of bucklers?
I'm going to say there no point. Yet.
Title: Re: DF2014 Question and Answer Thread
Post by: Alev on July 12, 2014, 11:05:57 pm
What is the thrice damned point of bucklers?
I'm going to say there no point. Yet.
I thought they worked as shields, but I've never tried it. KINDOFEDIT: Wiki says they are like crappier shields.
Title: Re: DF2014 Question and Answer Thread
Post by: CourierSix on July 13, 2014, 12:18:06 am
Sry to spam but i'm having a little trouble. Iv been playing the game for about a week and i'm on my second playthrough.

Wanted to know though. I can't seem to cage trap traders. Is there something i'm doing wrong? I wanted to make a "zoo" with one of each species but Elven caravans seem to walk past my trap. Is there any way to fix this? I rather not go to war with the entire elf civilization, just rather i capture the first group of traders.
Title: Re: DF2014 Question and Answer Thread
Post by: Alev on July 13, 2014, 12:27:28 am
Sry to spam but i'm having a little trouble. Iv been playing the game for about a week and i'm on my second playthrough.

Wanted to know though. I can't seem to cage trap traders. Is there something i'm doing wrong? I wanted to make a "zoo" with one of each species but Elven caravans seem to walk past my trap. Is there any way to fix this? I rather not go to war with the entire elf civilization, just rather i capture the first group of traders.
IIRC, cage traps catch only hostiles and unconcious people. Try to knock them out somehow.
Title: Re: DF2014 Question and Answer Thread
Post by: Kishmond on July 13, 2014, 12:55:30 am
Why, even though I have a proper weapon and shield, do I mostly kick, punch, and bite people when I use the default attack? I've tried changing my combat settings to 'strike', 'close combat', etc. with no luck.

It's possible that your skill in striking/wrestling/kicking/biting is higher than your weapon skill. I had the same problem in the arena when I set dwarves to grandmaster everything. They didn't use their weapons much, sometimes not at all. Still managed to almost beat a dragon senseless with good enough equipment and luck, but that's not part of this discussion, is it? Heh...

Yep, it's also worth checking the bottom right of the screen. It should list your weapon. It's possible you dropped it or sheathed it by pressing q, as Lemunde said. (Easy to check in another way, press A (shift+a) and see if you have your weapon listed in ways to attack.)
My weapons is both equipped and my axe skill is expert vs. dabbling wrestler and no striker. Yet still I'm punching and grabbing people. I don't even have any free hands.
Title: Re: DF2014 Question and Answer Thread
Post by: Farmerbob on July 13, 2014, 01:17:06 am
Why, even though I have a proper weapon and shield, do I mostly kick, punch, and bite people when I use the default attack? I've tried changing my combat settings to 'strike', 'close combat', etc. with no luck.

It's possible that your skill in striking/wrestling/kicking/biting is higher than your weapon skill. I had the same problem in the arena when I set dwarves to grandmaster everything. They didn't use their weapons much, sometimes not at all. Still managed to almost beat a dragon senseless with good enough equipment and luck, but that's not part of this discussion, is it? Heh...

Yep, it's also worth checking the bottom right of the screen. It should list your weapon. It's possible you dropped it or sheathed it by pressing q, as Lemunde said. (Easy to check in another way, press A (shift+a) and see if you have your weapon listed in ways to attack.)
My weapons is both equipped and my axe skill is expert vs. dabbling wrestler and no striker. Yet still I'm punching and grabbing people. I don't even have any free hands.

Isn't there a weapon limitation or something for non-escalated combat?  Pulling out the battleaxe for a friendly bar fight seems wrong.  I never play adventurer mode though, so I have no idea how to tell you to look for what the escalation level of a fight is.

This is adventurer mode you are asking about, right?
Title: Re: DF2014 Question and Answer Thread
Post by: Icefire2314 on July 13, 2014, 10:58:35 am
Another question, how does one speak to an individual in Adventure mode? I'm trying to speak to this swordsman to try and recruit him but I can only shout to everyone, and for some reason that still only gets a response from one person.
Title: Re: DF2014 Question and Answer Thread
Post by: Wimopy on July 13, 2014, 11:13:25 am
Another question, how does one speak to an individual in Adventure mode? I'm trying to speak to this swordsman to try and recruit him but I can only shout to everyone, and for some reason that still only gets a response from one person.
You move the cursor over him after pressing 'k'. It should get you the choice of the creatures on that tile to talk to, no matter their race/hostility/anything.
Title: Re: DF2014 Question and Answer Thread
Post by: PanH on July 13, 2014, 11:58:09 am
So, I reclaimed a site. And I just got an ambush. Except there is only one people in that ambush, a dwarf, a baroness, which is 'Hostile', yet does not attack anybody (and when my military dwarf is next to it, he doesn't attack her either).
I'm guessing (guessing, so not sure), that it's a former dwarf of the fort that stayed here, and that since I'm not of the same civ, she's hostile. Should I kill her (I'm tending towards yes, because she's a noble) or let her here ? Is there a risk of an invasion if I attack another civ ?
Title: Re: DF2014 Question and Answer Thread
Post by: Icefire2314 on July 13, 2014, 12:38:45 pm
So, I reclaimed a site. And I just got an ambush. Except there is only one people in that ambush, a dwarf, a baroness, which is 'Hostile', yet does not attack anybody (and when my military dwarf is next to it, he doesn't attack her either).
I'm guessing (guessing, so not sure), that it's a former dwarf of the fort that stayed here, and that since I'm not of the same civ, she's hostile. Should I kill her (I'm tending towards yes, because she's a noble) or let her here ? Is there a risk of an invasion if I attack another civ ?

Being merely of different civs doesn't not result in hostilities, unless they're at war (Don't quote me on that though, not sure). Might be a bug though.
Title: Re: DF2014 Question and Answer Thread
Post by: Wimopy on July 13, 2014, 12:43:03 pm
So, I reclaimed a site. And I just got an ambush. Except there is only one people in that ambush, a dwarf, a baroness, which is 'Hostile', yet does not attack anybody (and when my military dwarf is next to it, he doesn't attack her either).
I'm guessing (guessing, so not sure), that it's a former dwarf of the fort that stayed here, and that since I'm not of the same civ, she's hostile. Should I kill her (I'm tending towards yes, because she's a noble) or let her here ? Is there a risk of an invasion if I attack another civ ?

Gotta love the bugs in this version.
I would advise aganst attacking her if she is not doing anything, as it may result in a loyalty cascade. Though, if she's in the ambush, then an invasion will come.
It could be that she was kidnapped by the goblins and still inherited the title in the civ though.
Interesting occasion, you should look for similar bugs in the bug tracker and see what others did in the situation. Still, I think that if your dwarves don't attack, then ordering a kill would be like attacking a merchant and it may have more serious effects.
You could try caging her though. Build a cage trap next to her and see if she falls in. That would be an easy and clean solution.
Title: Re: DF2014 Question and Answer Thread
Post by: Vorox on July 13, 2014, 02:11:13 pm
I heard there is an option to unretire retired adventurers, but I don't see a way to do it. I've searched on the internet and found nothing.
So how do i unretire retired adventurers?
Title: Re: DF2014 Question and Answer Thread
Post by: Alev on July 13, 2014, 02:23:01 pm
I have a Miner who has no job, and is climbing in trees, but he still has a designation to dig a staircase. What is wrong with him?

Nevermind, it was me doing it wrong.
Title: Re: DF2014 Question and Answer Thread
Post by: adanos on July 13, 2014, 02:31:41 pm
I do not track forum too often. - Is Toady going to finally fix Crossbowmans? All those issues with picking ammo from bins and refilling quivers.. This makes me
apathetic..
Title: Re: DF2014 Question and Answer Thread
Post by: TheCoolSideofthePIllow on July 13, 2014, 02:39:30 pm
Is there a utility just for having the game log up on another monitor or in a window outside of the game so you can always see it without using the announcement window? Can't just open it in notepad, because it won't show changes made to it real-time.
Title: Re: DF2014 Question and Answer Thread
Post by: Wimopy on July 13, 2014, 02:57:08 pm
I heard there is an option to unretire retired adventurers, but I don't see a way to do it. I've searched on the internet and found nothing.
So how do i unretire retired adventurers?

The same way you make a normal adventurer, except when choosing your race/starting civ, you should see something along the lines of "Urist McAdventurer from Town."

Is there a utility just for having the game log up on another monitor or in a window outside of the game so you can always see it without using the announcement window? Can't just open it in notepad, because it won't show changes made to it real-time.

According to this (http://superuser.com/questions/106073/text-log-editor-with-auto-refresh-support) source, using Notepad++, there's an option to keep updating the file when it changes.
Title: Re: DF2014 Question and Answer Thread
Post by: TheCoolSideofthePIllow on July 13, 2014, 03:06:54 pm
I heard there is an option to unretire retired adventurers, but I don't see a way to do it. I've searched on the internet and found nothing.
So how do i unretire retired adventurers?

The same way you make a normal adventurer, except when choosing your race/starting civ, you should see something along the lines of "Urist McAdventurer from Town."

Is there a utility just for having the game log up on another monitor or in a window outside of the game so you can always see it without using the announcement window? Can't just open it in notepad, because it won't show changes made to it real-time.

According to this (http://superuser.com/questions/106073/text-log-editor-with-auto-refresh-support) source, using Notepad++, there's an option to keep updating the file when it changes.

Oh sweet. I already use NP++.

It only seems to update when I focus on the window, though, so I can't have them side by side without clicking between the game and the notepad window.
Title: Re: DF2014 Question and Answer Thread
Post by: Dantez on July 13, 2014, 03:12:06 pm
Sorry for being a filthy elf, but is there any estimation on when Dwarf Therapist will be updated for this version? I got used to it thanks to the Lazy Newb Pack, and now it is very hard for me to adjust to the native system.

Also, my first dwarves landed right next to three crocodiles and a sponge. Damn.
Title: Re: DF2014 Question and Answer Thread
Post by: Wimopy on July 13, 2014, 03:21:18 pm
Sorry for being a filthy elf, but is there any estimation on when Dwarf Therapist will be updated for this version? I got used to it thanks to the Lazy Newb Pack, and now it is very hard for me to adjust to the native system.

Also, my first dwarves landed right next to three crocodiles and a sponge. Damn.

Not the place to ask, go look in the utilities thread. From what I see, there's a version updated to 0.40.01, but not anything newer.
Title: Re: DF2014 Question and Answer Thread
Post by: locustgate on July 13, 2014, 04:02:33 pm
Did they fix the flying creature bug in .03?
Title: Re: DF2014 Question and Answer Thread
Post by: Farmerbob on July 13, 2014, 04:37:31 pm
So, I reclaimed a site. And I just got an ambush. Except there is only one people in that ambush, a dwarf, a baroness, which is 'Hostile', yet does not attack anybody (and when my military dwarf is next to it, he doesn't attack her either).
I'm guessing (guessing, so not sure), that it's a former dwarf of the fort that stayed here, and that since I'm not of the same civ, she's hostile. Should I kill her (I'm tending towards yes, because she's a noble) or let her here ? Is there a risk of an invasion if I attack another civ ?

She's a vampire.  Kill her.  Or maybe she's a necromancer?  Failing that, she might be an elf in disguise?
Title: Re: DF2014 Question and Answer Thread
Post by: shevtsov200 on July 13, 2014, 08:00:23 pm
Did they fix the flying creature bug in .03?
Toady has been catching crashes. Now he is busy with optimisation.
Title: Re: DF2014 Question and Answer Thread
Post by: PDF urist master on July 13, 2014, 08:29:35 pm
the new randomly generated metals, are they adventurer mode exclusive or will we see them in dwarf mode occasionally?

secondly, are their stats (shear fracture, density, etc) fixed or randomized per game?
Title: Re: DF2014 Question and Answer Thread
Post by: locustgate on July 13, 2014, 08:32:26 pm
the new randomly generated metals, are they adventurer mode exclusive or will we see them in dwarf mode occasionally?

secondly, are their stats (shear fracture, density, etc) fixed or randomized per game?

The only way I can see them making it into fortress is if you settle on a site that has it OR a kobal steals one and tries to steal/attack from you.
Title: Re: DF2014 Question and Answer Thread
Post by: shevtsov200 on July 13, 2014, 08:35:37 pm
Can we make cacao from cacao trees?
Title: Re: DF2014 Question and Answer Thread
Post by: PDF urist master on July 13, 2014, 09:02:53 pm
Can we make cacao from cacao trees?

not yet.
Title: Re: DF2014 Question and Answer Thread
Post by: CourierSix on July 14, 2014, 03:22:20 am
How do you end a war? I pissed off the humans and they're at war with me. How do i end it?
Title: Re: DF2014 Question and Answer Thread
Post by: Wimopy on July 14, 2014, 05:09:38 am
How do you end a war? I pissed off the humans and they're at war with me. How do i end it?

You die or you kill every last one of them.
Title: Re: DF2014 Question and Answer Thread
Post by: Loci on July 14, 2014, 06:10:26 am
Is there a utility just for having the game log up on another monitor or in a window outside of the game so you can always see it without using the announcement window? Can't just open it in notepad, because it won't show changes made to it real-time.

"tail -f" will do this in linux; there's probably a windows "tail" utility with a similar function.
Title: Re: DF2014 Question and Answer Thread
Post by: Telgin on July 14, 2014, 07:31:12 am
How do you end a war? I pissed off the humans and they're at war with me. How do i end it?

You die or you kill every last one of them.

Is this true now?  Because I'm pretty sure in older versions they'd eventually send a diplomat or something to end the war, at least in fort mode.  I've never actually started a war, so I'm not positive.

I do not track forum too often. - Is Toady going to finally fix Crossbowmans? All those issues with picking ammo from bins and refilling quivers.. This makes me
apathetic..

He's currently in the bug fix cycle, so any old bugs are theoretically up for fixing now.  Having said that, hauling related things like this don't seem to be likely to get fixed soon.  He's got a lot of other stuff left to polish and fix for this version, so I wouldn't count on it, frustrating as it is.
Title: Re: DF2014 Question and Answer Thread
Post by: Wimopy on July 14, 2014, 07:40:06 am
How do you end a war? I pissed off the humans and they're at war with me. How do i end it?

You die or you kill every last one of them.

Is this true now?  Because I'm pretty sure in older versions they'd eventually send a diplomat or something to end the war, at least in fort mode.  I've never actually started a war, so I'm not positive.

I'll be honest, I'm not quite sure, I have more knowledge in adventure mode. Still, I have never had them actually end their attacks.
Checked the wiki (http://dwarffortresswiki.org/index.php/DF2014:War) though. It says they may occasionally send a diplomat to try and end the war, so yeah, I was wrong. (I'll do more research before posting, heh...)
Still, it's not a certainty. Years might pass before you talk of peace.
And anyways, if you start it, you must see it through, that is the way of the !!FUN!!
Title: Re: DF2014 Question and Answer Thread
Post by: CLA on July 14, 2014, 10:43:15 am
So, I've made an adventurer, slew the last titan of the world and claimed his site for me, becoming lord.
Is there any way I can now start fortress mode build a fortress there as a member of my adventurer's group? I looked at the embark screen and we're part of the same civilization, but if I start a fortress, my starting 7 are their own group, right?
In short, how do I get my adventurer to be the ruler of my fortress?
Title: Re: DF2014 Question and Answer Thread
Post by: pisskop on July 14, 2014, 10:55:10 am
ptw for posterity.
Title: Re: DF2014 Question and Answer Thread
Post by: greycat on July 14, 2014, 11:27:44 am
Is the new version running considerably slower for anyone else?
I'm getting about 50 fps on a new embark.

The calendar (post-worldgen history) continues running in the background as you play.  The larger the world, and the longer its history, the slower everything will go.  Toady is planning to optimize this as soon as he can.
Title: Re: DF2014 Question and Answer Thread
Post by: Wimopy on July 14, 2014, 11:52:50 am
So, I've made an adventurer, slew the last titan of the world and claimed his site for me, becoming lord.
Is there any way I can now start fortress mode build a fortress there as a member of my adventurer's group? I looked at the embark screen and we're part of the same civilization, but if I start a fortress, my starting 7 are their own group, right?
In short, how do I get my adventurer to be the ruler of my fortress?

Your first question and the short version aren't the same.
To the short version: If you retire your adventurer in, say, a mountain homes, then he may arrive at your fort and if the ruler dies, he may take his place.
To the other one: You can't be a part of his group, as it is not a civlization, but an entity within one.

Not sure about the latter part.
Title: Re: DF2014 Question and Answer Thread
Post by: CLA on July 14, 2014, 12:03:35 pm
You can't be a part of his group, as it is not a civlization, but an entity within one.

I see, thanks. That's what I feared. I take it there's no way to cut my ties with the old civilization and found a new one, right? And even if, would I get migrants from other (the original) dwarven civilization?
Title: Re: DF2014 Question and Answer Thread
Post by: Wimopy on July 14, 2014, 12:07:52 pm
You can't be a part of his group, as it is not a civlization, but an entity within one.

I see, thanks. That's what I feared. I take it there's no way to cut my ties with the old civilization and found a new one, right? And even if, would I get migrants from other (the original) dwarven civilization?

Really not my area of specialty, but no, I don't think there's any way to make a new civ, as the number of civs is predetermined at worldgen. And if you did make a new one, you would not have any ties with the original civ (except maybe hostile ones?), so you wouldn't get migrants.
Title: Re: DF2014 Question and Answer Thread
Post by: CLA on July 14, 2014, 12:13:50 pm
Really not my area of specialty, but no, I don't think there's any way to make a new civ, as the number of civs is predetermined at worldgen. And if you did make a new one, you would not have any ties with the original civ (except maybe hostile ones?), so you wouldn't get migrants.

Thanks again. Just had an idea though:
Start fortress, on the site of the titan I slew, become barony, abandon.
Unretire adventurer, claim fortress site for myself, becoming its ruler, retire adventurer in that fort
reclaim fortress

Would I then control a fortress with the adventurer as ruler?
Title: Re: DF2014 Question and Answer Thread
Post by: Wumpi on July 14, 2014, 12:17:02 pm
Anyone know why military dwarves refuse to equip the weapon assigned in their uniform? Any dwarf who had a non-sword skill (macedwarf for example) will not equip a sword in their inventory, despite the military view showing they have gathered a sword. Left to pick their own weapons, they'll pickup and use whatever they have the most skill in.
Title: Re: DF2014 Question and Answer Thread
Post by: timotheos on July 14, 2014, 12:56:00 pm
Not sure if it is a DF2014 thing or a small world thing? but I'm getting a lot of sites without any goblin neighbors. Just Elves, Humans and Dwarves. Does that mean no sieges?
My current world only shows Goblin neighbors in one corner of the world, which they seem to share with 4 towers.
Title: Re: DF2014 Question and Answer Thread
Post by: locustgate on July 14, 2014, 01:07:31 pm
Couple of Ag questions, about how many people can a farmer feed and if I have a 3x3 plot how many dwarves can it feed at max capacity, per season.
Title: Re: DF2014 Question and Answer Thread
Post by: Wumpi on July 14, 2014, 01:50:46 pm
Depends on the skill of the farmer, locustgate. A skilled farmer will produce larger stacks of food from the farm, feeding more people. Additionally, an effective farm will produce faster, due to being replanted hastily. If you have to drag each seed from your kitchen 30 levels down, it'll take a long time for one farmer to replant your field.
Title: Re: DF2014 Question and Answer Thread
Post by: greycat on July 14, 2014, 01:56:45 pm
Couple of Ag questions, about how many people can a farmer feed

A single legendary Planter can probably handle about 50-80 dwarves.  But it'll depend on the efficiency of your fortress design (how far he has to walk from seed stockpile(s) to farm plot(s)), how lazy/dutiful he is, etc.  And this is also assuming you have other dwarves processing the stuff he grows (someone to bag the quarry bush leaves once Toady makes those actually start giving seeds again, someone to cook the quarry bush leaves, someone to brew the brewable plants).

It will also depend on whether you include textiles (pig tails, rope reed, etc.) for clothing replacement as part of the picture.

Quote
and if I have a 3x3 plot how many dwarves can it feed at max capacity, per season.

Best case scenario, growing plump helmets and ignoring the lack of variety, also ignoring fertilizer, you get 2 crops per season, times 9 tiles, times about 4 plump helmets per stack (Legendary planter) = 72 plump helmets.  A single dwarf needs 4 drinks and 2 meals per season, so that's 3 plump helmets (1 brewed, 2 eaten raw).  So your 3x3 plot handles about 24 dwarves.  Again, this is a best case scenario, and not realistic in a long-running fortress.  You'll need some booze variety.  You'll also want to use quarry bushes for food when those are fixed; those give you 5x the food per plant (each plant becomes 5 leaves = 5 meals after bagging and cooking), at the cost of not being available in every season, and taking longer than plump helmets to mature.
Title: Re: DF2014 Question and Answer Thread
Post by: Dushan on July 14, 2014, 02:10:32 pm
Ive played a few times but never dealt with Lava yet.  If I tap a volcano does it empty? can I drain all my lava? Or does it....regenerate, sorta of like a river.  Like is it finite or can I just keep pulling it from the volcano forever?
Title: Re: DF2014 Question and Answer Thread
Post by: locustgate on July 14, 2014, 02:16:44 pm
Couple of Ag questions, about how many people can a farmer feed

A single legendary Planter can probably handle about 50-80 dwarves.  But it'll depend on the efficiency of your fortress design (how far he has to walk from seed stockpile(s) to farm plot(s)), how lazy/dutiful he is, etc.  And this is also assuming you have other dwarves processing the stuff he grows (someone to bag the quarry bush leaves once Toady makes those actually start giving seeds again, someone to cook the quarry bush leaves, someone to brew the brewable plants).

It will also depend on whether you include textiles (pig tails, rope reed, etc.) for clothing replacement as part of the picture.

Quote
and if I have a 3x3 plot how many dwarves can it feed at max capacity, per season.

Best case scenario, growing plump helmets and ignoring the lack of variety, also ignoring fertilizer, you get 2 crops per season, times 9 tiles, times about 4 plump helmets per stack (Legendary planter) = 72 plump helmets.  A single dwarf needs 4 drinks and 2 meals per season, so that's 3 plump helmets (1 brewed, 2 eaten raw).  So your 3x3 plot handles about 24 dwarves.  Again, this is a best case scenario, and not realistic in a long-running fortress.  You'll need some booze variety.  You'll also want to use quarry bushes for food when those are fixed; those give you 5x the food per plant (each plant becomes 5 leaves = 5 meals after bagging and cooking), at the cost of not being available in every season, and taking longer than plump helmets to mature.

26 squares to seed stockpile, though I can cut that down to 2 or 12 depending, if I change the seed room into a production room and move the seed 'room' to the main hall.

I've got 1 plot that grows only plump, 1 that grows (ph,pt,pt,ph), and one that grows (sp,cw,cw,dc). Along with 1 farmer and 1 soldier/farmer.

On a side note is it possible to collect fallen fruit?
Title: Re: DF2014 Question and Answer Thread
Post by: Wimopy on July 14, 2014, 02:50:51 pm
Ive played a few times but never dealt with Lava yet.  If I tap a volcano does it empty? can I drain all my lava? Or does it....regenerate, sorta of like a river.  Like is it finite or can I just keep pulling it from the volcano forever?

They will slowly refill. Source (http://dwarffortresswiki.org/index.php/DF2014:Magma#Magma_sources)
Always worth checking the wiki when dealing with something new.
Title: Re: DF2014 Question and Answer Thread
Post by: greycat on July 14, 2014, 07:26:32 pm
On a side note is it possible to collect fallen fruit?

Not yet.
Title: Re: DF2014 Question and Answer Thread
Post by: locustgate on July 14, 2014, 07:39:40 pm
Not a question but I believe I know when someone declares war on someone.....your FPS drops to 30 suddenly.
Title: Re: DF2014 Question and Answer Thread
Post by: MarcAFK on July 14, 2014, 08:08:59 pm
PTW
Title: Re: DF2014 Question and Answer Thread
Post by: Bloax on July 14, 2014, 09:19:56 pm
Is it possible to unretire a fortress now?
Title: Re: DF2014 Question and Answer Thread
Post by: BlackFlyme on July 14, 2014, 09:25:00 pm
Yes, you can retire and un-retire your fortresses now. You can even reclaim abandoned world-gen fortresses.
Title: Re: DF2014 Question and Answer Thread
Post by: Bloax on July 14, 2014, 09:26:52 pm
Has anyone tried whether or not retired adventurers at the fort join the fort population once the fort is unretired?

Because if they do then I feel like giving someone a couple of stupid good warriors.
Title: Re: DF2014 Question and Answer Thread
Post by: DracMonster on July 14, 2014, 09:42:47 pm
Is brewing bugged or has it been changed to be more complicated or something?

I have embarked with 5 each of the following:
strawberries
grapes
blueberries
blackberries
raspberries

Now the kitchen screen says they're brewable, and I got stills set up and lots of pots, but when I try to make booze it cancels with the message that DRINK_MAT producing plant is missing. I was able to brew up my plump helmets no problems.

Is this a bug or is there some additional step for those?

Title: Re: DF2014 Question and Answer Thread
Post by: Icefire2314 on July 14, 2014, 09:45:47 pm
Is brewing bugged or has it been changed to be more complicated or something?

I have embarked with 5 each of the following:
strawberries
grapes
blueberries
blackberries
raspberries

Now the kitchen screen says they're brewable, and I got stills set up and lots of pots, but when I try to make booze it cancels with the message that DRINK_MAT producing plant is missing. I was able to brew up my plump helmets no problems.

Is this a bug or is there some additional step for those?

I've noticed that in the Still menu there are two options now: brew drink from plant and brew drink from fruit. I feel like the things you listed are *probably* classified as fruit in DF, (although they could well not be and why not, little else makes sense). If you try brewing fruit it may work.
Title: Re: DF2014 Question and Answer Thread
Post by: DracMonster on July 14, 2014, 09:49:23 pm
Is brewing bugged or has it been changed to be more complicated or something?

I have embarked with 5 each of the following:
strawberries
grapes
blueberries
blackberries
raspberries

Now the kitchen screen says they're brewable, and I got stills set up and lots of pots, but when I try to make booze it cancels with the message that DRINK_MAT producing plant is missing. I was able to brew up my plump helmets no problems.

Is this a bug or is there some additional step for those?

I've noticed that in the Still menu there are two options now: brew drink from plant and brew drink from fruit. I feel like the things you listed are *probably* classified as fruit in DF, (although they could well not be and why not, little else makes sense). If you try brewing fruit it may work.

Oops, forgot to mention, that doesn't work either. It wont let me brew them at all.
Title: Re: DF2014 Question and Answer Thread
Post by: Icefire2314 on July 14, 2014, 10:24:46 pm
Can't help you there then, might be a bug.
Title: Re: DF2014 Question and Answer Thread
Post by: DracMonster on July 14, 2014, 11:06:31 pm
Can't help you there then, might be a bug.

Ah, well. My other nasty surprise was preparing a few pots of food for the first caravan and finding they're worth only a few DB each instead of hundreds or thousands. Food value seems to have been massively nerfed.
Title: Re: DF2014 Question and Answer Thread
Post by: MarcAFK on July 14, 2014, 11:52:25 pm
I think for the brewing bug, if you grow something brewable then you'll suddenly be able to brew anything you've got available.
Title: Re: DF2014 Question and Answer Thread
Post by: JoeJoe on July 15, 2014, 05:49:25 am
someone to bag the quarry bush leaves once Toady makes those actually start giving seeds again, someone to cook the quarry bush leaves

You can do this yourself. In reaction_other.txt the process plants to bag reaction should look like this:
Code: [Select]
[REACTION:PROCESS_PLANT_TO_BAG]
[NAME:process plant to bag]
[BUILDING:FARMER:CUSTOM_B]
[REAGENT:plant:1:PLANT:NONE:NONE:NONE]
[HAS_MATERIAL_REACTION_PRODUCT:BAG_ITEM]
[UNROTTEN]
[REAGENT:bag:1:BOX:NONE:NONE:NONE]
[EMPTY]
[BAG]
[PRESERVE_REAGENT]
[DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
[PRODUCT:100:5:GET_ITEM_DATA_FROM_REAGENT:plant:BAG_ITEM]
[PRODUCT_TO_CONTAINER:bag]
[PRODUCT:100:1:SEEDS:NONE:GET_MATERIAL_FROM_REAGENT:plant:SEED_MAT]
[SKILL:PROCESSPLANTS]

and in plant_standard.txt the entry for quarry bushes should look like this:

Code: [Select]
[PLANT:BUSH_QUARRY]
[NAME:quarry bush][NAME_PLURAL:quarry bushes][ADJ:quarry bush]
[USE_MATERIAL_TEMPLATE:STRUCTURAL:STRUCTURAL_PLANT_TEMPLATE]
[MATERIAL_VALUE:2]
[EDIBLE_VERMIN]
[ITEM_REACTION_PRODUCT:BAG_ITEM:PLANT_GROWTH:LEAVES:LOCAL_PLANT_MAT:LEAF]
[MATERIAL_REACTION_PRODUCT:SEED_MAT:LOCAL_PLANT_MAT:SEED]
[BASIC_MAT:LOCAL_PLANT_MAT:STRUCTURAL]
[PICKED_TILE:5][PICKED_COLOR:7:0:0]
[GROWDUR:500][VALUE:2]
[USE_MATERIAL_TEMPLATE:OIL:PLANT_OIL_TEMPLATE]
[STATE_NAME_ADJ:ALL_SOLID:frozen rock nut oil]
[STATE_NAME_ADJ:LIQUID:rock nut oil]
[STATE_NAME_ADJ:GAS:boiling rock nut oil]
[PREFIX:NONE]
[MATERIAL_VALUE:5]
[EDIBLE_COOKED]
[USE_MATERIAL_TEMPLATE:SOAP:PLANT_SOAP_TEMPLATE]
[STATE_NAME_ADJ:ALL_SOLID:rock nut soap]
[STATE_NAME_ADJ:LIQUID:melted rock nut soap]
[STATE_NAME_ADJ:GAS:n/a]
[PREFIX:NONE]
[MATERIAL_VALUE:5]
[USE_MATERIAL_TEMPLATE:LEAF:LEAF_TEMPLATE]
[MATERIAL_VALUE:5]
[EDIBLE_COOKED]
[STOCKPILE_PLANT_GROWTH]
[USE_MATERIAL_TEMPLATE:SEED:SEED_TEMPLATE]
[STATE_NAME_ADJ:ALL_SOLID:rock nut]
[STATE_NAME_ADJ:SOLID_PASTE:rock nut paste]
[STATE_NAME_ADJ:SOLID_PRESSED:rock nut press cake]
[MATERIAL_VALUE:1]
[EDIBLE_VERMIN]
[EDIBLE_RAW]
[EDIBLE_COOKED]
[MATERIAL_REACTION_PRODUCT:PRESS_LIQUID_MAT:LOCAL_PLANT_MAT:OIL]
[PREFIX:NONE]
[STOCKPILE_GLOB_PASTE]
[STOCKPILE_GLOB_PRESSED]
[SEED:rock nut:rock nuts:7:0:1:LOCAL_PLANT_MAT:SEED]
[SPRING][SUMMER][AUTUMN]
[FREQUENCY:100]
[CLUSTERSIZE:5]
[PREFSTRING:gray leaves]
[WET][DRY]
[BIOME:SUBTERRANEAN_WATER]
[UNDERGROUND_DEPTH:1:3]
[SHRUB_TILE:58]
[DEAD_SHRUB_TILE:58]
[SHRUB_COLOR:7:0:0]
[DEAD_SHRUB_COLOR:0:0:1]
[GROWTH:LEAVES]
[GROWTH_NAME:quarry bush leaf:quarry bush leaves]
[GROWTH_ITEM:PLANT_GROWTH:NONE:LOCAL_PLANT_MAT:LEAF]
[GROWTH_DENSITY:1000]
[GROWTH_PRINT:0:6:7:0:0:NONE]


On a somewhat related note: Is it possible that vermin are much stronger now? All of my sweet pods and rock nuts just disappeared without a trace.
Title: Re: DF2014 Question and Answer Thread
Post by: DracMonster on July 15, 2014, 11:43:56 am
I think for the brewing bug, if you grow something brewable then you'll suddenly be able to brew anything you've got available.

Today's update mentions the brew bug, so I guess (hope) it'll be squashed in the next one.
Title: Re: DF2014 Question and Answer Thread
Post by: locustgate on July 15, 2014, 05:04:12 pm
Can I equip my entire fortress with only togas or robes, without them getting upset.
Title: Re: DF2014 Question and Answer Thread
Post by: TheCritsyBear on July 15, 2014, 06:23:09 pm
I settled a forest and found that it was completely inhabited by fig trees, plum trees, and pecan trees. How does a dwarf go about picking these? It seems cutting them down causes them to forget they had fruit in the first place, and when I try to set a dwarf to gather 'p'lants on their fruit-y leaves, it doesn't highlight anything. I can't think of anything else. Has anyone else managed to get fruit from a tree?

Alternatively, if I figured out how eventually, would I need to make them little dwarf ladders, or will they remember they can climb trees?
Title: Re: DF2014 Question and Answer Thread
Post by: MarcAFK on July 15, 2014, 06:26:07 pm
Gathering from trees doesn't work yet sadly, but it should be one of the next things fixed after serious stability bugs.
Title: Re: DF2014 Question and Answer Thread
Post by: JoeJoe on July 15, 2014, 06:28:38 pm
Can I equip my entire fortress with only togas or robes, without them getting upset.

Togas and robes both only count for covering the upper body. You'll also need something covering the lower body and shoes. Check this out. (http://dwarffortresswiki.org/index.php/DF2014:Armor#Types_of_Protection)

Title: Re: DF2014 Question and Answer Thread
Post by: pisskop on July 15, 2014, 06:30:47 pm
Yup.  They would need loincloths and chausses sandals at the least.  :)
Title: Re: DF2014 Question and Answer Thread
Post by: locustgate on July 15, 2014, 06:38:41 pm
Yup.  They would need loincloths and chausses sandals at the least.  :)

Unfortunately no sandles only shoes. Sooooo a roman/greek hipster.
Title: Re: DF2014 Question and Answer Thread
Post by: JoeJoe on July 15, 2014, 06:43:20 pm
You could mod your dwarves to be able to make capes, thongs and sandals. Then make everyone wear them for a sexy orgyfort.
Title: Re: DF2014 Question and Answer Thread
Post by: locustgate on July 15, 2014, 07:01:14 pm
You could mod your dwarves to be able to make capes, thongs and sandals. Then make everyone wear them for a sexy orgyfort.

Reading the descriptions of the women................OH GOD MY EYES!!!!OH GOD MY MIND!!!!! BLEACH NOW!!!
Title: Re: DF2014 Question and Answer Thread
Post by: TheCritsyBear on July 16, 2014, 12:05:24 pm
Sorry for two posts in one page, but, how do you get berries off of bushes? I'm playing a human fortress and the only crop I can grow here are Bilberries and Cranberries... Both of which my humans uproot completely from the ground and don't understand how to eat.

EDIT NOTE: I tried the obvious "Process plants" function, but it simply returns a "Requires unrotten" bla bla bla.
Title: Re: DF2014 Question and Answer Thread
Post by: greycat on July 16, 2014, 12:15:40 pm
Sorry for two posts in one page, but, how do you get berries off of bushes?

You can't, yet.  Toady hasn't fully implemented all the new plants.
Title: Re: DF2014 Question and Answer Thread
Post by: TheCritsyBear on July 16, 2014, 12:17:25 pm
Sorry for two posts in one page, but, how do you get berries off of bushes?

You can't, yet.  Toady hasn't fully implemented all the new plants.

Darn. Eggs cheese and the odd wolf-meat from now on, I suppose. ;\
Title: Re: DF2014 Question and Answer Thread
Post by: greycat on July 16, 2014, 12:42:17 pm
Is it normal to have hundreds of rejects when generating a world with the "SMALL REGION" template?  Even with no modified settings at all (except end year), I get hundreds of rejects.  I got 259 of them in my most recent world, with only slight bumps to titans and civilizations.  It's not breaking (as far as I can see), but it's worrying me.
Title: Re: DF2014 Question and Answer Thread
Post by: WanderingKid on July 16, 2014, 12:51:26 pm
PTW
Title: Re: DF2014 Question and Answer Thread
Post by: Wimopy on July 16, 2014, 12:56:47 pm
Is it normal to have hundreds of rejects when generating a world with the "SMALL REGION" template?  Even with no modified settings at all (except end year), I get hundreds of rejects.  I got 259 of them in my most recent world, with only slight bumps to titans and civilizations.  It's not breaking (as far as I can see), but it's worrying me.

Yep, it's normal. I checked my vanilla version and the rejections are mainly because the game is having trouble creating enough mountain peaks it seems. (Or creating peaks at all, rather)
I think that's normal for small maps. Lowering the amount of mountain peaks you want should lower the number of rejections if it's bothering you.
Of course, it could be a problem with mountain generation in the new version, but I see nothing dangerous in it.

If it worries you enough, try generating maps in older versions after setting LOG_MAP_REJECTS in data/init/d_init.txt to YES. See if it produces similar results, it might actually be a new worldgen bug.
Title: Re: DF2014 Question and Answer Thread
Post by: JoeJoe on July 16, 2014, 01:10:11 pm
Is it normal to have hundreds of rejects when generating a world with the "SMALL REGION" template?  Even with no modified settings at all (except end year), I get hundreds of rejects.  I got 259 of them in my most recent world, with only slight bumps to titans and civilizations.  It's not breaking (as far as I can see), but it's worrying me.

If I recall correctly, there are a few default parameters that lead to an unusually high amount of rejects.
Title: Re: DF2014 Question and Answer Thread
Post by: Alev on July 16, 2014, 02:06:22 pm
Yes, higher monsters and more people leads to lots of rejects, from my experience.
Title: Re: DF2014 Question and Answer Thread
Post by: greycat on July 16, 2014, 06:10:35 pm
Yes, higher monsters and more people leads to lots of rejects, from my experience.

My hundreds of rejects are occurring long before it starts placing monsters or civilizations, though.  They're happening very early -- I usually can't even see what's happening before I've already got 100 rejects (fraction of a second).
Title: Re: DF2014 Question and Answer Thread
Post by: pisskop on July 16, 2014, 06:19:42 pm
Yes, higher monsters and more people leads to lots of rejects, from my experience.

My hundreds of rejects are occurring long before it starts placing monsters or civilizations, though.  They're happening very early -- I usually can't even see what's happening before I've already got 100 rejects (fraction of a second).
DF gens a random map.  So wildly unpredictable that something fails.  Not always the same thing, or else you would start to see the error-prompt 'woldgeneration is having trouble placing enough mountains' (or forests, glaciers, tundra, desert, whatever the case is)

Its normal enough
Title: Re: DF2014 Question and Answer Thread
Post by: thistleknot on July 17, 2014, 09:06:58 am
I've been holding off on the new version until it's more stable and a few tools are available for it.

Anyways, just curious how the new job priority system works.  I'm still on 34.11 and so far the best I can do with job priorities is use autolabor to assign hauling to my non burrow dwarf's.  The rest are pre-nicknamed, and assigned to a burrow so I can ensure they never do hauling.

Here's some discussion on it

http://www.bay12forums.com/smf/index.php?topic=24022.0

and dev notes

http://www.bay12games.com/dwarves/dev.html

but I read (I believe in a post last month) that it was going to be in this release.
Title: Re: DF2014 Question and Answer Thread
Post by: Telgin on July 17, 2014, 10:09:31 am
I don't think Toady has made any visible changes to job priorities yet.  He mentioned that he did some of the groundwork that will make that possible soon, but it's not ready yet.  Coming in a minor release soon (after more serious bugs and crashes have been fixed).
Title: Re: DF2014 Question and Answer Thread
Post by: xaritscin on July 17, 2014, 11:16:28 am
multilvl trees exist only on the surface? or is there multilvl giant mushrooms?, how about evil/holy biome trees, are they multilvl too? i've never been in an evil/holy biome so i can only speculate, and well, caverns in 34.11
Title: Re: DF2014 Question and Answer Thread
Post by: sal880612m on July 17, 2014, 11:22:19 am
Caverns do have multi-tile trees and such. I would assume that this affects all trees but I haven't checked in good/evil biomes.
Title: Re: DF2014 Question and Answer Thread
Post by: userpay on July 17, 2014, 03:00:30 pm
Newest version, apparently if I lay down stone fall traps in front of the trade depot there is no valid path to the trade depot?

Since when did traps block caravans?
Title: Re: DF2014 Question and Answer Thread
Post by: pisskop on July 17, 2014, 03:01:27 pm
Newest version, apparently if I lay down stone fall traps in front of the trade depot there is no valid path to the trade depot?

Since when did traps block caravans?
Since DF2012.  Just leave a 3 wide path somewhere.  Make the wagons go around
Title: Re: DF2014 Question and Answer Thread
Post by: Deboche on July 17, 2014, 03:08:09 pm
anyone know if I wanna make an underground tree farm do I have to clear the levels above the trees? I was experimenting with that in my latest but got a tantrum spiral before coming to conclusions
Title: Re: DF2014 Question and Answer Thread
Post by: userpay on July 17, 2014, 03:11:55 pm
Newest version, apparently if I lay down stone fall traps in front of the trade depot there is no valid path to the trade depot?

Since when did traps block caravans?
Since DF2012.  Just leave a 3 wide path somewhere.  Make the wagons go around

Huh, knew I hadn't played in a long time but didn't think it had been that long.
Title: Re: DF2014 Question and Answer Thread
Post by: greycat on July 17, 2014, 03:39:24 pm
Caverns do have multi-tile trees and such. I would assume that this affects all trees but I haven't checked in good/evil biomes.

I have seen multi-level glumprongs.
Title: Re: DF2014 Question and Answer Thread
Post by: thistleknot on July 17, 2014, 07:23:21 pm
how do I war train animals.  I used to do it from the stocks screen, z - animals, then w for train.

But I get spammed saying no animals to train and I got all my dogs in a zone.
Title: Re: DF2014 Question and Answer Thread
Post by: XXSockXX on July 17, 2014, 07:37:43 pm
how do I war train animals.  I used to do it from the stocks screen, z - animals, then w for train.

But I get spammed saying no animals to train and I got all my dogs in a zone.
It is still supposed to work like that, but currently it's bugged. (http://www.bay12games.com/dwarves/mantisbt/view.php?id=6748)
Title: Re: DF2014 Question and Answer Thread
Post by: thistleknot on July 17, 2014, 07:42:13 pm
that's a pretty funny bug.

It also has the behavior of them running all over the place after training has been attempted.
Title: Re: DF2014 Question and Answer Thread
Post by: Khym Chanur on July 17, 2014, 08:22:02 pm
My hundreds of rejects are occurring long before it starts placing monsters or civilizations, though.  They're happening very early -- I usually can't even see what's happening before I've already got 100 rejects (fraction of a second).

In data/init/d_init.txt you can change LOG_MAP_REJECTS to YES, which will cause the reject reasons to be noted in map_rejection_log.txt.
Title: Re: DF2014 Question and Answer Thread
Post by: TheBronzePickle on July 17, 2014, 09:30:47 pm
I'm trying to set up my dining room near the sleeping area, a few z-levels down from most of my workshops. I can't get my tables down there, though. The way down is a spiral ramp. Do I need to put in a staircase or something?
Title: Re: DF2014 Question and Answer Thread
Post by: nightarix on July 18, 2014, 12:17:38 am
two questions:
1) Is having both the animals(dogs and cats for a consistent example) on the default embark be the same gender intentional?
2) Is the overview map showing more then i can access(i can only go a certain distance before it stops like it's the edge despite the map showing more) intentional?
Title: Re: DF2014 Question and Answer Thread
Post by: MarcAFK on July 18, 2014, 12:27:13 am
two questions:
1) Is having both the animals(dogs and cats for a consistent example) on the default embark be the same gender intentional?
2) Is the overview map showing more then i can access(i can only go a certain distance before it stops like it's the edge despite the map showing more) intentional?

Oh shit, I wanted to breed those cats for food, I didn't even check the gender.
Title: Re: DF2014 Question and Answer Thread
Post by: nightarix on July 18, 2014, 12:44:03 am
Oh shit, I wanted to breed those cats for food, I didn't even check the gender.

yea i only noticed all the animal pairs i embarked with were mono-gendered because i was going to breed the dogs for thief detection purposes. oh and i'm not sure its bad rng so far all the embarks i checked have had no pet breeding pairs. not even the "haulers"(the ones that would've been pulling the wagon). though i've only checked on 5 or so embarks so far...
Title: Re: DF2014 Question and Answer Thread
Post by: Alev on July 18, 2014, 12:58:53 am
two questions:
1) Is having both the animals(dogs and cats for a consistent example) on the default embark be the same gender intentional?
2) Is the overview map showing more then i can access(i can only go a certain distance before it stops like it's the edge despite the map showing more) intentional?
2: I've noticed that, as well. I think it shows the center of the screen, and the stuff that looks to be outside is the edges.
Title: Re: DF2014 Question and Answer Thread
Post by: nightarix on July 18, 2014, 01:18:21 am
oh another two questions
1) do roads do anything beyond ensuring a path to the trading post.
2) has anyone else had 2 wagons appear with the first liaison?
Title: Re: DF2014 Question and Answer Thread
Post by: Wimopy on July 18, 2014, 02:43:02 am
oh another two questions
1) do roads do anything beyond ensuring a path to the trading post.
2) has anyone else had 2 wagons appear with the first liaison?

1) You don't need them to have a path to the trading post. If you press D (shift+d) and it says Depot Accessible, you're good to go. If not, then you just need to clear away enough walls/boulders/trees to have a 3-tile wide approach to it. Then again, roads might give more positive thoughts to dwarves, at least if they're made well.
2)I do recall having that before, in previous versions, so I guess it happens based on your wealth or the wealth of the mountainhomes.
Title: Re: DF2014 Question and Answer Thread
Post by: KingKaol on July 18, 2014, 02:52:49 am
How do you guys deal with tattered clothing build-up? It seems dwarves will drop the item to the ground, and they are making their way back to my finished goods stockpiles. Is the solution to do a manual dump on the tattered items?

Edit: My bad, I guess actual tattered clothing is treated as refuse. The stuff i'm looking at with the small 'x' next to it appears to be only 'worn', so I guess it's still usable?
Title: Re: DF2014 Question and Answer Thread
Post by: MarcAFK on July 18, 2014, 07:31:59 am
They dump their worn clothes in exchange for better non warn stuff, if theres nothing better they'll put worn stuff on untill it's completely tattered. Then it rots once it's in teh refuse pile.
Roads will stop trees and crap from growing along your trader path, though you could just put a stockpile down and get the same effect for free, but roads look better.
Title: Re: DF2014 Question and Answer Thread
Post by: greycat on July 18, 2014, 08:58:32 am
I'm trying to set up my dining room near the sleeping area, a few z-levels down from most of my workshops. I can't get my tables down there, though. The way down is a spiral ramp. Do I need to put in a staircase or something?

I don't understand what you mean.  What happens when you try to build the tables there?  If the dwarves can walk there at all, they can carry a table there too.  Maybe you've done something with burrows that is preventing the dwarves from getting there, or your ramps aren't actually usable.  It would help if we knew what error message you were seeing.

two questions:
1) Is having both the animals(dogs and cats for a consistent example) on the default embark be the same gender intentional?

You choose the sex of the animals you embark with, when you select them from the "Items" screen (Tab from the Dwarves screen) during the "Prepare carefully" part.

They dump their worn clothes in exchange for better non warn stuff, if theres nothing better they'll put worn stuff on untill it's completely tattered. Then it rots once it's in teh refuse pile.

"Dump" is misleading here.  When a dwarf's currently equipped clothing article is worn ("x" or worse), she will try to claim a replacement piece, if a non-worn replacement is available.  If that happens, she will drop the worn article on the ground wherever she happens to be standing at the moment she realizes the new article is available.  Both the item she dropped, and the new item which could be anywhere on the entire map, are now owned by her.  If there is a path to the new item, she will attempt to go there, pick it up, and equip it.  (I'm not actually sure what happens if there is no path.)

The dropped-but-still-owned clothing will sit there until moved, or until its state changes.  Its state changes will depend partly on where it happened to be dropped.  If it's in the dwarf's room (any room assigned to the dwarf), then it will typically stay there forever.  She will never wear it again (unless she's extremely desperate, perhaps -- all other clothing is even more worn?).  If one of her rooms has a cabinet, she may move it into the cabinet.  Nobody else is allowed to touch it, at all, except to nudge it slightly to one side when building a construction or a workshop.

If it's not in the dwarf's room, then one of two things can happen: either she can do a "Store owned item" job, and move it to her room (this requires an open floor space, or a cabinet), or if enough time passes without that occurring, the item will lose its ownership and become fortress property.  At that point, other dwarves can claim it as their own, or dump it, or stockpile it, or bring it to the depot.
Title: Re: DF2014 Question and Answer Thread
Post by: greycat on July 18, 2014, 01:09:24 pm
how do I war train animals.  I used to do it from the stocks screen, z - animals, then w for train.

But I get spammed saying no animals to train and I got all my dogs in a zone.

http://www.bay12games.com/dwarves/mantisbt/view.php?id=6748
Quote from: Toady One
Looks like lingering combat data that was checked in one place but not another (causing spam). Should be fixed for next time.
Title: Re: DF2014 Question and Answer Thread
Post by: TheBronzePickle on July 18, 2014, 02:38:22 pm
I'm trying to set up my dining room near the sleeping area, a few z-levels down from most of my workshops. I can't get my tables down there, though. The way down is a spiral ramp. Do I need to put in a staircase or something?

I don't understand what you mean.  What happens when you try to build the tables there?  If the dwarves can walk there at all, they can carry a table there too.  Maybe you've done something with burrows that is preventing the dwarves from getting there, or your ramps aren't actually usable.  It would help if we knew what error message you were seeing.

Don't worry about it. It's actually a bug, and has been reported on the tracker. It's currently being handled, apparently dwarves forget they can use ramps sometimes.
Title: Re: DF2014 Question and Answer Thread
Post by: Khym Chanur on July 18, 2014, 03:27:22 pm
I'm trying to set up my dining room near the sleeping area, a few z-levels down from most of my workshops. I can't get my tables down there, though. The way down is a spiral ramp. Do I need to put in a staircase or something?

This might be either bug 7448 (http://www.bay12games.com/dwarves/mantisbt/view.php?id=7448) or bug 7412 (http://www.bay12games.com/dwarves/mantisbt/view.php?id=7412).

1) You don't need them to have a path to the trading post. If you press D (shift+d) and it says Depot Accessible, you're good to go.

Roads prevent trees from re-growing and blocking the route in the future.
Title: Re: DF2014 Question and Answer Thread
Post by: nightarix on July 18, 2014, 11:37:27 pm
oh another two questions
1) do roads do anything beyond ensuring a path to the trading post.
2) has anyone else had 2 wagons appear with the first liaison?

1) You don't need them to have a path to the trading post. If you press D (shift+d) and it says Depot Accessible, you're good to go. If not, then you just need to clear away enough walls/boulders/trees to have a 3-tile wide approach to it. Then again, roads might give more positive thoughts to dwarves, at least if they're made well.
2)I do recall having that before, in previous versions, so I guess it happens based on your wealth or the wealth of the mountainhomes.

1) eh was mostly wondering if smooth roads sped up dwarves/wagon. either way i'd rather have a certainty that the route they'll go is the one i want them to take, for the purpose of trap setup.
2) it'd be odd if that was the case, i don't think that fort had much wealth? considering i think it was only the first liaison.
Title: Re: DF2014 Question and Answer Thread
Post by: Sorg on July 19, 2014, 01:29:34 am
In legends mode when viewing "The Age of Myth" page I found this:
Quote
In the midspring of 127, <goblin civ> secured tribute from <dwarven group>, to be delivered from <dwarven settlement>.
Any ideas what does that means?
Title: Re: DF2014 Question and Answer Thread
Post by: Sergarr on July 19, 2014, 03:25:32 am
In legends mode when viewing "The Age of Myth" page I found this:
Quote
In the midspring of 127, <goblin civ> secured tribute from <dwarven group>, to be delivered from <dwarven settlement>.
Any ideas what does that means?
loot

glorious loot
Title: Re: DF2014 Question and Answer Thread
Post by: greycat on July 19, 2014, 08:50:11 am
1) eh was mostly wondering if smooth roads sped up dwarves/wagon.

Only insofar as it allows them to go in a straight line instead of weaving around trees.  It doesn't change their actual speed.
Title: Re: DF2014 Question and Answer Thread
Post by: Visus Draconis on July 19, 2014, 09:15:50 am
How do you gather fruits from trees? Do you have to wait until they fall off or something?
Title: Re: DF2014 Question and Answer Thread
Post by: greycat on July 19, 2014, 10:22:11 am
How do you gather fruits from trees? Do you have to wait until they fall off or something?

Right now, you can't.  It's not implemented yet.
Title: Re: DF2014 Question and Answer Thread
Post by: SOLDIER First on July 19, 2014, 05:12:21 pm
This isn't really a bug or an issue, but is it usually a good idea to resize the embark area?
Title: Re: DF2014 Question and Answer Thread
Post by: JoeJoe on July 19, 2014, 05:42:08 pm
Ultimately depends on your preferences. Smaller embarks will take longer to reach FPS death, but offer fewer features and less room for your megaprojects. Enemies will also spawn closer to your fort entrance. On larger embarks you of course have more room and resources. I personally usually embark on 3 * 3, and I used to do 2 * 2 a lot, but I don't think I'll do that for a while now.
Title: Re: DF2014 Question and Answer Thread
Post by: Deboche on July 19, 2014, 06:04:29 pm
Is the military supposed to be even more useless now?

All my squads run away from enemies as soon as they see them.

I had a squad of marksdwarves shoot at a minotaur and only 2 or 3 of them were brave enough to do it. And they missed every single shot, definitely more than 50 bolts off target.

All the old bugs seem to still be there.

And tantrums are way more frequent.

Title: Re: DF2014 Question and Answer Thread
Post by: sal880612m on July 19, 2014, 06:07:51 pm
Personality was reworked, as a result your military now needs to develop a discipline skill and dwarves lacking it will run from pretty much everything.
Title: Re: DF2014 Question and Answer Thread
Post by: Edmus on July 20, 2014, 07:49:33 am
Personality was reworked, as a result your military now needs to develop a discipline skill and dwarves lacking it will run from pretty much everything.
Amusingly this seems to happen to Goblins too, who are a bunch of cowardly cry babies now.
Not that I would face five Hammer lords in full steel with just a cooper stick.

--

Is it intentional that goblin kills are no longer notable with a few exceptions, or is it a bug?
Title: Re: DF2014 Question and Answer Thread
Post by: pisskop on July 20, 2014, 07:55:49 am
Personality was reworked, as a result your military now needs to develop a discipline skill and dwarves lacking it will run from pretty much everything.
Amusingly this seems to happen to Goblins too, who are a bunch of cowardly cry babies now.
Not that I would face five Hammer lords in full steel with just a cooper stick.

--

Is it intentional that goblin kills are no longer notable with a few exceptions, or is it a bug?
That is supposed to be be goblin culture.  Rule of the strongest, with punishments dealt out by the individual.  Stability is only achieved by the strongest ruling, and the others usually go along more out of fear or promise of gain than mutual cooperation.

So yes, the lower tier of goblins are going to be used to getting hit, beaten on, killed, and not very confident or assertive.  Its unknown to me exactly who ranks higher than who, but only the distinguished could expect to be influential and thus capable.


That said, I do think everyone in this version is a bit too scared.  Im sure we will figure out a way to balance that out eventually.
Title: Re: DF2014 Question and Answer Thread
Post by: Nikita on July 20, 2014, 09:54:42 am
One of my dwarves apparently has a mind of his own and ignores everything I tell him. He is driven by some unknown force to run south and rub against the map edge. He's been there for half a year now. I don't know if he actually gets food or water, but he doesn't seem hungry, thirsty, or drowsy, though he is perpetually tired. I want to transport him to my fort... for science.

Any ideas how would I do so? I'm thinking of using a webbed cage, though I don't have any captive GCS yet.

(also hi, I'm new here c:)
Title: Re: DF2014 Question and Answer Thread
Post by: Deboche on July 20, 2014, 09:57:17 am
But did Toady nerf the marksdwarves to make them miss a lot more at lower levels? Mine weren't hitting the minotaur though it was just sitting there and he only had to dodge once.
Title: Re: DF2014 Question and Answer Thread
Post by: Wimopy on July 20, 2014, 10:30:23 am
One of my dwarves apparently has a mind of his own and ignores everything I tell him. He is driven by some unknown force to run south and rub against the map edge. He's been there for half a year now. I don't know if he actually gets food or water, but he doesn't seem hungry, thirsty, or drowsy, though he is perpetually tired. I want to transport him to my fort... for science.

Any ideas how would I do so? I'm thinking of using a webbed cage, though I don't have any captive GCS yet.

(also hi, I'm new here c:)

Unless he's hostile, traps won't work. Is his icon flashing, by any chance? (I mean, rapidly changed to, say, an exclamation mark?). My guess is he sees something that's horrifying him, making him run away in fear. Would explain the tiredness.
Any job cancellations?
Title: Re: DF2014 Question and Answer Thread
Post by: Nikita on July 20, 2014, 11:05:49 am
One of my dwarves apparently has a mind of his own and ignores everything I tell him. He is driven by some unknown force to run south and rub against the map edge. He's been there for half a year now. I don't know if he actually gets food or water, but he doesn't seem hungry, thirsty, or drowsy, though he is perpetually tired. I want to transport him to my fort... for science.

Any ideas how would I do so? I'm thinking of using a webbed cage, though I don't have any captive GCS yet.

(also hi, I'm new here c:)

Unless he's hostile, traps won't work. Is his icon flashing, by any chance? (I mean, rapidly changed to, say, an exclamation mark?). My guess is he sees something that's horrifying him, making him run away in fear. Would explain the tiredness.
Any job cancellations?

No job cancellations. The dwarf simply will not take any jobs (stays at "No Job") despite having labors enabled.
He could be horrified. He was wounded some time ago, and had to be washed and then sewed back together. Several times he cancelled resting - interrupted by Undead Human Spearman or somesuch. Then he ran away, scrapped at my raised bridge for a few minutes, and came back.
He completely renegerated as far as I can tell (limbs went from red to yellow and now to white) and he is no longer tired. Edit: now he is tired again?..
He is still running away from a corpse that is literally on the other end of the map though. At least I think he is. He doesn't have any kind of flashing icon, just standard purple-on-black dwarf icon.
Title: Re: DF2014 Question and Answer Thread
Post by: pisskop on July 20, 2014, 11:09:00 am
One of my dwarves apparently has a mind of his own and ignores everything I tell him. He is driven by some unknown force to run south and rub against the map edge. He's been there for half a year now. I don't know if he actually gets food or water, but he doesn't seem hungry, thirsty, or drowsy, though he is perpetually tired. I want to transport him to my fort... for science.

Any ideas how would I do so? I'm thinking of using a webbed cage, though I don't have any captive GCS yet.

(also hi, I'm new here c:)

Unless he's hostile, traps won't work. Is his icon flashing, by any chance? (I mean, rapidly changed to, say, an exclamation mark?). My guess is he sees something that's horrifying him, making him run away in fear. Would explain the tiredness.
Any job cancellations?

No job cancellations. The dwarf simply will not take any jobs (stays at "No Job") despite having labors enabled.
He could be horrified. He was wounded some time ago, and had to be washed and then sewed back together. Several times he cancelled resting - interrupted by Undead Human Spearman or somesuch. Then he ran away, scrapped at my raised bridge for a few minutes, and came back.
He completely renegerated as far as I can tell (limbs went from red to yellow and now to white) and he is no longer tired. Edit: now he is tired again?..
He is still running away from a corpse that is literally on the other end of the map though. At least I think he is. He doesn't have any kind of flashing icon, just standard purple-on-black dwarf icon.

Draft him and station him.  If that doesn't work than you must conclude the worst and burrow him.  Failing that just let him be an early warning system for invaders.
Title: Re: DF2014 Question and Answer Thread
Post by: Nikita on July 20, 2014, 01:08:17 pm
Draft him and station him.  If that doesn't work than you must conclude the worst and burrow him.  Failing that just let him be an early warning system for invaders.

Turns out that a civilian alert is literally the only thing he responds to... in his own, strange way.

I locked him up in a room for safekeeping. I have strong suspicions that he is a vampire, so I want to see if he ever sleeps or feels hunger.

Also, locked doors are awesome.
Title: Re: DF2014 Question and Answer Thread
Post by: Sergarr on July 20, 2014, 03:11:22 pm
Also, locked doors are awesome.
Only if there are no butterflies in them. Butterflies will jam doors.
Title: Re: DF2014 Question and Answer Thread
Post by: annymouse on July 20, 2014, 05:29:26 pm
Heya! I'm a bit new to DF in general, and i've been searching around this Dark Fortress that supposedly has some abductees in it. I cannot find the entrance though D: I've practically outlined the site and still can't find it.

(http://i.imgur.com/JBzresJ.png)
Title: Re: DF2014 Question and Answer Thread
Post by: Untelligent on July 20, 2014, 05:41:50 pm
Heya! I'm a bit new to DF in general, and i've been searching around this Dark Fortress that supposedly has some abductees in it. I cannot find the entrance though D: I've practically outlined the site and still can't find it.


What about those upward ramps on the inside? Can you get inside from above?
Title: Re: DF2014 Question and Answer Thread
Post by: annymouse on July 20, 2014, 07:10:52 pm
Heya! I'm a bit new to DF in general, and i've been searching around this Dark Fortress that supposedly has some abductees in it. I cannot find the entrance though D: I've practically outlined the site and still can't find it.


What about those upward ramps on the inside? Can you get inside from above?

it's all just ground on top
Title: Re: DF2014 Question and Answer Thread
Post by: BlackFlyme on July 20, 2014, 07:20:41 pm
Look for a large tower of slade, with both an extensive above and below ground interior.

By the looks of the screenshot, you are just wandering around Dark Pits somewhere near the tower itself.
Title: Re: DF2014 Question and Answer Thread
Post by: annymouse on July 20, 2014, 08:04:37 pm
Look for a large tower of slade, with both an extensive above and below ground interior.

By the looks of the screenshot, you are just wandering around Dark Pits somewhere near the tower itself.

the compass points me here, is it because it's under me? If I go anywhere else it directs me back here.
Title: Re: DF2014 Question and Answer Thread
Post by: satan on July 20, 2014, 08:06:55 pm
Is there any way to get rid of undead skin? Can you kill zombie skin?
Title: Re: DF2014 Question and Answer Thread
Post by: Edmus on July 21, 2014, 12:59:08 am
Look for a large tower of slade, with both an extensive above and below ground interior.

By the looks of the screenshot, you are just wandering around Dark Pits somewhere near the tower itself.

the compass points me here, is it because it's under me? If I go anywhere else it directs me back here.
I'm having this issue too, I'm about to try the guard towers for stairs...
Title: Re: DF2014 Question and Answer Thread
Post by: Alev on July 21, 2014, 01:14:59 am
Look for a large tower of slade, with both an extensive above and below ground interior.

By the looks of the screenshot, you are just wandering around Dark Pits somewhere near the tower itself.
Do this.
Title: Re: DF2014 Question and Answer Thread
Post by: neblime on July 21, 2014, 01:22:50 am
how do you claim/take over a site for a civ or something other than yourself.  Can you?  or do you have to walk back to the king every time and offer him the position
Title: Re: DF2014 Question and Answer Thread
Post by: annymouse on July 21, 2014, 01:41:38 am
Look for a large tower of slade, with both an extensive above and below ground interior.

By the looks of the screenshot, you are just wandering around Dark Pits somewhere near the tower itself.
Do this.

ive tried, it's dense fog and snowing so everything a: looks the same and b: there's little light :( i just wanna rescue this girl
Title: Re: DF2014 Question and Answer Thread
Post by: Nikita on July 21, 2014, 04:47:28 am
If all I ever grow are plump helmets, is there any point to cooking them?
Should I go for Easy meals or Lavish meals, if I have a legendary cook but only one ingredient?
I'd like to start growing something else, but there are just so many plants in the game I get lost.
For instance, if my dwarves only drink dwarven wine (from plump helmets), what kind of beverage should I make to get rid of the "tired of drinking the same old booze" thought?

Also, is it feasible to clothe all your dwarves by yourself? I'm on year 2 and my 64 dwarves all have slightly worn x(clothing)x, so I made a rope reed farm, though I don't know how many rope reeds I'll need.
Also, I wish I could assign specific farmers to specific plots, without having them starve because they can't leave the burrow.
Title: Re: DF2014 Question and Answer Thread
Post by: Wimopy on July 21, 2014, 07:44:05 am
ive tried, it's dense fog and snowing so everything a: looks the same and b: there's little light :( i just wanna rescue this girl

If you see the slade spire, you'll know it. A very wide, black stone structure. It should be near the marker for the fortress.

If all I ever grow are plump helmets, is there any point to cooking them?
Should I go for Easy meals or Lavish meals, if I have a legendary cook but only one ingredient?
I'd like to start growing something else, but there are just so many plants in the game I get lost.
For instance, if my dwarves only drink dwarven wine (from plump helmets), what kind of beverage should I make to get rid of the "tired of drinking the same old booze" thought?

Also, is it feasible to clothe all your dwarves by yourself? I'm on year 2 and my 64 dwarves all have slightly worn x(clothing)x, so I made a rope reed farm, though I don't know how many rope reeds I'll need.
Also, I wish I could assign specific farmers to specific plots, without having them starve because they can't leave the burrow.

Lavish meals vs Easy meals: Basically the number of different ingredients (stacks of food) used to create are different. 4 vs 2. Lavish meals are better to conserve space. [This is based on the wiki]
Tired of booze: Any other sort of alcoholic drink will do.

Your dwarves will drop any clothes that are too worn to use, so no problems there. They'll grab new clothes as long as there are some available.

Sorry, but I have no ideas for the last one. Though I guess you could make a burrow that covers most of the map EXCEPT the other farm plots.
Title: Re: DF2014 Question and Answer Thread
Post by: Bumber on July 21, 2014, 09:24:36 am
Also, I wish I could assign specific farmers to specific plots, without having them starve because they can't leave the burrow.
Sorry, but I have no ideas for the last one. Though I guess you could make a burrow that covers most of the map EXCEPT the other farm plots.
Or just the places they need to be. The plot, seed stockpile, a bed, and food and drink stockpiles. IDK if you need the plant stockpile. Other dwarves will probably do the hauling, which would make harvesting much faster. The burrows don't need to be connected.
Title: Re: DF2014 Question and Answer Thread
Post by: Getix Kain on July 21, 2014, 09:40:18 am
I've received the message "No outpost liaison? How curious..." two years in a row instead of a liaison. I'm playing on a small world, but I don't think my dwarven civilization is extinct (I've received immigrants as normal). Is it now possible for liaisons to be waylaid prior to arrival on the map?

I had something similar.

The Liason was stuck into a tree.
d -> t -> select area with the tree.

After cutting it down, the Liason went to meet my Mayor saying that "Nothing has changed in the world" (he was stuck in the tree for like.. 2 years?)
Title: Re: DF2014 Question and Answer Thread
Post by: greycat on July 21, 2014, 11:44:36 am
If all I ever grow are plump helmets, is there any point to cooking them?

Since cooking destroys the seeds, you would have to be very careful (never cook so many that you lose all your seeds).  I'd just say "no".  I never allow direct cooking of plants, unless they are above-ground plants that I will never be able to grow in my biome.

Quote
Should I go for Easy meals or Lavish meals, if I have a legendary cook but only one ingredient?

If your cook is already legendary, might as well crank out the lavish meals, since you no longer care about the experience gain for making twice as many easy meals.

Quote
For instance, if my dwarves only drink dwarven wine (from plump helmets), what kind of beverage should I make to get rid of the "tired of drinking the same old booze" thought?

If all your farms are underground, your booze crops are plump helmet, pig tail, sweet pod and cave wheat.  I personally never allow brewing of pig tails, because they're too important for clothing (and bags, and hospital use, and ropes).  So, I disable pig tail brewing, and allow the other three.  That gives me large stockpiles of dwarven wine, rum and beer.

If you have above-ground crops, then the number of available booze plants is potentially enormous, but it will depend on your biome(s).

Quote
Also, is it feasible to clothe all your dwarves by yourself? I'm on year 2 and my 64 dwarves all have slightly worn x(clothing)x, so I made a rope reed farm, though I don't know how many rope reeds I'll need.

Each piece of clothing wears out after about 2 years.  Each dwarf needs at least a torso covering (cloak), lower body covering (trousers) and foot covering (shoes).  That's 3 pig tails (or rope reeds, etc.) per dwarf every 2 years.  You can decrease that by putting civilians into military squads and issuing armor -- armor never wears out.
Title: Re: DF2014 Question and Answer Thread
Post by: annymouse on July 22, 2014, 04:46:09 am
I'm not understanding the quest tracker this release as much as previous releases. I get missions but Q is tracking literally almost every single event which makes finding my missions quite hard. I end up just trying to find the site related to the mission.

However, I've never been able to really turn in a mission yet. Today I got one to go literally a couple tiles east and deal with bandits, so I did and returned. In old versions I could just select to report my success, in this version there's no such thing. I boast about past violent acts, ask about the rumor/event of killing the overlord/chieftan and all i get is "it was inevitable". This is when i am talking to the same person who gave me the quest!

It's frustrating. I like the new stuff, but I kind of yearn for the slightly more simple questing stuff from the older version. Maybe there's something I'm missing?
Title: Re: DF2014 Question and Answer Thread
Post by: Edmus on July 22, 2014, 05:50:33 am
If I tame giant Olms will they be able to breed? if not, how do I mod them so they can have children?
Title: Re: DF2014 Question and Answer Thread
Post by: BlackFlyme on July 22, 2014, 08:28:00 am
If I tame giant Olms will they be able to breed? if not, how do I mod them so they can have children?

You can tame them, but they won't breed. Give them a [CHILD:#] token, with the # being how old they are in years when they become an adult.

For example, [CHILD:1] will have them mature after a single year. I believe that the olms are found in the file creature_subterranean.txt
Title: Re: DF2014 Question and Answer Thread
Post by: Edmus on July 22, 2014, 08:39:41 am
If I tame giant Olms will they be able to breed? if not, how do I mod them so they can have children?

You can tame them, but they won't breed. Give them a [CHILD:#] token, with the # being how old they are in years when they become an adult.

For example, [CHILD:1] will have them mature after a single year. I believe that the olms are found in the file creature_subterranean.txt
Thanks!
Soon my army of olms will be ready. Soon...
Title: Re: DF2014 Question and Answer Thread
Post by: userpay on July 22, 2014, 01:42:56 pm
Are wheelbarrows worth using? Just tried assigning some to my ore stockpile and I noticed that only as many dwarves as there were wheelbarrows were actually filling it.
Title: Re: DF2014 Question and Answer Thread
Post by: WanderingKid on July 22, 2014, 02:06:31 pm
Are wheelbarrows worth using? Just tried assigning some to my ore stockpile and I noticed that only as many dwarves as there were wheelbarrows were actually filling it.

Multiple small stockpiles with 3 wheelbarrows each feeding into a QSP (Quantum Storage Pile) are the most efficient.  In general, though, yes.  Watch a dwarf haul a rock by hand vs. by wheelbarrow.  Wheelbarrows are much faster, even if less dwarves are assigned to the stockpile at a time.
Title: Re: DF2014 Question and Answer Thread
Post by: annymouse on July 22, 2014, 02:18:32 pm
I've somehow turned on the ability to display tracks and cannot for the life of me find how to turn it off. I've looking in keybindings and K and alt+k is not working. The green things following me are getting real annoying.
Title: Re: DF2014 Question and Answer Thread
Post by: Trif on July 22, 2014, 02:32:38 pm
It's capital K, unless you're playing 0.40.01. In that version the keybinding was bugged, you can get around it by pressing (l) to look and while the cursor is up pressing (K) to toggle tracks.

If that's not it, you could change that function to a different key. Press (ESC), go to Key Bindings, Adventurer and in there look for "Adventure: Display Tracks".
Title: Re: DF2014 Question and Answer Thread
Post by: annymouse on July 22, 2014, 02:56:43 pm
i guess i'm playing .01! though this says r4 when i downloaded. In any event thank you so much, that worked!
Title: Re: DF2014 Question and Answer Thread
Post by: userpay on July 22, 2014, 02:58:32 pm
Are wheelbarrows worth using? Just tried assigning some to my ore stockpile and I noticed that only as many dwarves as there were wheelbarrows were actually filling it.

Multiple small stockpiles with 3 wheelbarrows each feeding into a QSP (Quantum Storage Pile) are the most efficient.  In general, though, yes.  Watch a dwarf haul a rock by hand vs. by wheelbarrow.  Wheelbarrows are much faster, even if less dwarves are assigned to the stockpile at a time.

Quantum Storage Pile?
Title: Re: DF2014 Question and Answer Thread
Post by: annymouse on July 22, 2014, 02:59:14 pm
here's another hopefully easy question. When i ask someone to guide me somewhere via the join option, what does that do? They join me like any other follower. Does this mean that it marks it on the map for me and they'll leave once i get there? They don't seem to be leading me anywhere.
Title: Re: DF2014 Question and Answer Thread
Post by: NobleNecromancer on July 22, 2014, 04:00:54 pm
Quantum Storage Pile?

Quantum Stockpiles (http://dwarffortresswiki.org/index.php/v0.34:Exploit#Quantum_stockpiles)

Basically it tricks the dorfs into stacking everything that that stockpile is assign to hold in a single tile.
Title: Re: DF2014 Question and Answer Thread
Post by: greycat on July 22, 2014, 06:16:00 pm
i guess i'm playing .01! though this says r4 when i downloaded. In any event thank you so much, that worked!

If it says "0.34.11 r4" somewhere on the start-up screen, then you are using Dwarf Fortress 0.34.11 with DFHack r4.  For Windows.  (Or maybe Mac, but the Linux version of DFHack does not announce its version.)
Title: Re: DF2014 Question and Answer Thread
Post by: Slyjoker87 on July 22, 2014, 09:39:00 pm
How are the FPS issues coming? Are we better than 0.34.11 yet?

FPS death always got me down :C
Title: Re: DF2014 Question and Answer Thread
Post by: Telgin on July 22, 2014, 10:12:25 pm
Toady's most recent blog posts would indicate that he's made some headway on the calendar related slowdown.  A lot of progress.  So that should be better now, but probably still not as fast as .34.11.
Title: Re: DF2014 Question and Answer Thread
Post by: Alev on July 22, 2014, 10:18:20 pm
Toady's most recent blog posts would indicate that he's made some headway on the calendar related slowdown.  A lot of progress.  So that should be better now, but probably still not as fast as .34.11.
That was yesterday's...
Title: Re: DF2014 Question and Answer Thread
Post by: userpay on July 22, 2014, 11:03:21 pm
Is there something up with moods? I seem to be getting nothing but possessed whether letting it happen normally or savescumming.
Title: Re: DF2014 Question and Answer Thread
Post by: Migue5356 on July 22, 2014, 11:37:24 pm
here's another hopefully easy question. When i ask someone to guide me somewhere via the join option, what does that do? They join me like any other follower. Does this mean that it marks it on the map for me and they'll leave once i get there? They don't seem to be leading me anywhere.
They will follow you and you can "Bring your journey together" to get a general direction, also the place where you want to go will have a "GUI" next to the direction in the top left corner.
When you get there your guide will tell you so and become a normal NPC.
Title: Re: DF2014 Question and Answer Thread
Post by: userpay on July 22, 2014, 11:47:09 pm
Bah I'm just full of questions today it seems. I have the pop number set to 35 in the init file, had 43 pop in game, and for some reason I just got another group of migrants that brings me to 52. Is that setting limit borked now?
Title: Re: DF2014 Question and Answer Thread
Post by: Alev on July 23, 2014, 12:13:12 am
I forget how exactly it works, I think it goes over quite a bit though. It seems just like a general limit.
Title: Re: DF2014 Question and Answer Thread
Post by: Bumber on July 23, 2014, 01:11:02 am
Bah I'm just full of questions today it seems. I have the pop number set to 35 in the init file, had 43 pop in game, and for some reason I just got another group of migrants that brings me to 52. Is that setting limit borked now?
The mountainhomes won't stop sending migrants until their caravan informs them of your updated population.
Title: Re: DF2014 Question and Answer Thread
Post by: Getix Kain on July 23, 2014, 02:09:21 am
Bah I'm just full of questions today it seems. I have the pop number set to 35 in the init file, had 43 pop in game, and for some reason I just got another group of migrants that brings me to 52. Is that setting limit borked now?
The mountainhomes won't stop sending migrants until their caravan informs them of your updated population.

Confirming this.

The Liason is the guy that will inform the Mountainhome that you don't want/need migrants anymore.

Children born into the Fortress might also send you over your limit (at least, that was true with LNP interface set at 200 max pop and in version 0.34.11).

EDIT
Just to clarify the migrants issue a bit..
The Liason will take information about your population needs in the Autumn of a certain year and that information will be considered true until the next Autumn.

So if you are at pop 199 (with max pop 200) in Autumn 1 he will STILL send you migrants in Winter 1, Sping 2 and Summer 2.
In Autumn 2 if you population exceeds 200 he will stop sending migrants towards your fortress.

The migration will restart only in Winter 3 if he finds that you are under 200 population in Autumn 3.

I hope this clarifies it  ;D

Title: Re: DF2014 Question and Answer Thread
Post by: Jachim on July 23, 2014, 02:47:58 am
Hi guys,

Got a new fort going two questions...

I seem to have trouble keeping my seed stock up... I'm not cooking my plump helmets, but always run out of the damn things. I've tried just straight brewing them, but it doesn't seem to help, any known issues with seeds?

I also am having troubles with my dwarves constantly throwing parties for literally a full year almost now. Anytime a party ends, another begins. I've freed the table, applied another table, freed that... they just instantly throw another. I really don't want to get rid of my dining room :S
Title: Re: DF2014 Question and Answer Thread
Post by: greycat on July 23, 2014, 12:29:28 pm
I seem to have trouble keeping my seed stock up... I'm not cooking my plump helmets, but always run out of the damn things. I've tried just straight brewing them, but it doesn't seem to help, any known issues with seeds?

Are you actually running out (i.e. the z -> Kitchen menu does not show them), or are you just getting lots of planting job cancellations, but still have seeds showing up on the Kitchen menu?  If it's the latter, then it's probably inefficient stockpile design.  Make a seed stockpile by the farms, and forbid barrels in it.  Disallow seeds in all other stockpiles.  That won't eliminate the hauling cancellations, but it will greatly reduce them.
Title: Re: DF2014 Question and Answer Thread
Post by: Nikita on July 23, 2014, 05:58:43 pm
I just had a thought. As far as I know,

Dwarf happyness = base + (severity of thought 1)*f(time since thought 1) + ...

where base = g(total value of all items owned)
f(x) and g(x) are unknown formulas.

Would it be possible to "bribe" the dwarfs by loading them up with items of such obscene value that their mood stays at ecstatic even after a friend dies?

How would one make a dwarf own something? Could you somehow shove stuff into containers they own? What is the change in base happiness from gaining 10000*, for example? And what is the propper word for dwarven currency?
Title: Re: DF2014 Question and Answer Thread
Post by: Telgin on July 23, 2014, 07:49:52 pm
They're often referred to as dwarf bucks, dorfbux or any other combination of dwarf, dorf, bucks and bux.  Or sometimes urists, as any unit in DF is often referred to.

And yeah, overloading dwarves with happiness is often used to help prevent tantrum spirals or other unhappiness related bad things when friends are eaten.  The best ways to do this are to make high valued rooms for them (just put expensive furniture in a room assigned to a dwarf), have a very high quality dining room that everyone uses (same idea with the furniture) and use things like waterfalls to generate mist which makes dwarves very happy.

Beware that giving commoners very high quality rooms can upset nobles if they think the commoner is getting more than he should, even if the noble's room is better.
Title: Re: DF2014 Question and Answer Thread
Post by: Khym Chanur on July 23, 2014, 08:33:16 pm
Would it be possible to "bribe" the dwarfs by loading them up with items of such obscene value that their mood stays at ecstatic even after a friend dies?

There's other ways than owning things to give them happy thoughts.  You can put high-value furniture in high-traffic areas to give passing dwarfs happy thoughts, and otherwise useless artifact weapons can be loaded in up an weapons trap to make dwars admire it.  You can also stick a cage in a high traffic area and load it up with as many non-grazing, non-hateable animals as possible to maximize the chance of dwarfs seeing their favorite type of animal in a zoo.  And on the subject of cage animals, if the bedrooms are large enough, you can put a cage containing each dwarf's favorite animal in their bedroom (right next to the bed) so that they'll get the "seen favorite animal" thought at least once per sleep-cycle.
Title: Re: DF2014 Question and Answer Thread
Post by: pisskop on July 23, 2014, 08:36:39 pm
I try to give the dwarves all quality beds and smoothed walls.  The bed values dont get obscene unless you embed it with stuff, like gems.

Then you can also feed them good food and have a waterfall/mist that they occasionally walk through.  Or just keep it shut until one get pissy and have them pull an unconnected lever.  On the way over, if the trigger a pressure plate that turns on the water, then they can enjoy it and you keep your fps intact.  Pressure plates are awesome enough.

And that artifact table/chair?  It goes in the main hall.
Title: Re: DF2014 Question and Answer Thread
Post by: NobleNecromancer on July 23, 2014, 08:46:25 pm
Looked at the blog post today and one thing leaped out at me.

Quote
re-enabled elven diplomat

Since I currently am playing .34(at least until I have a better grasp of the game and to wait for .40 to be optimized more.) and never heard of them I had to look in the wiki.

It was then I learned why people seem to hate elves so much. Only 100 trees a year? In my current fort I cut down more than 500 trees within one year just to produce steel at a decent rate.(Still a newbie so I don't want to try and deal with all 3 cavern layers to reach magma, especially since I haven't dealt with cavern 1 ever and I am still learning how to get the military working.)


Stupid tree hugging elves.  :'( How did you guys dealt with this before?
Title: Re: DF2014 Question and Answer Thread
Post by: Telgin on July 23, 2014, 08:50:11 pm
I think most people just ignored the requests and chopped all they wanted.  If the elves declared war, so be it.

It shouldn't be such a big deal with the current version though, since trees generate way more wood.  That is, unless Toady reduced the quotas to compensate.
Title: Re: DF2014 Question and Answer Thread
Post by: pisskop on July 23, 2014, 08:51:19 pm
I think most people just ignored the requests and chopped all they wanted.  If the elves declared war, so be it.

It shouldn't be such a big deal with the current version though, since trees generate way more wood.  That is, unless Toady reduced the quotas to compensate.
I would be happier if the elves were more effective at things.  Like bringing better animals for war and utilizing support skills better.
Title: Re: DF2014 Question and Answer Thread
Post by: KingKaol on July 23, 2014, 09:22:22 pm
Anybody had trouble with losing rock nuts? I checked my kitchen settings and they were definitely set to not-cook. My second fort so far in 40.0x and I am out of rock nuts again by the second year.
Title: Re: DF2014 Question and Answer Thread
Post by: Telgin on July 23, 2014, 09:31:41 pm
I think there's a problem in the raws that makes quarry bushes produce fewer rock nuts or not at all.  See here for a possible fix: Repairing quarry bush (http://www.bay12forums.com/smf/index.php?topic=140903.msg5491892#msg5491892)
Title: Re: DF2014 Question and Answer Thread
Post by: Nikita on July 24, 2014, 07:41:03 pm
I heard that if a dwarf has "Legendary" in dodging, shield user, and in a weapon skill, he sill be so good at avoiding attacks, that they are literally untouchable and can keep fighting until they collapse of exhaustion.

Are legendary vampires immune to exhaustion, and therefore, can not die from a sword?

Or am I confusing sleep with tiredness?
Title: Re: DF2014 Question and Answer Thread
Post by: Telgin on July 24, 2014, 09:05:41 pm
The legendary skill in defenses thing used to be true, and may still be.  I know I've read somewhere that defending against multiple enemies got a lot harder in .40, so it may not be so simple anymore.  Against single foes it probably is still true.

Vampires I'm not sure about, as I've yet to actually run into one...
Title: Re: DF2014 Question and Answer Thread
Post by: Brewster on July 24, 2014, 09:49:57 pm
Why is everyone "Overwhelmed by horror!"?
No undead around, nothing! A squirrel man was killed by my dog... is that why? He screamed for help while he died too. (te he)
Title: Re: DF2014 Question and Answer Thread
Post by: Telgin on July 24, 2014, 10:16:24 pm
Yep, that's why.  I've read of dwarves even being afraid of dead animals, but I'm not positive about that one.

In short, everything is terrifying right now.  Only lots of Discipline skill helps.
Title: Re: DF2014 Question and Answer Thread
Post by: KingKaol on July 25, 2014, 06:00:03 am
Is there a way to assign an animal of specific gender to a cage? When interacting with the cage, the gender of the animal does not appear.
Title: Re: DF2014 Question and Answer Thread
Post by: blue sam3 on July 25, 2014, 06:05:17 am
Is there a way to assign an animal of specific gender to a cage? When interacting with the cage, the gender of the animal does not appear.

You could just give them nicknames, I guess.
Title: Re: DF2014 Question and Answer Thread
Post by: Nikita on July 25, 2014, 11:17:04 am
Also, this isn't really a DF2014 question, but if I were to post the story/chronicle/journal of my fort (singleplayer, non-fiction), which forum would it go to?
Title: Re: DF2014 Question and Answer Thread
Post by: WanderingKid on July 25, 2014, 01:02:41 pm
Also, this isn't really a DF2014 question, but if I were to post the story/chronicle/journal of my fort (singleplayer, non-fiction), which forum would it go to?
Bay 12 Games Forum > Dwarf Fortress > DF Community Games & Stories
Title: Re: DF2014 Question and Answer Thread
Post by: greycat on July 25, 2014, 01:16:12 pm
Is there a way to assign an animal of specific gender to a cage? When interacting with the cage, the gender of the animal does not appear.

You could just give them nicknames, I guess.

Oh man, if you could give nicknames to animals....

No, the only way I know that actually works here is to modify every single animal (that you ever intend to pasture/cage) in your creature raws, changing the names of the male and female castes, so you can see whether an animal is male or female from the cage/pasture interfaces.
Title: Re: DF2014 Question and Answer Thread
Post by: Mr.Pylon on July 25, 2014, 01:50:55 pm
Does anyone have a good way of getting rid of flying animals? I've had the same group of thrips men and women on my map for two years just doing nothing but floating in the same spot and they are high enough that my marksdwarves can't seem to target them. Since they aren't going away I think that I'm not getting any other animals.
Title: Re: DF2014 Question and Answer Thread
Post by: Telgin on July 25, 2014, 02:12:25 pm
The only solutions I can think of in that situation are to build scaffolding up high enough that the marksdwarves can kill them, or instead resort to modding.  You could try removing the [FLIER] tag from thrips men, but I'm actually not sure how you'd do that.  It might be possible to see the generated raws if you use decompressed saves.

Anyway, if you do remove the [FLIER] tag, then they should drop out of the sky and splatter on the ground.  If for some reason that didn't work, you could remove their brains.  I've never done that myself, but I've read of others doing it in older versions, and I doubt it would behave any differently now.
Title: Re: DF2014 Question and Answer Thread
Post by: Brewster on July 25, 2014, 05:16:32 pm
Yep, that's why.  I've read of dwarves even being afraid of dead animals, but I'm not positive about that one.

In short, everything is terrifying right now.  Only lots of Discipline skill helps.

Even my COWS are scared. WTF. Is this a bug I assume?
FYI I love how cats are legendary climbers now. ha.
Title: Re: DF2014 Question and Answer Thread
Post by: Khym Chanur on July 25, 2014, 05:33:13 pm
Is there a way to assign an animal of specific gender to a cage? When interacting with the cage, the gender of the animal does not appear.

You can edit the raws to give the different sexes different names.
Title: Re: DF2014 Question and Answer Thread
Post by: Telgin on July 25, 2014, 06:37:20 pm
Yep, that's why.  I've read of dwarves even being afraid of dead animals, but I'm not positive about that one.

In short, everything is terrifying right now.  Only lots of Discipline skill helps.

Even my COWS are scared. WTF. Is this a bug I assume?
FYI I love how cats are legendary climbers now. ha.

Not so much a bug as bad tuning I'd say.  The game pretty much just assumes that having no discipline means you're scared of anything that could be scary, and very scared at that.  Based on what I've been reading, apparently nothing has any discipline skill without combat, so almost literally everything is scared of corpses of any sort.  Even HFS is scared of things that they kill.

Not sure if anything has been tweaked about that in the upcoming version or not.
Title: Re: DF2014 Question and Answer Thread
Post by: Sutremaine on July 25, 2014, 06:54:14 pm
You could try removing the [FLIER] tag from thrips men, but I'm actually not sure how you'd do that.  It might be possible to see the generated raws if you use decompressed saves.
Not necessary, they're in the creature raws. They're a variation of thrips, and inherit their flier token from thrips.
Title: Re: DF2014 Question and Answer Thread
Post by: Telgin on July 25, 2014, 07:27:00 pm
Yeah, but they're created from the creature variation stuff, not hard coded, right?  If they're hard coded it's simple to change, but I'm pretty sure that removing [FLIER] from the creature variation won't do anything to the existing variations generated for a world, which I suspect are saved on a per world basis.

Or am I completely mistaken on how creature variations work?  Are they dynamically regenerated every time you load a save?
Title: Re: DF2014 Question and Answer Thread
Post by: Nikita on July 26, 2014, 09:45:42 am
My dwarves keep trying to "pickup equipment" and wander outside to corpses and zombies, even though I did a mass forbid of everything (d-b-f then marked whole map, corner to corner, above my fortress)

How do I fix it :I
Title: Re: DF2014 Question and Answer Thread
Post by: Duuvian on July 26, 2014, 05:06:54 pm
If your bookkeeper has kept counts accurate you can go into the stock menu and forbid everything wearable, then go to your stockpile and area claim them.

You might want to turn on autoforbid death items.
Title: Re: DF2014 Question and Answer Thread
Post by: Uristides on July 26, 2014, 08:54:55 pm
I think the answer is "no" because if it happened someone would've talked about it already, but here we go: do vampires get all panicked up when they kill someone?
Title: Re: DF2014 Question and Answer Thread
Post by: Nikita on July 26, 2014, 09:01:30 pm
I think the answer is "no" because if it happened someone would've talked about it already, but here we go: do vampires get all panicked up when they kill someone?

I don't think so. My vampire sucked someone dry and then calmly went on to report that a duck did it.

But then again he was a Master of Discipline, so...
Title: Re: DF2014 Question and Answer Thread
Post by: KingKaol on July 27, 2014, 03:38:10 am
Are there any tricks to getting items out of bins? I made the mistake of purchasing leather bins and they are sitting in my trade depot while my leather stockpile dwindles. I also have a bin that some ammo was accidentally put into. Can't seem to clear or dump it :\
Title: Re: DF2014 Question and Answer Thread
Post by: Wimopy on July 27, 2014, 04:48:23 am
Are there any tricks to getting items out of bins? I made the mistake of purchasing leather bins and they are sitting in my trade depot while my leather stockpile dwindles. I also have a bin that some ammo was accidentally put into. Can't seem to clear or dump it :\

Look at the item (the bin) with 'k', select then press enter and you'll be able to set its contents for dumping/whatever.
Also, try allowing bins to be placed in your leather stockpile, that should get it put there.
Title: Re: DF2014 Question and Answer Thread
Post by: Nikita on July 27, 2014, 01:00:31 pm
Does being "Overcome by terror" for a long time rise the Discipline skill?
Title: Re: DF2014 Question and Answer Thread
Post by: Loci on July 27, 2014, 01:21:46 pm
I've been playing in the default text mode and I recently made the mistake of engraving my fort's central area. The white engraved tiles give me eyestrain at just a glance. Is there any way to tone them down or revert them to the smoothed stone appearance?   
Title: Re: DF2014 Question and Answer Thread
Post by: Nikita on July 27, 2014, 01:31:03 pm
I've been playing in the default text mode and I recently made the mistake of engraving my fort's central area. The white engraved tiles give me eyestrain at just a glance. Is there any way to tone them down or revert them to the smoothed stone appearance?

From the wiki:
Quote
Floor engravings of unsatisfactory quality (e.g. Carvings of elephants mauling dwarves) can be removed by designating the carving of minecart Tracks over them. The tracks can then be removed by smoothing the stone, which results in fresh smooth stone tiles ready for another attempt at engraving

Though, make sure those are not masterwork engravings. Or if they are, that the engraver has made plenty more elsewhere. Destroying masterworks causes bad thoughts.
Title: Re: DF2014 Question and Answer Thread
Post by: cakeonslaught on July 27, 2014, 01:45:09 pm
I've been playing in the default text mode and I recently made the mistake of engraving my fort's central area. The white engraved tiles give me eyestrain at just a glance. Is there any way to tone them down or revert them to the smoothed stone appearance?

There is the option in the raws to set the default behavior of engravings, but that refers to whether or not it uses images as opposed to the normal + symbols. Other than that, i would suggest you do the trick suggested above or turn down your monitor brightness. I think there's a game mechanic to hide/unhide the engravings somewhere but i haven't played in a while so i cant remember the keybindings.
Title: Re: DF2014 Question and Answer Thread
Post by: Spectre Incarnate on July 27, 2014, 02:03:12 pm
I've been playing in the default text mode and I recently made the mistake of engraving my fort's central area. The white engraved tiles give me eyestrain at just a glance. Is there any way to tone them down or revert them to the smoothed stone appearance?

You just want to hide the myriad of engraved images? Use [d] > [v] Toggle Engravings in the designate menu to hide/unhide them. The dwarves will still see them, but you won't. Completely removing engravings is probably best left to hated vermin designs, like when an artist decides to cover a noble's room with spiders and that noble absolutely detests spiders...  :D

Title: Re: DF2014 Question and Answer Thread
Post by: Nikita on July 27, 2014, 03:27:56 pm
I've dug straight down and hit some "semi-molten rock".

Where did all the magma go?
Title: Re: DF2014 Question and Answer Thread
Post by: Spectre Incarnate on July 27, 2014, 03:43:50 pm
I've dug straight down and hit some "semi-molten rock".

Where did all the magma go?

Hehehehe...  :-X

You can look up Semi-Molten Rock on the wiki, but I don't recommend it until after you've discovered for yourself. Huge spoilers! You've reached the beginning of the end. As most people would say, the Hidden Fun Stuff, or HFS. Don't dig too greedily unless you want a super !Fun! time.  :P

Title: Re: DF2014 Question and Answer Thread
Post by: Nikita on July 27, 2014, 03:50:00 pm
I've dug straight down and hit some "semi-molten rock".

Where did all the magma go?

Hehehehe...  :-X

You can look up Semi-Molten Rock on the wiki, but I don't recommend it until after you've discovered for yourself. Huge spoilers! You've reached the beginning of the end. As most people would say, the Hidden Fun Stuff, or HFS. Don't dig too greedily unless you want a super !Fun! time.  :P

My problem here is that I literally do not know where to find any magma :/
Title: Re: DF2014 Question and Answer Thread
Post by: BlackFlyme on July 27, 2014, 03:52:49 pm
My problem here is that I literally do not know where to find any magma :/

It's possible that you have dug straight past the magma sea.

Try looking around the caverns for any magma tubes. Or dig around a bit on some higher levels.
Title: Re: DF2014 Question and Answer Thread
Post by: Spectre Incarnate on July 27, 2014, 04:07:22 pm
I've dug straight down and hit some "semi-molten rock".

Where did all the magma go?

Hehehehe...  :-X

You can look up Semi-Molten Rock on the wiki, but I don't recommend it until after you've discovered for yourself. Huge spoilers! You've reached the beginning of the end. As most people would say, the Hidden Fun Stuff, or HFS. Don't dig too greedily unless you want a super !Fun! time.  :P

My problem here is that I literally do not know where to find any magma :/

Oh! I see! Sorry, I thought you were asking why the magma turned to semi-molten rock.
And yeah, like BlackFlyme said, you probably just went past it a few levels. I'm sure it's somewhere around.

Title: Re: DF2014 Question and Answer Thread
Post by: greycat on July 27, 2014, 06:16:41 pm
My problem here is that I literally do not know where to find any magma :/

It's possible that you have dug straight past the magma sea.

When I hit SMR, I like to go up about 5 levels, dig horizontally about 5 or 10 tiles, then drop another Up/Down stairwell.  Repeat until I find warm stone instead of SMR.  Then dig carefully around the warm stone until I have a pretty good idea where to pierce it safely.
Title: Re: DF2014 Question and Answer Thread
Post by: JayXdbX on July 28, 2014, 08:09:21 am
Hi so i'm having a strange problem. I'm on year 2 or 3 and i haven't gotten any migrants what so ever. I just created this world using 40.05 version which i believe removed the hard coded waves. haven't exactly been focusing on my mug production but i've made a total of 4 bins worth (granted not all at once.)

Did i just hit a bug or am i just doing this wrong.

edit
Creative wealth is right now at 37k
Title: Re: DF2014 Question and Answer Thread
Post by: Telgin on July 28, 2014, 08:37:18 am
I've read a few reports from others that migrant waves can take until the second year or later now.  That's pretty interesting since Toady didn't mention such a change specifically, but he did mention working on the population cap bug.  Maybe it's related to that somehow?  In any case I wouldn't jump to call it a bug unless you get no migrants ever.
Title: Re: DF2014 Question and Answer Thread
Post by: Nikita on July 28, 2014, 08:42:15 am
Does being "Overcome by terror" for a long time rise the Discipline skill?

To answer my own question, yes, yes it does.

I now have a vampire with a Legendary Discipline level.

And he's still running away in terror.
Title: Re: DF2014 Question and Answer Thread
Post by: JayXdbX on July 28, 2014, 08:51:02 am
So to answer my own question, it seems when i copied DF 40.05 over to my lazy noob pack, that i over ride (this grammar is killing me) the Ini file.
Why is this important you may ask? Because right now the game thinks i have a population cap of 0, while LNP think it's 100 or something like that.
Anyways from what i'm reading you just click the population limit button a few times and it should fix it self. I'll test this out later.
Title: Re: DF2014 Question and Answer Thread
Post by: therahedwig on July 28, 2014, 11:25:07 am
I've read a few reports from others that migrant waves can take until the second year or later now.  That's pretty interesting since Toady didn't mention such a change specifically, but he did mention working on the population cap bug.  Maybe it's related to that somehow?  In any case I wouldn't jump to call it a bug unless you get no migrants ever.

Toady's quote on his popcap fix in the bugtracker:
Quote
I've tried to make this a little more useful, and it should control migrant waves now, to the point of preventing families that are too large from coming and also stopping generated families from bringing children and so on. Monarch arrival can still break the cap, but that should be an isolated event. I also added another cap that will stop fort births from violating the cap, and set the defaults to 200/220.

Popcap is also controlled by the two init settings, one the old one, and the other the strict one.

But no clue how that affects migrants. Maybe they are like the Liaison now? That migrant waves have to cme fro somewhere, and sorta get sidetracked?

That'll make dead-civ forts really hard(or ideal, for those generational fort-nuts).

Edit: apparantly people have been overwriting their init_d files, not realising that the strict pop-cap has been added. This results in the strict pop-cap being 0, and thus no imigrants.
Title: Re: DF2014 Question and Answer Thread
Post by: greycat on July 28, 2014, 12:00:10 pm
So to answer my own question, it seems when i copied DF 40.05 over to my lazy noob pack, that i over ride (this grammar is killing me) the Ini file.

Extracting part of one version of Dwarf Fortress into another version's directory is generally a bad idea.  You have to know precisely what you're doing to mix versions together, and even then only very specific mixtures will work.

The only thing that's guaranteed to work is copying a saved game from 0.40.03 or 0.40.04 into 0.40.05.  For everything else, you should re-apply your changes to the files, one by one.  E.g. if you changed the graphical FPS cap in init.txt, don't copy the old init.txt file into the new directory.  Edit the new init.txt file directly, and redo each change.  If you overwrite the file, you'll lose all the new settings.

If you depend on a third party bundle (starter pack or whatever), you should wait until that bundle is updated.
Title: Re: DF2014 Question and Answer Thread
Post by: Gedsaro on July 28, 2014, 05:24:06 pm
Is there a way to disable the strange mood skill gain dwarfs receive upon completion of an artifact?
Alternatively, is it possible to make possession the only kind of strange mood that can happen to your dwarfs?

I ask because I like artifacts, but dislike the bonus skill gain you get from making them.(for me the artifact is enough of a reward.)
I'd rather not turn artifacts off completely if possible.
Title: Re: DF2014 Question and Answer Thread
Post by: Echostatic on July 28, 2014, 07:10:21 pm
I have a noticed a couple of times that my FPS will drop dramatically, and stay pretty low. Last time it happened was when I genned a small world, with less than 150 years of history. Very shortly after the first migrant wave, My FPS dropped from about 80-90 to under 20. From then on it fluctuated from around 20-40. Nothing has changed that I can see. Anyone else experience this? I think I'm going to have to abandon this one too.
Title: Re: DF2014 Question and Answer Thread
Post by: Brewster on July 28, 2014, 08:58:47 pm
So can I do anything w/ the new trees and stuff? Like the pollen? Or any nut farms or anything?
Title: Re: DF2014 Question and Answer Thread
Post by: NobleNecromancer on July 28, 2014, 10:38:57 pm
So can I do anything w/ the new trees and stuff? Like the pollen? Or any nut farms or anything?

At the moment, no, but Toady has expressed an interests to fixing that.
Title: Re: DF2014 Question and Answer Thread
Post by: Nikita on July 29, 2014, 12:49:52 am
Why is Urist McVampire with Legendary Discipline still "overcome by terror" regardless of whether he is on-duty or off-duty, apparently running away from an undead, the same undead that dwarves with half his discipline engaged without running, and one he can't even see?
Title: Re: DF2014 Question and Answer Thread
Post by: Sherlock70 on July 29, 2014, 01:44:02 am
Why is Urist McVampire with Legendary Discipline still "overcome by terror" regardless of whether he is on-duty or off-duty, apparently running away from an undead, the same undead that dwarves with half his discipline engaged without running, and one he can't even see?
Severe trauma?

Title: Re: DF2014 Question and Answer Thread
Post by: KingKaol on July 29, 2014, 04:44:28 am
Did 40.05 fix dwarves standing on constructions they are trying to remove? It seems I've had a couple dwarven children fall multiple levels from my construction tower; either that or they were hit by falling debris?
Title: Re: DF2014 Question and Answer Thread
Post by: Edmus on July 29, 2014, 05:15:40 am
Does the output block of a screwpump power up as well as down when powered?
Title: Re: DF2014 Question and Answer Thread
Post by: bigcalm on July 29, 2014, 05:23:56 am
> Does the output block of a screwpump power up as well as down when powered?

Yes, I've used this in numerous pump stack designs where the power can come in half way up the stack.



Title: Re: DF2014 Question and Answer Thread
Post by: greycat on July 29, 2014, 09:39:32 am
Why is Urist McVampire with Legendary Discipline still "overcome by terror" regardless of whether he is on-duty or off-duty, apparently running away from an undead, the same undead that dwarves with half his discipline engaged without running, and one he can't even see?

There are also personality traits (http://dwarffortresswiki.org/index.php/DF2014:Personality_trait) that affect this.  Looks for the BRAVERY ones on the wiki page, then try to find one of those in the vampire's thoughts screen.
Title: Re: DF2014 Question and Answer Thread
Post by: Nikita on July 29, 2014, 01:53:53 pm
Why is Urist McVampire with Legendary Discipline still "overcome by terror" regardless of whether he is on-duty or off-duty, apparently running away from an undead, the same undead that dwarves with half his discipline engaged without running, and one he can't even see?

There are also personality traits (http://dwarffortresswiki.org/index.php/DF2014:Personality_trait) that affect this.  Looks for the BRAVERY ones on the wiki page, then try to find one of those in the vampire's thoughts screen.

It's a good guess, but he looks pretty average: http://i.imgur.com/cAm1gA0.png (http://i.imgur.com/cAm1gA0.png)
The only thing out of the ordinary is that he's extremely single-minded, but bravery isn't mentioned at all. Fun fact: being locked up in a room for a year removed the "good creativity" trait from him.

I wish I could just "reset" his brain somehow.
Title: Re: DF2014 Question and Answer Thread
Post by: Wimopy on July 29, 2014, 02:08:33 pm
Why is Urist McVampire with Legendary Discipline still "overcome by terror" regardless of whether he is on-duty or off-duty, apparently running away from an undead, the same undead that dwarves with half his discipline engaged without running, and one he can't even see?

There are also personality traits (http://dwarffortresswiki.org/index.php/DF2014:Personality_trait) that affect this.  Looks for the BRAVERY ones on the wiki page, then try to find one of those in the vampire's thoughts screen.

It's a good guess, but he looks pretty average: http://i.imgur.com/cAm1gA0.png (http://i.imgur.com/cAm1gA0.png)
The only thing out of the ordinary is that he's extremely single-minded, but bravery isn't mentioned at all. Fun fact: being locked up in a room for a year removed the "good creativity" trait from him.

I wish I could just "reset" his brain somehow.

You could try "Ye Olde Dwarven Methode": Close him a room and drop corpses/live-but-useless creatures next to him. It might make his nerves turn into 'Ye Olde Steele" or break him totally.
Title: Re: DF2014 Question and Answer Thread
Post by: i2amroy on July 29, 2014, 04:02:33 pm
Did 40.05 fix dwarves standing on constructions they are trying to remove? It seems I've had a couple dwarven children fall multiple levels from my construction tower; either that or they were hit by falling debris?
It should have, yeah (though older constructions from before 40.05 might still exhibit the problem).
Title: Re: DF2014 Question and Answer Thread
Post by: KingKaol on July 29, 2014, 04:19:33 pm
Did 40.05 fix dwarves standing on constructions they are trying to remove? It seems I've had a couple dwarven children fall multiple levels from my construction tower; either that or they were hit by falling debris?
It should have, yeah (though older constructions from before 40.05 might still exhibit the problem).

This is kind of the opposite problem. I'm not trying to construct anything, i'm *removing* constructions.
Title: Re: DF2014 Question and Answer Thread
Post by: Miharu on July 29, 2014, 04:26:35 pm
Hey guys, I'm not new nor am I a masterwork Urist, I'm just your typical Joe that likes to check this game out and play both Adventure and DF modes on occasion (spending ~3 hrs each time getting used to the ropes again).
So, I recently heard .40 got released so I got myself a tileset, the new version and off I went. I started Adventure mode, really liking the sleek new "design", if you can call it that, plus the new combat system and such. Noticing the subtle changes isn't my big schtick, sadly.
Anyway, I've gone and done several "quests" so far to kill bandits or "vermin" or whatever. Now here's the thing. Every time I go to do that, I don't get a retaliation. For example, two minutes ago I went to attack a Kobold encampment quite far away. I travelled all that way and was preparing for the "Prepare to meet your doom!" message from their leader and a hail of arrows.
Instead I find eight wrestlers and one bowman plus another recruit that ran at my sight all standing there, clueless. I literally ran up to them, chopped off their heads individually and the rest didn't even respond, they stood there quietly with a flashing blue exclamation mark on them (not sure if this is from the tileset or not). On another occasion I even tried stealing their loot beforehand or finding a "leader" figure to talk to to maybe make them hostile because hitting practice dummies is not fun AT ALL. I even tried to find an option to declare my undying hatred for Kobolds but couldn't found one, I even admitted -- in front of my two companions, that I murdered my former companion in cold blood for his iron scimitar.
Anyone know what's causing this? Is it a bug? Is it my negligence or ignorance? Please help me because it's kind of ruining the experience. Like I said, they don't do ANYTHING. They only fight back after I hit them first, some don't even do that for some reason, a few even run.
Thanks in advance.
Title: Re: DF2014 Question and Answer Thread
Post by: KingKaol on July 29, 2014, 04:33:10 pm
Another question: how does one get a fish into an aquarium? I have built them and designated as aquarium (they turn blue), but my fisherdwarves just come up with 'raw char' or 'raw lamprey' and i have no ability to 'assign' them to an aquarium.
Title: Re: DF2014 Question and Answer Thread
Post by: i2amroy on July 29, 2014, 04:38:04 pm
Aquariums are for vermin fish only, which are caught with the "capture live fish" command at the fishery IIRC. (It also requires an animal trap).
Title: Re: DF2014 Question and Answer Thread
Post by: KingKaol on July 29, 2014, 05:19:59 pm
Well the brook just thawed so I reactivated the catch live fish task. My dwarf grabbed an artifact animal trap and then just left it in the brook to go drink :|

Edit: Awesome caught a lamprey!
Title: Re: DF2014 Question and Answer Thread
Post by: Trif on July 29, 2014, 06:26:02 pm
Hey guys, I'm not new nor am I a masterwork Urist, I'm just your typical Joe that likes to check this game out and play both Adventure and DF modes on occasion (spending ~3 hrs each time getting used to the ropes again).
So, I recently heard .40 got released so I got myself a tileset, the new version and off I went. I started Adventure mode, really liking the sleek new "design", if you can call it that, plus the new combat system and such. Noticing the subtle changes isn't my big schtick, sadly.
Anyway, I've gone and done several "quests" so far to kill bandits or "vermin" or whatever. Now here's the thing. Every time I go to do that, I don't get a retaliation. For example, two minutes ago I went to attack a Kobold encampment quite far away. I travelled all that way and was preparing for the "Prepare to meet your doom!" message from their leader and a hail of arrows.
Instead I find eight wrestlers and one bowman plus another recruit that ran at my sight all standing there, clueless. I literally ran up to them, chopped off their heads individually and the rest didn't even respond, they stood there quietly with a flashing blue exclamation mark on them (not sure if this is from the tileset or not). On another occasion I even tried stealing their loot beforehand or finding a "leader" figure to talk to to maybe make them hostile because hitting practice dummies is not fun AT ALL. I even tried to find an option to declare my undying hatred for Kobolds but couldn't found one, I even admitted -- in front of my two companions, that I murdered my former companion in cold blood for his iron scimitar.
Anyone know what's causing this? Is it a bug? Is it my negligence or ignorance? Please help me because it's kind of ruining the experience. Like I said, they don't do ANYTHING. They only fight back after I hit them first, some don't even do that for some reason, a few even run.
Thanks in advance.
First off, hi! Welcome to the forums!

You're not doing anything wrong, aggression in general is pretty bugged right now. Creatures have all these new emotions and allegiances and somewhere down the line it all falls apart and they just stand there in apathy.
Toady is aware of it and will work on it, but it's not just a quick fix.

I agree that it makes Adventurer mode not very fun. You can practice in 0.34.11 for a bit until Toady gets around to squashing the bugs. Or you could play around with Fortress mode, that's working pretty well after the last bugfix release.
Title: Re: DF2014 Question and Answer Thread
Post by: Echostatic on July 29, 2014, 09:22:14 pm
Well the brook just thawed so I reactivated the catch live fish task. My dwarf grabbed an artifact animal trap and then just left it in the brook to go drink :|

Edit: Awesome caught a lamprey!

TIL Dwarf Fortress has aquariums.

I know what I'm doing when I make my next fort.
Title: Re: DF2014 Question and Answer Thread
Post by: i2amroy on July 29, 2014, 10:37:00 pm
You're not doing anything wrong, aggression in general is pretty bugged right now. Creatures have all these new emotions and allegiances and somewhere down the line it all falls apart and they just stand there in apathy.
Toady is aware of it and will work on it, but it's not just a quick fix.

I agree that it makes Adventurer mode not very fun. You can practice in 0.34.11 for a bit until Toady gets around to squashing the bugs. Or you could play around with Fortress mode, that's working pretty well after the last bugfix release.
IIRC a large part of the problem is that enemies aren't being proactive enough about turning around. Thus there are several instances where you can stab someone from behind and they won't give a whit about turning, preferring to take the "if I can't see it it's not there!" approach. :P
Title: Re: DF2014 Question and Answer Thread
Post by: Nikita on July 30, 2014, 11:41:50 am
In the unit list, does "missing" mean "definitely, 100% certainly dead" or more like "I forgot where I put it"?
Title: Re: DF2014 Question and Answer Thread
Post by: JoeJoe on July 30, 2014, 11:50:13 am
In the unit list, does "missing" mean "definitely, 100% certainly dead" or more like "I forgot where I put it"?

It means "definitely, 100% dead", the body just hasn't been found yet. There was/is a bug where they still show as missing even though the body has been found. Not sure if it's already fixed.
Title: Re: DF2014 Question and Answer Thread
Post by: Nikita on July 30, 2014, 01:26:04 pm
Is there a way to get my military dwarves to stop going to eat/drink/sleep in the middle of a (m)ove or (k)ill order? Or at least to get them all to do it at the same time, preferably before I send them to battle?

I don't want half my recruits deciding it's a good time for a nap the second someone engages a steel-clad zombie.
Title: Re: DF2014 Question and Answer Thread
Post by: billw on July 30, 2014, 05:13:31 pm
Quick question I couldn't find answer to on wiki or on here: Why are some of the options for what crop to plant in my farm red? My farm was working fine, now, just a month or so after creating it, plump helmets and pigtails are both red and I can't plant them? I have plenty of seeds, the ground is muddy, and it did work for a time...
Title: Re: DF2014 Question and Answer Thread
Post by: i2amroy on July 30, 2014, 05:26:40 pm
Is there a way to get my military dwarves to stop going to eat/drink/sleep in the middle of a (m)ove or (k)ill order? Or at least to get them all to do it at the same time, preferably before I send them to battle?
Eat and drink can be remedied by having them carry provisions, though at the cost of them not getting the good thoughts from the dining room. Sleeping is just something you are going to have to live with IIRC.

Quick question I couldn't find answer to on wiki or on here: Why are some of the options for what crop to plant in my farm red? My farm was working fine, now, just a month or so after creating it, plump helmets and pigtails are both red and I can't plant them? I have plenty of seeds, the ground is muddy, and it did work for a time...
Is it near the end of winter? Toady recently fixed plants recognizing when it's too late to plant them, but it might have caused some other bugs when he did so.

Edit: Yeah, a quick check shows that this is the re-emergence of an old 40d bug where the Winter/Wpring boundary isn't properly handled. I've submitted it to the bug tracker, so hopefully it'll be fixed soon, but until then you won't be able to plant and Winter/Spring plants once it gets to be too late in the Winter for them to be completely grown by the new year (which can have some heavy penalties in realistic plant growth time mods).
Title: Re: DF2014 Question and Answer Thread
Post by: KingKaol on July 30, 2014, 05:51:07 pm
Well the brook just thawed so I reactivated the catch live fish task. My dwarf grabbed an artifact animal trap and then just left it in the brook to go drink :|

Edit: Awesome caught a lamprey!

I'm not sure why, but one of my two aquariums keeps becoming 'dry' and losing fish. I noticed it happening before I started stocking it; periodically it would lose the teal coloring and a dwarf would bring a bucket to restore the water. Looking inside the aquarium there are several stacks of water[10] so it doesn't seem to be going dry. I have an identical aquarium in the same room and it is not having this problem.

Edit: I think it might have to do with my aquariums being located above ground and the water freezing during the winter. Just lost my lamprey but some mussels I put in there are doing fine.
Title: Re: DF2014 Question and Answer Thread
Post by: KingKaol on July 30, 2014, 05:53:00 pm
Also, I have a military dwarf in traction that has been there for 2 years now. His finger is sutured but his fingernail is still 'smashed'. I'm considering removing the bench he is on in hopes of freeing him.
Title: Re: DF2014 Question and Answer Thread
Post by: i2amroy on July 30, 2014, 05:57:08 pm
I'd suggest removing him from traction. It has to do with fingernails never really healing IIRC, something that can be fixed through a bit of modding if absolutely necessary.
Title: Re: DF2014 Question and Answer Thread
Post by: Telgin on July 30, 2014, 09:40:43 pm
I know that gathering fruit and things from trees hasn't been implemented yet, but is it possible to make use of the new plants yet?  In particular, I have a lot of string bean plants, some garlic plants, and long yam plants.  Reading the raws says that the seeds of these are edible, but I'm not sure how to get those seeds.  The plants themselves aren't cookable or brewable, and aren't edible directly.  Does processing or threshing them do anything?
Title: Re: DF2014 Question and Answer Thread
Post by: Spectre Incarnate on July 30, 2014, 11:15:50 pm
I know that gathering fruit and things from trees hasn't been implemented yet, but is it possible to make use of the new plants yet?  In particular, I have a lot of string bean plants, some garlic plants, and long yam plants.  Reading the raws says that the seeds of these are edible, but I'm not sure how to get those seeds.  The plants themselves aren't cookable or brewable, and aren't edible directly.  Does processing or threshing them do anything?

Exactly the same thing I was thinking while downgrading the plants for a 34.11 project. Couple hours, half way through the list, I realized... there's no feasible way to get the seeds from some types of plants like beans and nuts. Modded them to be edible/cooked, cause I figure the plant part you're eating is the seeds anyway, eating some and saving some.

What's this about yams, though? They can all be cooked and long yams can be eaten raw.

Title: Re: DF2014 Question and Answer Thread
Post by: RoofLizard on July 31, 2014, 01:42:32 am
I've noticed that in 40.05 I only get one age (Myth Age).

In the older stable 30 branch it would generate several Ages. Did DF2014 turn ages off or is something funky happening on my end?
Title: Re: DF2014 Question and Answer Thread
Post by: Trif on July 31, 2014, 02:16:30 am
I haven't genned many worlds in 0.40.05 specifically, but in 0.40 in general I've seen plenty of Ages of Legends, Heroes, Goblins and Golden Ages. You're just getting unlucky.

Maybe lowering the number of monsters or letting the world run for longer helps.
Title: Re: DF2014 Question and Answer Thread
Post by: RoofLizard on July 31, 2014, 02:29:14 am
I haven't genned many worlds in 0.40.05 specifically, but in 0.40 in general I've seen plenty of Ages of Legends, Heroes, Goblins and Golden Ages. You're just getting unlucky.

Maybe lowering the number of monsters or letting the world run for longer helps.

Looks like you are right. It's weird because for several goes in a row it was just one age :0

Then you posted, and fixed everything.

Fey...
Title: Re: DF2014 Question and Answer Thread
Post by: Jebus on July 31, 2014, 07:02:01 am
Hello dearest dwarf fanatics

I have e question or maybe I should name it a problem.
First, i'm playing v.0.34.11

After an ambush I could luckily catch 7 goblins. They are stored in on of my stockpiles now. For trainig issues I assigned them to an empty (built) cage in my barracks. Unfortunately nobody of my dwarf feels competent to bring goblins to the empty cage. They are assigned in the cage menu and have the green box in that menu.
My most dwarfes have the 'animal hauling' job activatet. Also some have 'animal training' and the other (in therapist) green jobs.

Did I forgot a step? why didnt they bring my prisoners to the cage?
In one of my earlier fortress this wasn't a problem. Does anybody have an idea or a clue for me?

-thanks-
Title: Re: DF2014 Question and Answer Thread
Post by: Telgin on July 31, 2014, 07:37:11 am
What's this about yams, though? They can all be cooked and long yams can be eaten raw.

Hmm, I think I had yam plants and not yams directly, again with no readily apparent way to get the yams off of the plants for eating.  I guess for now I'll have to just use a very small subset of the new plants which can be cooked or brewed directly.
Title: Re: DF2014 Question and Answer Thread
Post by: greycat on July 31, 2014, 09:45:10 am
First, i'm playing v.0.34.11

You might have more luck in the DF2012 thread (http://www.bay12forums.com/smf/index.php?topic=101379.0).

Quote
After an ambush I could luckily catch 7 goblins. They are stored in on of my stockpiles now. For trainig issues I assigned them to an empty (built) cage in my barracks. Unfortunately nobody of my dwarf feels competent to bring goblins to the empty cage. They are assigned in the cage menu and have the green box in that menu.

I've never attempted inter-cage transfers with hostiles.  Why not simply build the cage that already has the goblin in it?

Also for the record: I would not advise attempting this kind of hostile-prisoner transfer in 0.40.  Many people have tried it, and the results have not been pretty.
Title: Re: DF2014 Question and Answer Thread
Post by: i2amroy on July 31, 2014, 10:55:56 am
I haven't genned many worlds in 0.40.05 specifically, but in 0.40 in general I've seen plenty of Ages of Legends, Heroes, Goblins and Golden Ages. You're just getting unlucky.

Maybe lowering the number of monsters or letting the world run for longer helps.
Yeah, to be more specific the age of myth happens if there is still over a certain threshold of megabeasts and other monsters. If not enough of them are dying, or you are starting out with a large number of them, then it can last for quite a while.
Title: Re: DF2014 Question and Answer Thread
Post by: Mechlin on July 31, 2014, 07:40:07 pm
I have several small houses made of leather and fur on my embark map. Also campfires. Looks like an abandoned settlement but there was no indication of it on the embark screen. Never seen it before .40, is it a new feature?

Spoiler (click to show/hide)
Title: Re: DF2014 Question and Answer Thread
Post by: JoeJoe on July 31, 2014, 07:43:12 pm
"houses" made of leather and fur are probably tents. Looks like you embarked on an army campsite. That's pretty cool, but not sure if intended.
Title: Re: DF2014 Question and Answer Thread
Post by: Nikita on August 01, 2014, 03:36:45 pm
If I already have a Legendary dining room, will increasing the quality further have any effect?
Title: Re: DF2014 Question and Answer Thread
Post by: MeMyselfAndI on August 01, 2014, 03:41:48 pm
For everything else, you should re-apply your changes to the files, one by one...

Alternatively, a way that takes less time (and is less error-prone) is to do a (3-way) merge of an unmodified copy of the old version, your actual old version (with modifications), and the new version.

Title: Re: DF2014 Question and Answer Thread
Post by: damnit,urist,youhadonejob on August 01, 2014, 07:54:16 pm
hello, i am new to the forum but not to dwarf fortress itself.
so my question is, has anybody else ran into getting light into there under ground farm by building the farm under a stump? is there any danger of enemies getting in through the stump?
also how do i keep the armok dammed goblins from climbing over my walls?
Title: Re: DF2014 Question and Answer Thread
Post by: Donlol on August 02, 2014, 11:24:04 am
Hey there everyone!
Does anyone else have a problem with moving your military dwarves to burrows? In my fortress, they get the "defend burrow" job in jobs list, but they seem to freeze in some random spot and never reach the designated burrow, they just stand doing nothing. Since they do get that "defend" job I believe I've set up everything correctly. First time I've run into something like this, in previous versions I had no problems. Any tips/solutions?
Title: Re: DF2014 Question and Answer Thread
Post by: greycat on August 02, 2014, 12:42:48 pm
so my question is, has anybody else ran into getting light into there under ground farm by building the farm under a stump?

There were reports of people having the ceilings of their underground farm areas pierced by trees in 0.40.04.  The trees-piercing-ceilings bug was fixed in 0.40.05.

If you ran a fort in .04 and had your farms "contaminated" by light from ceiling ruptures, then those particular tiles are forever ruined for underground farming.  But the good news is, you might be able to use those tiles for aboveground farming, even after you replace the ceiling.  You may have to remove and rebuild your farm plots, making sure that each farm plot only has 100% aboveground or 100% underground tiles.

Quote
is there any danger of enemies getting in through the stump?
also how do i keep the armok dammed goblins from climbing over my walls?

I don't have answers for those questions yet.  I'm one of the people who just isn't getting attacked, at all, except for the initial bandit squads.
Title: Re: DF2014 Question and Answer Thread
Post by: locustgate on August 02, 2014, 02:46:01 pm
How many items can a weapon/armor rack/stand hold?

Can animals now reproduce in cages, I had 3 dingos give birth, they've been in a cage for about half a year?

My Marksdwarves have 100 wooden arrows (remaining), designated for practice, they trained for their first month, scheduled, but on the 2nd they stopped training and for their entire month they just stand around.
Title: Re: DF2014 Question and Answer Thread
Post by: greycat on August 02, 2014, 04:24:34 pm
Can animals now reproduce in cages, I had 3 dingos give birth, they've been in a cage for about half a year?

The female must be pregnant before going into the cage.  Once that happens, she can give birth in the cage.
Title: Re: DF2014 Question and Answer Thread
Post by: locustgate on August 02, 2014, 05:02:20 pm
Can animals now reproduce in cages, I had 3 dingos give birth, they've been in a cage for about half a year?

The female must be pregnant before going into the cage.  Once that happens, she can give birth in the cage.

Damn I got lucky then, 3/3 female dingos pregnant.
Title: Re: DF2014 Question and Answer Thread
Post by: damnit,urist,youhadonejob on August 02, 2014, 06:27:32 pm
so my question is, has anybody else ran into getting light into there under ground farm by building the farm under a stump?

There were reports of people having the ceilings of their underground farm areas pierced by trees in 0.40.04.  The trees-piercing-ceilings bug was fixed in 0.40.05.

If you ran a fort in .04 and had your farms "contaminated" by light from ceiling ruptures, then those particular tiles are forever ruined for underground farming.  But the good news is, you might be able to use those tiles for aboveground farming, even after you replace the ceiling.  You may have to remove and rebuild your farm plots, making sure that each farm plot only has 100% aboveground or 100% underground tiles.


i have the newest update, and there is no holes in the ceiling, i have been using it to do a above ground farming from the safety of my fort,
Title: Re: DF2014 Question and Answer Thread
Post by: DracMonster on August 02, 2014, 06:40:41 pm
I've noticed goblin sieges seem to happen much earlier now. My current fortress just had one at 46 citizens and I had one before with only about 30 dwarves.

Is there any consensus on the current triggering conditions? 80 citizens is obviously no longer valid.
Title: Re: DF2014 Question and Answer Thread
Post by: Telgin on August 02, 2014, 06:51:41 pm
My Marksdwarves have 100 wooden arrows (remaining), designated for practice, they trained for their first month, scheduled, but on the 2nd they stopped training and for their entire month they just stand around.

For now it's probably best to not have separate bolts for combat and training.  This has been buggy for a very long time, with dwarves frequently doing nothing because their quivers have the wrong bolts in them for the current thing they're trying to do and the dwarves not being smart enough to swap them out.
Title: Re: DF2014 Question and Answer Thread
Post by: Jachim on August 02, 2014, 08:08:57 pm
Anyone got any solutions for sudden single digit fps drops that seem to just randomly occur? :( It's kinda killing my recent fort and i've not figured out what it is doing it yet.
Title: Re: DF2014 Question and Answer Thread
Post by: locustgate on August 02, 2014, 08:16:33 pm
Anyone got any solutions for sudden single digit fps drops that seem to just randomly occur? :( It's kinda killing my recent fort and i've not figured out what it is doing it yet.
down grade to a smaller world or save and restart df.
Title: Re: DF2014 Question and Answer Thread
Post by: Jachim on August 02, 2014, 08:18:51 pm
Thanks for the reply, i'll try restarting, it seems to be happening more frequently now.. I just found candy, and confirmed I haven't awoken the circus, but maybe the sudden spike is causing raiders to think about coming my way and they can't path to my fort?

Or something? I dunno, it keeps happening every few minutes for 5-6 mins, then jumps back up to a stable 45ish again. Really weird.

edit: save/reload didn't help, it started at 6FPS and it's sitting steady at it right now... hasn't increased now in 10 minutes.. very frustrating :(
Title: Re: DF2014 Question and Answer Thread
Post by: JLT on August 03, 2014, 05:11:33 am
I'm in spring of my 2nd year, and one of my seven dwarves just became king. Does anyone have an idea what happened here?
Title: Re: DF2014 Question and Answer Thread
Post by: Nikita on August 03, 2014, 05:23:40 am
I'm in spring of my 2nd year, and one of my seven dwarves just became king. Does anyone have an idea what happened here?

Maybe all other dwarven settlements got captured by goblins while you were playing and the previous king died?
Title: Re: DF2014 Question and Answer Thread
Post by: JLT on August 03, 2014, 05:44:45 am
I'm in spring of my 2nd year, and one of my seven dwarves just became king. Does anyone have an idea what happened here?

Maybe all other dwarven settlements got captured by goblins while you were playing and the previous king died?

I'm so totally screwed. I'm sieged by 5 corpses riding on demons since last summer. I didn't get a trade caravan in autumn and no migrants, which probably makes sense if the mountain home got eradicated. I don't have an anvil, since I prefer spending the embark points on other stuff and instead buy one from the caravan later. And now my new king wants coins. Not to mention that he's seriously pissed that he still has to sleep in a crappy dormitory with the other peasants.

Title: Re: DF2014 Question and Answer Thread
Post by: Edmus on August 03, 2014, 06:54:29 am
I'm in spring of my 2nd year, and one of my seven dwarves just became king. Does anyone have an idea what happened here?

Maybe all other dwarven settlements got captured by goblins while you were playing and the previous king died?

I'm so totally screwed. I'm sieged by 5 corpses riding on demons since last summer. I didn't get a trade caravan in autumn and no migrants, which probably makes sense if the mountain home got eradicated. I don't have an anvil, since I prefer spending the embark points on other stuff and instead buy one from the caravan later. And now my new king wants coins. Not to mention that he's seriously pissed that he still has to sleep in a crappy dormitory with the other peasants.
Humans sell anvils if it comes to that.
Title: Re: DF2014 Question and Answer Thread
Post by: locustgate on August 03, 2014, 10:03:59 am
Ok It's been 2 years and not a single person has adopted/been adopted by any pets/cats (yes all of the animals are available. (I've got about 10 cats and 15 dingos (tamed)
Title: Re: DF2014 Question and Answer Thread
Post by: greycat on August 03, 2014, 02:17:41 pm
I don't have an anvil, since I prefer spending the embark points on other stuff and instead buy one from the caravan later.

I would suggest you rethink this strategy in 0.40.  The first migrant waves and first caravan are not 100% guaranteed (if you get a bandit siege at the start of autumn, it'll prevent the caravan's arrival, as sieges do).
Title: Re: DF2014 Question and Answer Thread
Post by: billw on August 03, 2014, 02:28:54 pm
Is there some way to attract undead? At the moment they just mill around on the edge of the map, and with there being 50 of them all armed I can't really take them down by force of arms. I want to trap them, but when I open my gates they don't swarm towards them like goblins do...
Title: Re: DF2014 Question and Answer Thread
Post by: locustgate on August 03, 2014, 03:16:04 pm
Is there some way to attract undead? At the moment they just mill around on the edge of the map, and with there being 50 of them all armed I can't really take them down by force of arms. I want to trap them, but when I open my gates they don't swarm towards them like goblins do...

Create a squad of one useless cowardly brave dwarf and have him run with in a couple squares of them, then fall back.
Title: Re: DF2014 Question and Answer Thread
Post by: billw on August 03, 2014, 04:23:26 pm
Create a squad of one useless cowardly brave dwarf and have him run with in a couple squares of them, then fall back.

Unfortunately that doesn't work. First dwarf I tried was a coward, initially they just run away. Then they come back to the previous position I sent them to even though I changed the location I wanted them to station at, and died to one zombie. Then I tried again with a non-coward dwarf in full armor, had them station 7 squares or so away from the nearest undead, and they just ran right at it and died as well...
Is there someway to force the dwarves to do what you tell them to?!
Title: Re: DF2014 Question and Answer Thread
Post by: dexxy on August 03, 2014, 11:46:33 pm
Is there someway to force the dwarves to do what you tell them to?!

ha ha ha ha... no.
Title: Re: DF2014 Question and Answer Thread
Post by: locustgate on August 04, 2014, 01:08:06 pm
In a small world around what year do Necromancer towers start to generate, and on a side note what year do you start accumulating fps slow down from history.
Title: Re: DF2014 Question and Answer Thread
Post by: Telgin on August 04, 2014, 01:11:22 pm
In theory the FPS hit should be gradual and proportional to the length of history generation, so a specific year probably won't do anybody a whole lot of good.  Whether it's logarithmic (really doubt it), linear (maybe) or exponential (probably) on the number of years I don't know if anyone knows yet.  Anecdotally I still get 100 FPS after a year in game with ~15 dwarves with 125 years of history, but how that translates to others I can't say.  I'd probably just avoid genning 1000+ year histories, for several reasons.

No idea about the necromancers.
Title: Re: DF2014 Question and Answer Thread
Post by: locustgate on August 04, 2014, 01:17:20 pm
In theory the FPS hit should be gradual and proportional to the length of history generation, so a specific year probably won't do anybody a whole lot of good.  Whether it's logarithmic (really doubt it), linear (maybe) or exponential (probably) on the number of years I don't know if anyone knows yet.  Anecdotally I still get 100 FPS after a year in game with ~15 dwarves with 125 years of history, but how that translates to others I can't say.  I'd probably just avoid genning 1000+ year histories, for several reasons.

No idea about the necromancers.

I'm getting 50fps after 1 migration with 15 dwarves and 2 years of history. Although that was with 50 animals.
Title: Re: DF2014 Question and Answer Thread
Post by: Agent_Irons on August 04, 2014, 02:45:25 pm
Is there a good way to check the sizes of creatures in fort mode?

When a zombie giant thrips shows up, I'd like to know how big it is before fighting it. Breadbox-sized is giant for a thrips, but so is car-sized.
Title: Re: DF2014 Question and Answer Thread
Post by: locustgate on August 04, 2014, 02:58:00 pm
Is there a good way to check the sizes of creatures in fort mode?

When a zombie giant thrips shows up, I'd like to know how big it is before fighting it. Breadbox-sized is giant for a thrips, but so is car-sized.

Not unless it has it 'is thin but overall large' etc.
Title: Re: DF2014 Question and Answer Thread
Post by: BlackFlyme on August 04, 2014, 03:10:06 pm
Is there a good way to check the sizes of creatures in fort mode?

When a zombie giant thrips shows up, I'd like to know how big it is before fighting it. Breadbox-sized is giant for a thrips, but so is car-sized.

Not unless it has it 'is thin but overall large' etc.

But that only tells you how it is compared to their species' average.

The wiki should tell you though. Or you could dive into the raws and look for the numbers yourself.
Title: Re: DF2014 Question and Answer Thread
Post by: Agent_Irons on August 04, 2014, 03:20:45 pm
So for things like dragons with variable size, there's no way of knowing how large they are?
Title: Re: DF2014 Question and Answer Thread
Post by: Telgin on August 04, 2014, 03:38:44 pm
Nope.  I think there is some trickery you can do with pressure plates if you're just dying to know a specific creature's size (maybe mass, not sure if the game distinguishes this for pressure plates), but it's a ton of work for little gain.

Third party tools might let you get at the data more directly.  I know it was possible in a way with DFHack, but DFHack hasn't been completely updated for any .40 release yet.  No idea about something like Dwarf Therapist, since I never used it.
Title: Re: DF2014 Question and Answer Thread
Post by: locustgate on August 04, 2014, 03:49:03 pm
So does the (worldgen) population cap have an affect on weather or not a entity goes extinct, with a 5k popcap I noticed that dwarves almost always go extinct/become ruins after about 50 years.

Correction either dwarves or humans or elves.

P.S. Does anyone know how to keep civs small without going extinct.
Title: Re: DF2014 Question and Answer Thread
Post by: Megawott06 on August 04, 2014, 04:43:44 pm
Question. Is it normal to have two of your starting seven dwarves give birth without having a husband, like don't even have a husband on their relationship screen?
Title: Re: DF2014 Question and Answer Thread
Post by: Spacefush on August 04, 2014, 05:37:50 pm
Hello, I'm new to Dwarf Fortress and the forum. My first fortress is coming along alright, at least after solving an alcohol shortage (turns out I was putting in the wrong command at the still). However, a large group of Grey Langurs shows up periodically. I guess I could have encountered worse things than monkeys, but if they come close to my fort they start running around in a panic, scaring off everything in my pastures. Then, sometimes they'll get trapped in the fort itself, running endlessly in circles from dwarves going about their normal work. One immigrant brought along an iron crossbow & about 40 bolts, so is it better to put them out of my misery, and how would I order someone to do that?

Additionally, I know it's possible to have pastures underground. How do I get the moss stuff for the animals to eat? Sorry if these are noob questions and I made my post too long, but a bit of advice on this would help me out a bunch.
Title: Re: DF2014 Question and Answer Thread
Post by: BlackFlyme on August 04, 2014, 05:50:15 pm
Question. Is it normal to have two of your starting seven dwarves give birth without having a husband, like don't even have a husband on their relationship screen?

Might be a side-effect of removing the need for a child token for creatures to breed. Might be a bug. Check the kid's relations menu, and see if it lists the father or not.

-snipped for space-

The reason the langurs are in your fort is because they are trying to steal stuff. But with the new fear mechanics they are failing miserably at it.

You could make a squad and toss some random dwarves into it to make them attack the langurs, but they may end up flailing about in fear as well. Once they get a higher discipline skill they will be better at military work though.

Press 'm' to enter the military screen. This screen allows you to select who goes in the military, what their gear is, and other things such as their scheduling. Don't enlist miners, hunters, or woodcutters, as they can get a bit confused as to which pieces of equipment to use, as their civilian jobs already have a uniform that they must wear.

Back on the standard view screen, press 's' to open the squad screen, then select the letter corresponding to the squad you want to choose, then press 'k' to give a kill order. Once you select the kill order, you can then mouse over what you want killed, and select them. Or you can choose from a list.

To get moss and fungus to grow, you first have to breach a cavern.
Title: Re: DF2014 Question and Answer Thread
Post by: locustgate on August 04, 2014, 07:28:45 pm
With the new pulping feature what is the current 'best weapon', I know hammers were the best against humanoids and axes with everything else.

Question. Is it normal to have two of your starting seven dwarves give birth without having a husband, like don't even have a husband on their relationship screen?

.......They have to have a husband at least at conception.......I'm not sure if the husband is removed if they die, if not then bug.
Title: Re: DF2014 Question and Answer Thread
Post by: Telgin on August 04, 2014, 08:49:33 pm
Yeah, definitely sounds like a bug.  The starting seven don't have any historical information before your fort begins (unless Toady changed that just now), so they can't have a worldgen marriage, and if they've never been married in your fort it should be impossible.
Title: Re: DF2014 Question and Answer Thread
Post by: Nikita on August 05, 2014, 05:22:55 am
I have a dwarf who is unable to walk (but can slowly crawl around when needed). She is on her bed but for some reason unable to sleep. Her status shows "very drowsy" but she has no thoughts about being woken up / disturbed sleep.

Any idea what could be wrong?

Edit: Oh, wait. Looks like the dwarf needed to be brought to rest (which she was after I deconstructed the bed). Nevermind.
Title: Re: DF2014 Question and Answer Thread
Post by: celem on August 05, 2014, 06:49:22 am
The birth on embark is a new 40_06 bug that toady acknowledged just recently in the release thread.  Breeding does not currently require marriage, which needs fixing for vanilla dwarves but has some awesome modding potential to save dfhack-iness or for vanilla civs with population issues and differant ethics like gobs/kobs.
Title: Re: DF2014 Question and Answer Thread
Post by: SeelenJägerTee on August 05, 2014, 07:04:12 am
Do whips still cut through armour like a hot knife through butter?
I'm asking because in the raws toady hasn't changed anything about them. However I don't know what has changed in the combat mechanics under the hood.

Edit:
Remembered the testing arena.
Two teams 10 dwarfs each.
Grand master armour user, discipline, lasher, axedwarf.
Both sides full candy armour.
One side candy axes the other side copper whips.

5 mostly uninjured lashers survived. One lost a tooth and one has his foot cut open.
Combat log looks pretty devastating. Copper whips cause chipping and bruising right through the candy armour.

It seems the melee weapons are as broken as ever.
Title: Re: DF2014 Question and Answer Thread
Post by: Hugo Rune on August 05, 2014, 10:16:34 am
Hi, I'm new to DF, I just started on Friday, but I've read the Wiki and stuff. So after a couple of aborted starts, I've finally got my fortress off and running. I've just had my second dwarf caravan, but I've still not had any migrants, nor any messages about migrants, nor has my liaison mentioned anything about migrants. The Wiki said that the first two waves were hardcoded, but I've seen nothing.

Oh, and 2 of my first 7 dwarves have entered into a gay relationship, so I'm not expecting babies anytime soon either.

Is this a bug, or have I missed something somewhere?

Title: Re: DF2014 Question and Answer Thread
Post by: greycat on August 05, 2014, 10:31:45 am
I've just had my second dwarf caravan, but I've still not had any migrants, nor any messages about migrants, nor has my liaison mentioned anything about migrants.

If you downloaded something other than vanilla Dwarf Fortress (some graphics set, a starter pack, a "noob pack", anything), then you probably have an old d_init.txt file without the STRICT_POPULATION_CAP in it.

Quote
The Wiki said that the first two waves were hardcoded, but I've seen nothing.

They were in 0.34.  It is not known how they behave in 0.40.

Quote
Oh, and 2 of my first 7 dwarves have entered into a gay relationship, so I'm not expecting babies anytime soon either.

Is this a bug, or have I missed something somewhere?

The gay relationships are not a bug.  Lack of babies and migrants might be a bug in your third-party starter pack or graphics set (which you can fix by adding the missing setting in d_init).  There may be another bug in 0.40.06 where dwarves give birth without being married.
Title: Re: DF2014 Question and Answer Thread
Post by: thistleknot on August 05, 2014, 10:37:24 am
is it just me, or am I only get 1 block per log of wood?
Title: Re: DF2014 Question and Answer Thread
Post by: locustgate on August 05, 2014, 10:48:15 am
Why do my axedwarves do wrestling demonstrations... they are fully geared.
Title: Re: DF2014 Question and Answer Thread
Post by: greycat on August 05, 2014, 10:48:58 am
is it just me, or am I only get 1 block per log of wood?

That's how it's always been.  The 4 blocks per stone thing is relatively recent (0.34.08 I think).

(Edit: yes, I remembered correctly.  http://www.bay12games.com/dwarves/dev_2012.html shows multiple blocks per stone leading up to 0.34.08.)
Title: Re: DF2014 Question and Answer Thread
Post by: greycat on August 05, 2014, 10:51:52 am
Why do my axedwarves do wrestling demonstrations... they are fully geared.

Wrestling demonstrations are normal, because it's a skill every dwarf can sometimes use during combat.  If they are never sparring with their weapons, that's bug #7519 (http://www.bay12games.com/dwarves/mantisbt/view.php?id=7519).
Title: Re: DF2014 Question and Answer Thread
Post by: locustgate on August 05, 2014, 12:42:15 pm
Why do my axedwarves do wrestling demonstrations... they are fully geared.

Wrestling demonstrations are normal, because it's a skill every dwarf can sometimes use during combat.  If they are never sparring with their weapons, that's bug #7519 (http://www.bay12games.com/dwarves/mantisbt/view.php?id=7519).

No they spar with weapons all the time.
Title: Re: DF2014 Question and Answer Thread
Post by: NobleNecromancer on August 05, 2014, 02:00:16 pm
Quote
The Wiki said that the first two waves were hardcoded, but I've seen nothing.

They were in 0.34.  It is not known how they behave in 0.40.
Quote

I remember Toady saying that even in .40 the first two waves are hardcoded, but the game respects your strict pop cap if you set it below 0 and will "send" 0 immigrants.
Title: Re: DF2014 Question and Answer Thread
Post by: Hugo Rune on August 05, 2014, 02:19:57 pm
I've just had my second dwarf caravan, but I've still not had any migrants, nor any messages about migrants, nor has my liaison mentioned anything about migrants.

If you downloaded something other than vanilla Dwarf Fortress (some graphics set, a starter pack, a "noob pack", anything), then you probably have an old d_init.txt file without the STRICT_POPULATION_CAP in it.

Does that mean that if there is no entry for STRICT_POPULATION_CAP in the d_init.txt file, that the game will never send you immigrants? Can I just copy the [POPULATION_CAP:200] parameter to STRICT_POPULATION_CAP?

Quote
Quote
Oh, and 2 of my first 7 dwarves have entered into a gay relationship, so I'm not expecting babies anytime soon either.

Is this a bug, or have I missed something somewhere?

The gay relationships are not a bug.  Lack of babies and migrants might be a bug in your third-party starter pack or graphics set (which you can fix by adding the missing setting in d_init).  There may be another bug in 0.40.06 where dwarves give birth without being married.

Lol! I wasn't implying that gay relationship were a bug, it was the lack of immigration.
Title: Re: DF2014 Question and Answer Thread
Post by: Spectre Incarnate on August 05, 2014, 03:41:47 pm
Ok It's been 2 years and not a single person has adopted/been adopted by any pets/cats (yes all of the animals are available. (I've got about 10 cats and 15 dingos (tamed)

First, make sure animals up for adoption are not caged. Second, dwarves do not generally go out of their way to adopt pets unless they really like that animal. Do any of your dwarves have a preference for cats or dingos? Cats adopt themselves, but only to those that adore cats. It is very common for all the cats of a fort to attach themselves to a single dwarf who loves cats and follow this one dwarf around like a long trail of ducklings... which is quite amusing, but can cause "catsplosions" to occur.

Now, in rare cases dwarves may adopt animals they find newly interesting, but they have to be exposed to that animal and meet them for a time. Allowing non-grazing animals like birds, pigs, dogs, and your dingos to roam the Meeting Hall might help a dwarf decide they like an animal and want to adopt it. If your Hall has lots of dense moss, then you could have some grazers sit around and entertain people like a petting zoo, but I'm sure having a Hall made of high value stone and ore is much more preferable to everyone in a fort.  ;)

Title: Re: DF2014 Question and Answer Thread
Post by: dexxy on August 05, 2014, 03:48:13 pm
Does that mean that if there is no entry for STRICT_POPULATION_CAP in the d_init.txt file, that the game will never send you immigrants? Can I just copy the [POPULATION_CAP:200] parameter to STRICT_POPULATION_CAP?

You could do that, but the normal default setting is 220, like this:

[POPULATION_CAP:200]
[STRICT_POPULATION_CAP:220]


Without  STRICT_POPULATION_CAP being set in d_init.txt, it defaults to zero. So you won't get any immigrants and probably no babies either.

Title: Re: DF2014 Question and Answer Thread
Post by: Troas on August 05, 2014, 04:37:30 pm
I've started up a fortress and the elf caravan arrived.  They had some clay, a few animals, some clothing and wooden equipment, a bit of fruit, but no cloth.  I traded for the cages and fruit, gave them a few extra mugs as an offering to hopefully make the next caravan bigger, and sent them on their way.  Next year more of the same.  Plant based clothing but still no cloth. 

Do elves no longer bring bins of cloth, do they only do that once the caravan size grows, or are my elves just not interested in bringing me any cloth for some reason?
Title: Re: DF2014 Question and Answer Thread
Post by: dexxy on August 05, 2014, 04:56:45 pm
Do elves no longer bring bins of cloth, do they only do that once the caravan size grows, or are my elves just not interested in bringing me any cloth for some reason?

The elves might be broken. They don't bring cloth, or seeds it seems. Still hoping they will bring some blade weed, but it looks like they aren't going to.
Title: Re: DF2014 Question and Answer Thread
Post by: BlackFlyme on August 05, 2014, 05:40:57 pm
Do elves no longer bring bins of cloth, do they only do that once the caravan size grows, or are my elves just not interested in bringing me any cloth for some reason?

The elves might be broken. They don't bring cloth, or seeds it seems. Still hoping they will bring some blade weed, but it looks like they aren't going to.

In their entity files, elves have these tokens:
Code: [Select]
[OUTDOOR_WOOD]
[OUTDOOR_ORCHARDS]

These allow them to use wood and tree growths. They do not have the tags that enable them to use regular plants or plant growths, however.

I'm not actually sure whether that is intended or not.
Title: Re: DF2014 Question and Answer Thread
Post by: therahedwig on August 05, 2014, 05:43:52 pm
I'd report that if I were you. Worst case is a comment from Toady saying it's expected, best case a bugfix and better elves.
Title: Re: DF2014 Question and Answer Thread
Post by: dexxy on August 05, 2014, 05:49:47 pm
The elves brought me two black bears, one male one female. Years later they still haven't had any babies. Death to elves I say.
Title: Re: DF2014 Question and Answer Thread
Post by: greycat on August 05, 2014, 06:04:11 pm
No they spar with weapons all the time.

Do you have a screenshot of the sparring logs showing this?  In version 0.40.04 or later?  If so, you may be the only person not experiencing the bug.

(Actually it's also logged in plain text in gamelog.txt.  So you could look for the lines of text there, instead of messing with screen shots and image format conversions....)
Title: Re: DF2014 Question and Answer Thread
Post by: damnit,urist,youhadonejob on August 05, 2014, 06:32:34 pm
blocking a river, thats what i need help with a the moment
Title: Re: DF2014 Question and Answer Thread
Post by: locustgate on August 05, 2014, 07:48:38 pm
blocking a river, thats what i need help with a the moment

If the river freezes then wait then channel out 2x# remove ramps on sides and put floodgate. Otherwise fill it with lava.
Title: Re: DF2014 Question and Answer Thread
Post by: damnit,urist,youhadonejob on August 05, 2014, 11:40:39 pm
i suck at using pump stacks  :'(
Title: Re: DF2014 Question and Answer Thread
Post by: satan on August 06, 2014, 12:25:14 am
Is it possible to get goblin caravans? If so, what do they sell?
Title: Re: DF2014 Question and Answer Thread
Post by: Telgin on August 06, 2014, 07:26:06 am
You'll only get caravans from them if they're not hostile to your civ.  Being baby snatchers guarantees that they'll be hostile unless you're also playing a baby snatcher civ by modding.

As for what they carry, I'm afraid I'm not sure.  The wiki indicates that they don't bring much, but I've never seen one so I don't know.
Title: Re: DF2014 Question and Answer Thread
Post by: satan on August 06, 2014, 08:14:28 am
Looks like I'll have to mod my game, then. I'll just make every civilization baby snatchers.

I assume making dwarves baby snatchers won't give me the ability to snatch babies?
Title: Re: DF2014 Question and Answer Thread
Post by: Telgin on August 06, 2014, 08:46:23 am
I don't think playing as a baby snatching civ has any effect in either game mode aside from the fact that non baby snatchers will be hostile toward you.  It might allow migrants from other species if they were baby snatched and kept as historical figures, but again I've never tried and don't know for sure.  There are probably still problems with that anyway.

There's definitely no baby snatching mechanic in fort mode at least, but Toady may have put in something in adventure mode.  I've never heard of such, so I doubt it, but I never play adventure mode.
Title: Re: DF2014 Question and Answer Thread
Post by: locustgate on August 06, 2014, 08:52:09 am
Is outdoor fields buged? So far every game even though I have outdoor seeds and 2 idle farmers my farm dwarves wont plant anything.

So I'm making a small fortified entrance. I read earlier in the thread that siegers usually wont climb a 2z wall of smooth. My plan is to build ,(built) the 1st lvl smooth, 2nd lvl smooth rear and fortifications facing towards the entrance, and the 3rd to be full fortifications. The entrance is in the middle of the first lvl and can be sealed with a bridge. SO I'm wondering if climbers can climb through or over fortifications?
Title: Re: DF2014 Question and Answer Thread
Post by: Nikita on August 06, 2014, 12:39:57 pm
Question to the cave-in experts:

Do falling items (not terrain) cause cave-ins? If not, is there any way to cause a cave-in without damaging anything not below the cave-in? I have some sensitive plumbing so I can't afford to actually mine/channel anything.

Oh, and the point of making this particular cave-in is to remove 100+ levels of floors (the walls between floors are already mined out).
Title: Re: DF2014 Question and Answer Thread
Post by: igotsmeakabob!! on August 06, 2014, 02:50:35 pm
edit: fixed!
Title: Re: DF2014 Question and Answer Thread
Post by: locustgate on August 06, 2014, 03:51:05 pm
How do you generate more taigas and towers?

I've increased the number of forests and decreased the min temperature.

Ive got 1000 secrets and 10 civs but after 500 years I've got 1 tower.
Title: Re: DF2014 Question and Answer Thread
Post by: Edmus on August 06, 2014, 06:37:42 pm
How do you generate more taigas and towers?

I've increased the number of forests and decreased the min temperature.

Ive got 1000 secrets and 10 civs but after 500 years I've got 1 tower.
Try ramping up the number of sites.
Title: Re: DF2014 Question and Answer Thread
Post by: locustgate on August 06, 2014, 07:39:14 pm
How do you generate more taigas and towers?

I've increased the number of forests and decreased the min temperature.

Ive got 1000 secrets and 10 civs but after 500 years I've got 1 tower.
Try ramping up the number of sites.

Nope other than dwarves have an empire that covers 1/4 of the land mass.
Title: Re: DF2014 Question and Answer Thread
Post by: locustgate on August 09, 2014, 01:46:44 pm
I was tinkering around with generating worlds in advance and didn't save before, I found a world that I liked, but the generation parameters don't match.....from the legends (p). So is there another way to get the actual parameter.
Title: Re: DF2014 Question and Answer Thread
Post by: silverthief on August 09, 2014, 02:04:52 pm
Im on the new DF version and noticed some weirdness with some select workshops like the fishery. Ill place it and none of my dwarves build it. Then when I hit q and look at it, it says needs any fishing and , while I do have a fisherdwarf, none of my dwarves build it. Any solutions?
Title: Re: DF2014 Question and Answer Thread
Post by: locustgate on August 09, 2014, 02:18:33 pm
Im on the new DF version and noticed some weirdness with some select workshops like the fishery. Ill place it and none of my dwarves build it. Then when I hit q and look at it, it says needs any fishing and , while I do have a fisherdwarf, none of my dwarves build it. Any solutions?

Are you sure he has it active, I've gotten a mechanic with no mechanic skills active. Try turning someone else fishing on if it doesn't work then bug.
Title: Re: DF2014 Question and Answer Thread
Post by: greycat on August 09, 2014, 03:46:51 pm
Im on the new DF version and noticed some weirdness with some select workshops like the fishery. Ill place it and none of my dwarves build it. Then when I hit q and look at it, it says needs any fishing and , while I do have a fisherdwarf, none of my dwarves build it. Any solutions?

Building a workshop is a matter of having the labor enabled on a dwarf.  Their skill level or profession title does not matter.

Also, constructing buildings is one of those medium-priority jobs that dwarves will sometimes postpone just because they don't feel like doing it.  (Or something like that.)  So, if you just told a dwarf that he's now a fish cleaner, he still might wait a while before getting around to building the fishery.
Title: Re: DF2014 Question and Answer Thread
Post by: locustgate on August 09, 2014, 06:59:50 pm
What is the top tier goblin weapon and what are the gobs most frequent weapon?
Title: Re: DF2014 Question and Answer Thread
Post by: BlackFlyme on August 09, 2014, 08:02:04 pm
What is the top tier goblin weapon and what are the gobs most frequent weapon?

Whips are still very powerful, from what I've heard, though they are slightly slower to swing now. Ranged weapons have been nerfed, so they are not as much of a threat as they used to be, so long as your dwarves are armoured.

Weapon frequency should be more-or-less random. There isn't any weighting system in place to make one more common, unlike clothing.
Title: Re: DF2014 Question and Answer Thread
Post by: badwin on August 10, 2014, 08:40:21 pm
How do I add custom key bindings for tasks that normally don't have one? Creating ones for wheelbarrows or rock pots, for instnace.
Title: Re: DF2014 Question and Answer Thread
Post by: celem on August 11, 2014, 12:43:05 am
Hmm, adding a keybinding for a workshop option?  That requires a touch of modding.

If still interested:  you probably cant reach all the vanilla workshops and wont be able to put shortcuts on some stuff, theres certain hardcode going on.

The folder DwarfFortress/objects/raw contains a reaction_other text file. open that in notepad or similar.  First two entries are going to be milling seeds and cooking fat for a vanilla DF.  You might notice the lines
[BUILDING:QUERN:CUSTOM_S]  and [BUILDING:KITCHEN:CUSTOM_R]
Thats how those keybindings you want are assigned.  It will support i believe ctrl+, shift+, alt+, but you'd have to dig the syntax up from somewhere.  You can assign to any workshop task you might create for a mod workshop, and you could alter/add to any vanilla reaction exposed like this in your RAWs, but a great number of the vanilla shops and reactions dont appear anywhere in the RAWs, its compiled in somewhere.  Your two examples for instance.  wheelbarrow is carpenter, I know you cant touch carpenter, you'd have to give wheelbarrows to another workshop entirely (and write a custom reaction since there is no wheelbarrow reaction in the raws), rock pot is craftsdwarf and i know you can do some tricks with that shop since i've seen them modded.  That particular reaction however....

Explore the reaction RAWs, try the modding forum for further help.
Title: Re: DF2014 Question and Answer Thread
Post by: locustgate on August 11, 2014, 11:37:06 am
How do you look at a worlds gods?
Title: Re: DF2014 Question and Answer Thread
Post by: therahedwig on August 11, 2014, 11:52:27 am
How do you look at a worlds gods?
Either legends mode, or looking at the dwarves' relationships.
Title: Re: DF2014 Question and Answer Thread
Post by: locustgate on August 11, 2014, 12:39:31 pm
How do you look at a worlds gods?
Either legends mode, or looking at the dwarves' relationships.

Where in legends?
Title: Re: DF2014 Question and Answer Thread
Post by: Wimopy on August 11, 2014, 01:00:58 pm
How do you look at a worlds gods?
Either legends mode, or looking at the dwarves' relationships.

Where in legends?
Historical figures. You can filter the results which can help search for them if you know names. They're mixed in with the 'first of their kind' sentients.
Title: Re: DF2014 Question and Answer Thread
Post by: locustgate on August 11, 2014, 01:07:29 pm
How do you look at a worlds gods?
Either legends mode, or looking at the dwarves' relationships.

Where in legends?
Historical figures. You can filter the results which can help search for them if you know names. They're mixed in with the 'first of their kind' sentients.

I don't get any hits for 'god' 'deity' 'religion' 'religious'.

I can find them the hardway, scrolling through all the figures, I also noticed dwarven goddesses are mostly depicted as symbolizing wealth, jewels, greed, money, etc. Ok correction it seems it's common with humans to.
Title: Re: DF2014 Question and Answer Thread
Post by: badwin on August 11, 2014, 01:47:41 pm
Hmm, adding a keybinding for a workshop option?  That requires a touch of modding.

If still interested:  you probably cant reach all the vanilla workshops and wont be able to put shortcuts on some stuff, theres certain hardcode going on.

The folder DwarfFortress/objects/raw contains a reaction_other text file. open that in notepad or similar.  First two entries are going to be milling seeds and cooking fat for a vanilla DF.  You might notice the lines
[BUILDING:QUERN:CUSTOM_S]  and [BUILDING:KITCHEN:CUSTOM_R]
Thats how those keybindings you want are assigned.  It will support i believe ctrl+, shift+, alt+, but you'd have to dig the syntax up from somewhere.  You can assign to any workshop task you might create for a mod workshop, and you could alter/add to any vanilla reaction exposed like this in your RAWs, but a great number of the vanilla shops and reactions dont appear anywhere in the RAWs, its compiled in somewhere.  Your two examples for instance.  wheelbarrow is carpenter, I know you cant touch carpenter, you'd have to give wheelbarrows to another workshop entirely (and write a custom reaction since there is no wheelbarrow reaction in the raws), rock pot is craftsdwarf and i know you can do some tricks with that shop since i've seen them modded.  That particular reaction however....

Explore the reaction RAWs, try the modding forum for further help.

Thanks a lot for the reply! I've only touched on RAWs before so perhaps I'll explore them a little more now.
Title: Re: DF2014 Question and Answer Thread
Post by: Quitschi on August 11, 2014, 06:17:21 pm
Is there a way to make your dorfs put cut clay into a stockpile?
Title: Re: DF2014 Question and Answer Thread
Post by: locustgate on August 11, 2014, 09:32:37 pm
I just got my first caravan and I haven't gotten a liaison, I looked at my entity list and my civ only has a baron and a king, different people.
Title: Re: DF2014 Question and Answer Thread
Post by: Borge on August 11, 2014, 09:35:37 pm
I forgot to check the neighbouring factions to my fortress before i embarked. Is there a way to see if my fortress is near a necromancer tower, human civilization etc. once i have already embarked and built my fortress? I have just found adamantine so things are going very well.
Title: Re: DF2014 Question and Answer Thread
Post by: therahedwig on August 12, 2014, 06:36:20 am
How do you look at a worlds gods?
Either legends mode, or looking at the dwarves' relationships.

Where in legends?
Historical figures. You can filter the results which can help search for them if you know names. They're mixed in with the 'first of their kind' sentients.

I don't get any hits for 'god' 'deity' 'religion' 'religious'.

I can find them the hardway, scrolling through all the figures, I also noticed dwarven goddesses are mostly depicted as symbolizing wealth, jewels, greed, money, etc. Ok correction it seems it's common with humans to.
Actually, I just discovered something:
If you gen the world with history set to unrevealed, the only historical figures noted in Legends are the gods! The XML dump still reveals everything, so world-viewer/ legends viewer still has all the details.

Also, I have plenty of godesses associated with travel or hunt or whatever.

EDIT: They also show up in the history.txt, though it only notes the sphere and the civilisation. (This also notes the kings)
Title: Re: DF2014 Question and Answer Thread
Post by: locustgate on August 12, 2014, 07:45:35 am
I just got my first caravan and I haven't gotten a liaison, I looked at my entity list and my civ only has a baron and a king, different people.

I just checked the legends, civ had a necromancer queen and general, till they were killed. They gained a diplomat and liaison in 100, the embark year. And both the diplomat and liaison died, in the same region......AND the civ has been conquered by necromancers, Conquered 1 month after the caravan arrived..
Title: Re: DF2014 Question and Answer Thread
Post by: celem on August 12, 2014, 07:53:02 am
Is there a way to make your dorfs put cut clay into a stockpile?

Clay can be stored in a 'stone' stockpile.  Make sure you pause the game before designating a stone pile so that you are able to adjust it's settings (q-s) before your dwarves get it into their head to fill it with every rock in the fort.  Clay is in there somewhere, so you can get a clay-only pile with the right setting.  If i remember the way clay gather works then the dwarf gathering will leave the boulders at the actual zone, a hauler will be tasked to move it to the pile
Title: Re: DF2014 Question and Answer Thread
Post by: Feco on August 12, 2014, 12:31:28 pm
Playing .08 and can't seem to get a world to gen with goblins in it.  Is anyone else having this problem?  I'm just using the standard "Create a New World!" option.
Title: Re: DF2014 Question and Answer Thread
Post by: therahedwig on August 12, 2014, 12:47:39 pm
Playing .08 and can't seem to get a world to gen with goblins in it.  Is anyone else having this problem?  I'm just using the standard "Create a New World!" option.
Goblin's seem to be an either world domination or none kind of thing. Either these guys are overbreeding, or they get unlucky and come across a forgotten beast early on which destroys the whole bunch.
Title: Re: DF2014 Question and Answer Thread
Post by: Feco on August 12, 2014, 12:57:35 pm
Playing .08 and can't seem to get a world to gen with goblins in it.  Is anyone else having this problem?  I'm just using the standard "Create a New World!" option.
Goblin's seem to be an either world domination or none kind of thing. Either these guys are overbreeding, or they get unlucky and come across a forgotten beast early on which destroys the whole bunch.

Just opened .07 and they seem to gen alright, at least most of the time.  I've tried maybe 30 or 40 in .08 and there are no Goblins, Kobolds, or Towers.  Doesn't seem to line up with the few changes that were made.  I'm wondering if it has to do with the tileset replacing something it shouldn't have... I'll look into that.

EDIT: Reinstalled with a new tileset and it works fine.  Must have screwed something up myself.
Title: Re: DF2014 Question and Answer Thread
Post by: greycat on August 12, 2014, 01:09:31 pm
Weird.  My world, generated in 0.40.08, seems pretty normal:
Quote
        11843 Dwarves
        4567 Humans
        7043 Elves
        12601 Goblins
        520 Kobolds

        Total: 36574
Quote

Non-advanced world gen, small world, 125 year history.
Title: Re: DF2014 Question and Answer Thread
Post by: m-logik on August 12, 2014, 11:42:47 pm
Aren't standing orders for outside refuse hauling supposed to include refuse in caverns? Unless I'm terribly mistaken, this was the case in 34.11. Is anyone else having trouble keeping dwarves from grabbing vermin remains from the caverns? I don't want to seal them, but I also don't want my dwarves blundering into giant cave bats while they chase down cap hopper remains.
Title: Re: DF2014 Question and Answer Thread
Post by: Agdune on August 13, 2014, 06:45:50 am
Allrighty, I'm messing around with the dev build of DF hack and am trying to drive my only dwarven civilisation extinct... according to map information, there were only 140 dwarves in the world when I started exterminating them, and now (about 6 months later in-game- using the reveal and exterminate dwarf method means my adventurer dies too, but takes out everyone on-map) I've killed around 250, and the final 35 refuse to stay dead. Am I missing something? Do hillock sites spawn new dwarves infinitely? If, when I embark on a fortress, am I just going to get a whole heap of new, randomly genned dwarves, or will I get my dream of rebuilding dwarf society from the ground up?
Title: Re: DF2014 Question and Answer Thread
Post by: Telgin on August 13, 2014, 08:41:40 am
I'm not sure about all of the details of the question you just asked, but for now I'm almost positive that the game just generates 7 new dwarves from nothing when you embark anywhere.  I don't think they come from population numbers anywhere and aren't historical figures.
Title: Re: DF2014 Question and Answer Thread
Post by: Levi on August 13, 2014, 12:57:07 pm
I'm making a fortress in the ocean, a few quick questions:

- Will goblin invaders swim to get at me? 
- If I built a bridge 1-z level up, do I need to worry about waves knocking my dwarves into the ocean.
Title: Re: DF2014 Question and Answer Thread
Post by: Wimopy on August 13, 2014, 01:34:36 pm
I'm making a fortress in the ocean, a few quick questions:

- Will goblin invaders swim to get at me? 
- If I built a bridge 1-z level up, do I need to worry about waves knocking my dwarves into the ocean.

-No, invaders won't path through deep water (unless they have innate swimming abilities, if my memory is correct)
-No, you can build a bridge directly over the ocean and be completely safe, if I understood what I read on the wiki.
Title: Re: DF2014 Question and Answer Thread
Post by: Levi on August 13, 2014, 02:33:16 pm
Great, thanks!
Title: Re: DF2014 Question and Answer Thread
Post by: locustgate on August 13, 2014, 04:36:52 pm
Ok what do I do with these 6 crow people skeletons? Most of my dwarves aren't afraid of them except for my damn mason, who is such a big coward that every time he sees a skeleton he freezes up for 10 seconds.

 When I first embarked my 1 male dog decided it didn't like them so he tore through the entire ....flock(?)..murder....whatever they are called, he even got a name after that. I was so proud of the dog I trained him and assigned him to the militia commander.


Suddenly my Mason wont work on work orders, he has no job, masony active,mats, and I have 10 people in my fortress.
Title: Re: DF2014 Question and Answer Thread
Post by: greycat on August 13, 2014, 05:30:24 pm
Ok what do I do with these 6 crow people skeletons? Most of my dwarves aren't afraid of them except for my damn mason, who is such a big coward that every time he sees a skeleton he freezes up for 10 seconds.

Put them somewhere they won't be seen, or destroy them entirely.  Options include dumping them in a hole in the ground with a hatch cover on it; atom-smashing them with a bridge; dumping them into magma; or continuing to let the mason confront his fears until he grows a beard....
Title: Re: DF2014 Question and Answer Thread
Post by: locustgate on August 13, 2014, 05:38:36 pm
Ok what do I do with these 6 crow people skeletons? Most of my dwarves aren't afraid of them except for my damn mason, who is such a big coward that every time he sees a skeleton he freezes up for 10 seconds.

Put them somewhere they won't be seen, or destroy them entirely.  Options include dumping them in a hole in the ground with a hatch cover on it; atom-smashing them with a bridge; dumping them into magma; or continuing to let the mason confront his fears until he grows a beard....

They've been there for a year......I don't think he's capable of.......such a sad fate a male dwarf without a beard.
Title: Re: DF2014 Question and Answer Thread
Post by: greycat on August 13, 2014, 06:29:52 pm
The Hatch cover (http://dwarffortresswiki.org/index.php/Hatch_cover) page on the wiki has this paragraph:
Quote
Using a hatch cover, a garbage dump can be designed to drop items on the same Z level as the dwarf doing the dumping, thus removing risk of falling items causing injuries. This is done by channeling one square, and then constructing the hatch over the hole. Designate a dump zone over the hatch, and haulers will neglect to open the hatch, leaving the hauled items on the floor nearby instead.

Now, this is factually wrong -- if you designate a garbage zone on a hatch cover which is on a hole, or if you designate a garbage zone on a tile next to a hatch cover which is on a hole, the dwarves dump the items directly onto the hatch cover, not "on the floor nearby" -- and I can fix that, but I don't know what to change it to.

I don't understand what the intent of this paragraph was.  If you just want garbage to be on the same Z-level as your dwarves, you can simply not designate the garbage zone next to a hole.  They'll happily dump items in a heap on the floor.  What purpose does the hatch cover serve here?  For that matter, what purpose does the hole serve?  If you don't want the garbage to go down a hole, why dig the hole at all?

Actually, what I was hoping for was a covered oubliette.  I wanted the dwarves to bring an item to the hatch cover, open the hatch cover, drop the item in the hole, and close the hatch cover.  Of course, they don't do this (that would be too logical).  But if there's a way to make that happen, I'd be happy to document it.
Title: Re: DF2014 Question and Answer Thread
Post by: Telgin on August 13, 2014, 07:37:59 pm
Ok what do I do with these 6 crow people skeletons? Most of my dwarves aren't afraid of them except for my damn mason, who is such a big coward that every time he sees a skeleton he freezes up for 10 seconds.

Put them somewhere they won't be seen, or destroy them entirely.  Options include dumping them in a hole in the ground with a hatch cover on it; atom-smashing them with a bridge; dumping them into magma; or continuing to let the mason confront his fears until he grows a beard....

They've been there for a year......I don't think he's capable of.......such a sad fate a male dwarf without a beard.

What's his current discipline skill level?
Title: Re: DF2014 Question and Answer Thread
Post by: locustgate on August 13, 2014, 08:38:02 pm
Ok what do I do with these 6 crow people skeletons? Most of my dwarves aren't afraid of them except for my damn mason, who is such a big coward that every time he sees a skeleton he freezes up for 10 seconds.

Put them somewhere they won't be seen, or destroy them entirely.  Options include dumping them in a hole in the ground with a hatch cover on it; atom-smashing them with a bridge; dumping them into magma; or continuing to let the mason confront his fears until he grows a beard....

They've been there for a year......I don't think he's capable of.......such a sad fate a male dwarf without a beard.

What's his current discipline skill level?

Shrug....he's a civi.
Title: Re: DF2014 Question and Answer Thread
Post by: greycat on August 13, 2014, 09:01:40 pm
if you designate a garbage zone on a hatch cover which is on a hole, or if you designate a garbage zone on a tile next to a hatch cover which is on a hole, the dwarves dump the items directly onto the hatch cover, not "on the floor nearby"

This turns out to be only partly correct, after further testing.

If I dig a hole, put a hatch cover on it, declare a dump zone either on it or next to it, and dump things there, the dwarves dump them onto the hatch cover.

If I link a lever to the hatch cover, and pull the lever, all the items fall down into the hole.  If I pull the lever again, the hatch closes.

If I dump more items after that, with the dump zone next to the hatch, the items are placed on the ground (in the dump zone), rather than on the hatch.  I guess a hatch that's linked to a lever (and closed) acts different from a freely openable-and-closable hatch, with respect to dwarves deciding where to dump crap.

If the dump zone is directly on the hatch, and the hatch is linked to a lever and closed, then the items are once again dumped directly onto the hatch.

If the dump zone is next to the hatch, and the hatch is levered open, the items are thrown into the hole.

So, the only scenario I've found where the items end up "on the floor nearby" is when the dump zone is next to the hatch, and the hatch is linked to a lever and closed.
Title: Re: DF2014 Question and Answer Thread
Post by: Loci on August 13, 2014, 09:19:04 pm
Actually, what I was hoping for was a covered oubliette.  I wanted the dwarves to bring an item to the hatch cover, open the hatch cover, drop the item in the hole, and close the hatch cover.  Of course, they don't do this (that would be too logical).  But if there's a way to make that happen, I'd be happy to document it.

Link the hatch to a pressure plate on the approach?
Title: Re: DF2014 Question and Answer Thread
Post by: Telgin on August 13, 2014, 09:46:54 pm
Shrug....he's a civi.

Maybe so, but that's the skill that's supposed to govern this behavior.  It should be going up if he's being frightened of stuff, so it might be worth checking to see if it has improved to Novice or better.
Title: Re: DF2014 Question and Answer Thread
Post by: Edmus on August 14, 2014, 03:49:35 am
Is there some way to mass kill unreachable fliers? I'm not opposed to cheating my way through this bug.
Title: Re: DF2014 Question and Answer Thread
Post by: Telgin on August 14, 2014, 07:32:57 am
Not really, at least until DFHack works with the new version.  The best you can do is remove the [FLIER] tag in your save's raws for whatever it is that's stuck on your map.  That should cause them to drop out of the sky the next time you load the game, possibly killing them and at least making them targetable by your dwarves.  You can add the tag back later or leave it out so that new ones that show up aren't flying.
Title: Re: DF2014 Question and Answer Thread
Post by: Borge on August 14, 2014, 08:09:47 am
I forgot to check the neighbouring factions to my fortress before i embarked. Is there a way to see if my fortress is near a necromancer tower, human civilization etc. once i have already embarked and built my fortress? I have just found adamantine so things are going very well.

Nobody can answer my question?
Title: Re: DF2014 Question and Answer Thread
Post by: celem on August 14, 2014, 08:12:58 am
Ok.

Your best bet is to go into your dwarffortress/data/save folder.  copy the region to the desktop as backup.
Reload fort, abandon fort
'Reclaim' fort, remember to check the civ neighbours at embark screen.  Exit out, replace save file, reload.

Yes that sucks, only way I know of to see neighbours after embark
Title: Re: DF2014 Question and Answer Thread
Post by: Maggarg - Eater of chicke on August 14, 2014, 01:31:55 pm
Ok, so I essentially fell off the wagon and missed the embark way back in 2010 when a shiny new version of df messed with my tiny brain, and due to commitments with other stuff I never really found my way back to what I still tell myself is my favourite game. I downloaded the latest version a few days ago, and, well - I don't know what I'm doing. The last version I had my head round is essentially the game as it was in 2008-9 and other than getting my dwarves to not die for a few months I am a HELL OF out of my depth now. The tutorials are great and all but I'd like that personal touch from asking a fellow gaming masochist what the hell am I doing.

In short, is there anything I should really, really super-know about the current version? I was pretty competent (as far as you can be) back in the day so I reckon I've grasped the basics anyway, but there's so much new stuff!
Title: Re: DF2014 Question and Answer Thread
Post by: WanderingKid on August 14, 2014, 02:18:42 pm
First thing: There are now Z-levels.  Depth is no longer left to right.  It's now up and down.  You go through the different Z-levels using < and >. 

Next: Grab the Lazy Newb Pack.  It'll make your life a crapload easier.

Title: Re: DF2014 Question and Answer Thread
Post by: gaite on August 14, 2014, 02:35:26 pm
Is there a way to get the first cavern layer to be placed closer to the surface in worldgen? Also, will generating a longer history result in more vampires? I keep hearing about people being accosted by hordes of vampire migrants, but I haven't seen a single one so far.
Title: Re: DF2014 Question and Answer Thread
Post by: greycat on August 14, 2014, 03:04:52 pm
Next: Grab the Lazy Newb Pack.  It'll make your life a crapload easier.

The Lazy Newb Pack was replaced by the DF Starter Pack (http://www.bay12forums.com/smf/index.php?topic=126076.0).
Title: Re: DF2014 Question and Answer Thread
Post by: Maggarg - Eater of chicke on August 14, 2014, 03:22:01 pm
First thing: There are now Z-levels.  Depth is no longer left to right.  It's now up and down.  You go through the different Z-levels using < and >. 

Next: Grab the Lazy Newb Pack.  It'll make your life a crapload easier.

I last played 40d, I'm not that out of touch :P Thanks for the heads up about that pack though, I'm usually a hardcore purist when it comes to DF (no mods, no managers etc) but I might give it a spin.
Title: Re: DF2014 Question and Answer Thread
Post by: Quitschi on August 14, 2014, 03:30:37 pm
Does someone know how I get an artefact Bucket out of my hospital?
Even deleting the hospital zone does not make my dorfs haul it back to the artefact vault.
Title: Re: DF2014 Question and Answer Thread
Post by: gaite on August 14, 2014, 03:35:28 pm
Does someone know how I get an artefact Bucket out of my hospital?
Even deleting the hospital zone does not make my dorfs haul it back to the artefact vault.

Have you tried dumping it?
Title: Re: DF2014 Question and Answer Thread
Post by: celem on August 14, 2014, 03:53:50 pm
Is there a way to get the first cavern layer to be placed closer to the surface in worldgen? Also, will generating a longer history result in more vampires? I keep hearing about people being accosted by hordes of vampire migrants, but I haven't seen a single one so far.

In advanced worldgen paramaters, You are looking for a series of like 5 parameters, quite low in the list.  Something like "layers above 1, 2, 3, 4, 5".  1 is the top-cavern, by default its set to like 5 i think, try tweaking that downward a little.  (2 and 3 are spacing between caverns.  4 i think is sea and 5 smr, or something like this.  I only ever adjust the first for depth to cavern 1)

Not sure on vamps, not too short at least.  they need time to piss off a power and get cursed.
Title: Re: DF2014 Question and Answer Thread
Post by: Bumber on August 14, 2014, 03:55:16 pm
Does someone know how I get an artefact Bucket out of my hospital?
Even deleting the hospital zone does not make my dorfs haul it back to the artefact vault.
Have you tried dumping it?
I'm pretty sure you can't dump artifacts.
Title: Re: DF2014 Question and Answer Thread
Post by: therahedwig on August 14, 2014, 03:56:13 pm
Maggarg, as someone who just got in before 2010:

*Hospitals- Are pretty easy, just assign a zone, put in some beds, make sure you have a well, and have a dude with diagnose enabled, rest is on wiki.
*Military - make a barrack, make a squad, set the squad to the training alert, set the barrack to be the training place for squads, follow the wiki for the rest.

*Main difference - material rewrite: silver hammers are much more useful than spoiler hammers, while spoiler swords are better than silver ones.
*Main difference 2 - All maps are potentially interesting. Don't worry about perfect embark for the beginning.

*New nasties - forgotten beast, night creatures, and other fun. The wiki has details, of course :)
*Zombies require pulping, so a squad of hammerdwarves pulping all their limbs into unrecognisable messes should work.

*more creatures.
*bees! (and beekeeping)
*animal training now works differently and requires a zone.

*mining skill no longer affects ore return.
*dwarves no longer haul things one at a time, they now they item weight and size into account. Stones are now slow to move without wheel barrows.
**Minecarts!

*main difference - The world now moves during play.
*This means your sieges come from actual world pops.
*this also means your kings, queens, liasons etc are from somewhere and will take time to get to you.

*burrows!(dwarves will only use burrows as job restrictions, not for anything else, except if the civilians are set to alert in that specific burrow)
*dwarven personalities, they affect things, and stuff.
*things are afraid, buggily so.
*trees! A lot of wood!
*for that matter, Clay!

You should be able to get going with what you've always known.
Title: Re: DF2014 Question and Answer Thread
Post by: gaite on August 14, 2014, 04:16:49 pm
Is there a way to get the first cavern layer to be placed closer to the surface in worldgen? Also, will generating a longer history result in more vampires? I keep hearing about people being accosted by hordes of vampire migrants, but I haven't seen a single one so far.

In advanced worldgen paramaters, You are looking for a series of like 5 parameters, quite low in the list.  Something like "layers above 1, 2, 3, 4, 5".  1 is the top-cavern, by default its set to like 5 i think, try tweaking that downward a little.  (2 and 3 are spacing between caverns.  4 i think is sea and 5 smr, or something like this.  I only ever adjust the first for depth to cavern 1)

It doesn't go lower than 5, unfortunately. Guess I'll try getting rid of the other two cavern layers instead and hope that doesn't also remove the HFS layer.

Does someone know how I get an artefact Bucket out of my hospital?
Even deleting the hospital zone does not make my dorfs haul it back to the artefact vault.
Have you tried dumping it?
I'm pretty sure you can't dump artifacts.

I know that used to be the case, but there's nothing about dumping in the wiki for the current version, so I assumed that'd been changed. I apologise if I was wrong, anyway.
Title: Re: DF2014 Question and Answer Thread
Post by: Quitschi on August 14, 2014, 04:25:47 pm
Does someone know how I get an artefact Bucket out of my hospital?
Even deleting the hospital zone does not make my dorfs haul it back to the artefact vault.
Have you tried dumping it?
I'm pretty sure you can't dump artifacts.

Thats the thing...
Title: Re: DF2014 Question and Answer Thread
Post by: Edmus on August 14, 2014, 05:16:43 pm
Does someone know how I get an artefact Bucket out of my hospital?
Even deleting the hospital zone does not make my dorfs haul it back to the artefact vault.
Have you tried dumping it?
I'm pretty sure you can't dump artifacts.
Thats the thing...
Could you build a well close to where you need it, deconstruct and then forbid it?
Title: Re: DF2014 Question and Answer Thread
Post by: KingKaol on August 14, 2014, 07:28:39 pm
How do Advanced World Gen options:

1) Cull Unimportant Historical Figures
2) Reveal All History

affect Fortress Mode?

I'm guessing 1) might lead to different artifacts.I have Culling set to 'ON'; most of my artifacts seem to relate to Dwarves becoming King/Queen; if I have it turned 'OFF' would I see events like combat events? I think this also leads to a smaller size on disk since less history is recorded but I'm unsure if it would make a difference in performance while playing.

For 2) I'm unsure the effects as I've never played Legends Mode (which is what it seems to relate to). My guess is that it wouldn't effect Fortress Mode at all.

Edit: Also, is there a way to see what 'Age' a world is in *after* it has been generated (as opposed to during generation)?
Title: Re: DF2014 Question and Answer Thread
Post by: locustgate on August 14, 2014, 09:19:13 pm
How do Advanced World Gen options:

1) Cull Unimportant Historical Figures
2) Reveal All History

affect Fortress Mode?

I'm guessing 1) might lead to different artifacts.I have Culling set to 'ON'; most of my artifacts seem to relate to Dwarves becoming King/Queen; if I have it turned 'OFF' would I see events like combat events? I think this also leads to a smaller size on disk since less history is recorded but I'm unsure if it would make a difference in performance while playing.

For 2) I'm unsure the effects as I've never played Legends Mode (which is what it seems to relate to). My guess is that it wouldn't effect Fortress Mode at all.

Edit: Also, is there a way to see what 'Age' a world is in *after* it has been generated (as opposed to during generation)?

I believe if you don't have those then sculptures won't sculpt it.
Title: Re: DF2014 Question and Answer Thread
Post by: celem on August 14, 2014, 09:48:41 pm
Yes you can review the current age.

You will need to save the fort and backup the region save folder.
Reload and abandon, start playing the region in legends mode.
Its possible to view the events of each age of the world in chronological order, this obviously shows you the current one, its still being written and holds references to your fort..It probably ends with it's abandonment.

Take a moment to checkout the historical map too, thats awesome if a bit messy and hard to read.  Rise 'n' fall of Empires.  Good stuff.

Replace your save file, reload your fort.

The 'Reveal all History' is important if you want to use Legends mode.  Otherwise Legends is only populated with what your adventurers/forts learn.  I always flag that YES incase i want to use legends since I dont play Adventure much at all.  I dont know how or if this flag pertains to sculptors and engravers.  Im never certain how my dwarves know what they do, like the death of a random elf to a giant scorpion in our badland home 375 years previously.  They seem to have full knowledge of their civ's history plus every site within a decent distance of the fort.
Title: Re: DF2014 Question and Answer Thread
Post by: Elarys on August 14, 2014, 09:58:17 pm
If I create a large world with a very short history, can I expect huge FPS drops in fortress mode? Or is small/smaller (I really hate small worlds), still the recommended?

How large of an FPS drop do we expect from large worlds in fortress mode?
Title: Re: DF2014 Question and Answer Thread
Post by: celem on August 14, 2014, 10:07:04 pm
I didnt see much noticable in past versions, but this may have changed with 40.xx and active world

They always seemed to save, load and generate slower (with all that stuff to load/offload).  as the historical figures rises sharply the generation speed dies very quickly.  the entire embark process seems slower too, selecting the site etc.  Once i was embarked i never minded or noticed so much

Now that we have the calendar and active world...the calendar will also be heavily affected, and the stuff deciding the events of the world in the background could get quite weighty depending how often its happening.  Really not sure yet.

I also hate small/smaller, i gen medium/large with around 300 years and am happy as larry.  I rarely pass 300 years just because it takes so long to generate.
Title: Re: DF2014 Question and Answer Thread
Post by: Maggarg - Eater of chicke on August 15, 2014, 06:41:17 am
-snip-

thank you! I should be able to get on with losing horribly on my own terms now :)
Title: Re: DF2014 Question and Answer Thread
Post by: damnit,urist,youhadonejob on August 15, 2014, 07:54:29 am
okay here are my questions, can i fish from my well? it is an enclosed cistern system with grates and flood gates.
do i need to worry about mud messing with my clean drinking water?
what does it mean if a liaison doesn't come with the trade caravan?
i had my first siege and it lasted no more than a minute. is that normal?
i have a crap ton of copper, what do i do with it?
Title: Re: DF2014 Question and Answer Thread
Post by: SeelenJägerTee on August 15, 2014, 08:10:26 am
okay here are my questions, can i fish from my well? it is an enclosed cistern system with grates and flood gates.
[...]
Yep perfectly fine. You can even dig a hole in an aquifer and fish there.
It isn't important if the tile of water could realistically contain fish.

Quote
do i need to worry about mud messing with my clean drinking water?
[...]
Yep.
Smooth the floor, make the reservoir 2 high. The second and higher levels of water is always non-muddy.

Quote
what does it mean if a liaison doesn't come with the trade caravan?
[...]
Don't know. If your civ was annihilated you should get no caravan either.

Quote
i had my first siege and it lasted no more than a minute. is that normal?
[...]
Can happen. Wouldn't worry about it.

Quote
i have a crap ton of copper, what do i do with it?
Don't know. Giant spiked balls for traps? Copper goblets for trading? Build a road out of copper blocks? A dwarfen apartment complex, a skyscraper out of copper blocks with rooms for all your dwarves to avoid cave adaption? A hellish maze to trap invaders filled with traps (insert copper spiked balls here)?
Title: Re: DF2014 Question and Answer Thread
Post by: damnit,urist,youhadonejob on August 15, 2014, 08:21:35 am
okay here are my questions, can i fish from my well? it is an enclosed cistern system with grates and flood gates.
[...]
Yep perfectly fine. You can even dig a hole in an aquifer and fish there.
It isn't important if the tile of water could realistically contain fish.

Quote
do i need to worry about mud messing with my clean drinking water?
[...]
Yep.
Smooth the floor, make the reservoir 2 high. The second and higher levels of water is always non-muddy.

Quote
what does it mean if a liaison doesn't come with the trade caravan?
[...]
Don't know. If your civ was annihilated you should get no caravan either.

Quote
i had my first siege and it lasted no more than a minute. is that normal?
[...]
Can happen. Wouldn't worry about it.

Quote
i have a crap ton of copper, what do i do with it?
Don't know. Giant spiked balls for traps? Copper goblets for trading? Build a road out of copper blocks? A dwarfen apartment complex, a skyscraper out of copper blocks with rooms for all your dwarves to avoid cave adaption? A hellish maze to trap invaders filled with traps (insert copper spiked balls here)?
thank you
Title: Re: DF2014 Question and Answer Thread
Post by: Kneenibble on August 15, 2014, 04:36:28 pm
I asked this question in another thread, not having seen this one -- which I suppose is a more fitting place for it.

I punctured the first cavern last night and found it devoid of all vegetation, which I had never seen in version 0.34.  I looked up some very old discussions (circa 2010) about this being caused by no water anywhere in the cavern.  Is it still so?  Or does Armok hate me?  No gaudy fungus wood beds for me.
Title: Re: DF2014 Question and Answer Thread
Post by: WanderingKid on August 15, 2014, 04:59:04 pm
No vegetation can still occur.  It's rare, but it can happen.
Title: Re: DF2014 Question and Answer Thread
Post by: Lewa263 on August 15, 2014, 07:22:11 pm
(Hey, I have a barren cavern layer in my fort too. I was actually relieved that I won't need to worry about mushroom trees growing in my wagon entrance.)
Does hair thread get put in cloth stockpiles? Because there's no mention of it in the stockpile menu and it's cluttering up my Farmer's Workshop despite a bunch of cloth stockpile space nearby.
Title: Re: DF2014 Question and Answer Thread
Post by: billw on August 15, 2014, 07:42:50 pm
So since I started my new 40.08 fort I have been seeing lots of worms, bugs, slugs etc. that seem to be around a certain area. Possibly around one of the animals I embarked with? It looks the same as when you use the "look closely" action in adventure mode...
Is this a bug or a feature? If its a feature how do I disable it please? It's quite distracting seeing wiggly worms everywhere!
Title: Re: DF2014 Question and Answer Thread
Post by: BlackFlyme on August 15, 2014, 07:47:48 pm
Some animals can 'root around', which dredges up insects. The animal may eat a few, but it will probably not get them all.

Search within the raw files of your save for creatures with the tag ROOT_AROUND and remove the tag.
Title: Re: DF2014 Question and Answer Thread
Post by: Lewa263 on August 15, 2014, 07:51:04 pm
I think they can only root in soil. So if you keep them down in the stone layers, it shouldn't happen. At least I haven't noticed any worms in the dining room where I pastured my birds.
Title: Re: DF2014 Question and Answer Thread
Post by: locustgate on August 16, 2014, 06:21:53 pm
Ok my dwarves wont build any bridges, I have all materials, all my dwarves with architect and masonry, but NO one will build it.
Title: Re: DF2014 Question and Answer Thread
Post by: BlackFlyme on August 16, 2014, 06:25:40 pm
Any screenshots? The material you are trying to use is stone, correct? Plenty of idlers?

Are all of the materials accessible? I've had issues before where the bridge would try and take a material that was on the inaccessible side of the gap.
Title: Re: DF2014 Question and Answer Thread
Post by: locustgate on August 16, 2014, 06:39:40 pm
Any screenshots? The material you are trying to use is stone, correct? Plenty of idlers?

Are all of the materials accessible? I've had issues before where the bridge would try and take a material that was on the inaccessible side of the gap.

I restarted, closed with task manager, about a month from where I was. Reloading worked. It is/was a 3x4 chalk block bridge across a 3x3x1 pit.
wall
r..++++.
r..++++.
r..++++.
wall

7 idlers
6 blocks on left 12 on right side
5 dwarves on left 2 on right
Title: Re: DF2014 Question and Answer Thread
Post by: Mechlin on August 19, 2014, 08:33:14 am
Is there a way to check what a particular type of evil weather does? I have a cloud of profane vapour regularly drifting over my camp but it doesn't seem to do anything. Health screen doesn't show any symptoms either.
Title: Re: DF2014 Question and Answer Thread
Post by: locustgate on August 19, 2014, 01:52:30 pm
I either have a bug or my dwarf regrew his neck.
(http://i446.photobucket.com/albums/qq181/locustdraco/Untitled-2.png)

And when I looked at his wounds, everything is white and looking at the physical descriptions it doesn't mention the neck.


Is there a way to check what a particular type of evil weather does? I have a cloud of profane vapour regularly drifting over my camp but it doesn't seem to do anything. Health screen doesn't show any symptoms either.

Does it cause unhappy thoughts? To the best of my knowledge and the wiki there's no other ways than SCIENCE to find out......maybe it reanimates corpses...though usually they turn living beings into 'zombies'..
Title: Re: DF2014 Question and Answer Thread
Post by: Telgin on August 19, 2014, 09:04:45 pm
I know that forgotten beast and titan syndromes can have a significant delay sometimes.  Can evil weather also have that?  It could just be that it hasn't kicked in yet, though it could just as likely be that it has extremely minor effects that wear off almost immediately.
Title: Re: DF2014 Question and Answer Thread
Post by: nil on August 19, 2014, 09:40:46 pm
How can I find a tunnel to embark on?  And, if they're just hard to get, any suggestions for how to worldgen them?  I mostly use PerfectWorld.
Title: Re: DF2014 Question and Answer Thread
Post by: Edmus on August 20, 2014, 01:25:21 am
I'm wondering if I should make a bug report...
Heaps of barrels, heaps of plump helmets, no links, no forbids, yet the brew order is red.
Any suggestions?
-- Bloody hell I'm dumb, I turned off plump helmet brewing...
Title: Re: DF2014 Question and Answer Thread
Post by: damnit,urist,youhadonejob on August 20, 2014, 02:14:35 am
so what exactly do your dwarfs do when you retire your fort? and i don't mean abandon your fort. do they dig anything or build?
Title: Re: DF2014 Question and Answer Thread
Post by: KingKaol on August 20, 2014, 04:04:41 pm
Playing my first reclaimed worldgen ruin. Is it normal for unconstructed rock blocks to leave behind bits of magma?
Title: Re: DF2014 Question and Answer Thread
Post by: BlackFlyme on August 20, 2014, 05:05:12 pm
so what exactly do your dwarfs do when you retire your fort? and i don't mean abandon your fort. do they dig anything or build?

They don't dig or build. I don't know everything that the dwarves do in your absence, but it is possible for the retired site to get attacked by another civ, and it may be possible for the dwarves to emigrate elsewhere.

Playing my first reclaimed worldgen ruin. Is it normal for unconstructed rock blocks to leave behind bits of magma?

If the construction that was deconstructed was referred to as being made of 'rock', then yes.
Title: Re: DF2014 Question and Answer Thread
Post by: acidica on August 20, 2014, 09:07:31 pm
Some weird things seem to be going on with world events nearby.

When I chose an embark site, I remember selecting a site that had access to Dwarves, Humans, Elves, and Goblins - goblins were the only hostile ones. I played with invasions off, and without selecting a baron, for several years, and got caravans from the three friendlies as expected. I remember the year I selected my baron, I was surprised to see the Elven diplomat arrive - there was no talk of a quota, just the 'you have disrespected the trees in this region' and she left. Elven caravans stopped arriving at that point, there was no caravan that spring. While the human diplomat was talkative as hell that year (I did not need to know about several dozen invasions/kidnappings/foundings/abandonments/reclamations of human hamlets), my liaison had nothing to say but that 'the world is the same as ever' - never has in all these years, aside from mentioning one kidnapping and the promotion of a baron somewhere else in my civ.

A few years later, I finally decide to turn on invasions, and checking the civ screen shows, to my surprise, no Goblins and war with the Elves.

If the war with the Elves was unrelated to my actions, shouldn't the liaison have mentioned, 'oh by the way we're at war now?'
Was it somehow related to something I did? (missed a dialog choice when that diplomat arrived? had tree-cutting active on the surface in sight of the diplomat? do any of those things incite wars now, other than directly defying quotas / having diplomats/caravans die?) It seems awfully quick (one diplomat visit and they declare war?) and unannounced.
Was it already going on, and having invaders off just made them send caravans instead for some reason?
Is it possible that this is just a different Elven civ, and that a friendly one had its nearer sites conquered, leading to the sudden and unannounced war?
Is it normal for the goblins to just disappear like that? (I'm assuming that all their nearby sites got conquered, possibly by the excessively talkative humans)

(FTR I use the 40.08 starter pack, with Modest Accelerated Mash raws, which I've made a bunch of tweaks/changes to, mostly minor cheating. I can't think of anything that would affect the civs, though, aside from taking away Goblins' handwear/footwear to reduce clutter...)
Title: Re: DF2014 Question and Answer Thread
Post by: KingKaol on August 21, 2014, 03:04:02 am
Just had an Armorsmith mood and he grabbed the nearest metal (tin :p) and made a breastplate. However his armorsmith experience is unchanged. Is this a known bug?
Title: Re: DF2014 Question and Answer Thread
Post by: ptb_ptb on August 21, 2014, 04:15:11 am
Just had an Armorsmith mood and he grabbed the nearest metal (tin :p) and made a breastplate. However his armorsmith experience is unchanged. Is this a known bug?

Look at mood stuff in the wiki. Some moods don't give xp bonus.
Title: Re: DF2014 Question and Answer Thread
Post by: Getix Kain on August 21, 2014, 04:19:49 am
Just had an Armorsmith mood and he grabbed the nearest metal (tin :p) and made a breastplate. However his armorsmith experience is unchanged. Is this a known bug?

Possessed moods don't give skills.
Title: Re: DF2014 Question and Answer Thread
Post by: KingKaol on August 21, 2014, 05:32:13 am
Ah thanks. Um, is there a way to let your dwarves actually wear artifact clothing? (mine seems to sit in the stockpile).
Title: Re: DF2014 Question and Answer Thread
Post by: ptb_ptb on August 21, 2014, 06:45:15 am
Ah thanks. Um, is there a way to let your dwarves actually wear artifact clothing? (mine seems to sit in the stockpile).

They have probably got attached to their

X(pig tail fibre tunic)X

:P
Title: Re: DF2014 Question and Answer Thread
Post by: Telgin on August 21, 2014, 07:34:49 am
You can stick a specific civilian in a military squad that's not set to train and has no barracks, then assign them the artifact clothes as a uniform.  It sounds like a lot of work and is a lot of hoops to jump through, but that particular dwarf will never have to replace the artifact since it doesn't wear out.  You could probably assign it to a noble, for example.

I don't know if artifact clothes will get used otherwise.
Title: Re: DF2014 Question and Answer Thread
Post by: WanderingKid on August 21, 2014, 08:13:16 pm
As far as I know even when set to train, their uniform is their uniform.  They won't need to change it unless you have miner, hunter, or woodcutter set for them (weapons are forced switch), depending on if the artifact fits in with the 'civilian' uniform they require for the job.
Title: Re: DF2014 Question and Answer Thread
Post by: Skyline on August 22, 2014, 04:54:29 am
Hey guys,

I'd really like to know if its possible to conquer the whole world in Fortress mode or if you can't leave the borders of your embark.

Greetings,
Skyline
Title: Re: DF2014 Question and Answer Thread
Post by: Telgin on August 22, 2014, 07:35:33 am
Nope, can't leave your fort or send anything outside of it other than trade goods.  For now.  If you want to conquer the world, roll up a few hundred demigod adventurers and get started.
Title: Re: DF2014 Question and Answer Thread
Post by: locustgate on August 22, 2014, 11:00:47 am
Is it possible to disable the clouds of leaves? What is a good set up for a hospital, so far I have 2 rows of 5 beds, 1 row of 4 traction benches, 6 cabinets and 3 bags. How do I get dwarves to clean up mud, while filling my well I accidentally flooded the well hall, I've got 3 bars of soap and everyone with cleaning.
Title: Re: DF2014 Question and Answer Thread
Post by: greycat on August 22, 2014, 01:10:17 pm
Hospitals don't really need a "layout".  Just slap down some beds in a room and call it a hospital.

To clean mud and other contaminants, you just need dwarves with the Cleaning labor enabled, and incentive.  You don't need soap.  Unfortunately, dwarves are rarely enthusiastic about cleaning.  Having the area smoothed makes cleaning more likely.  If you want the mud gone RIGHT NOW, then don't wait for the dwarves to get around to it.  Build a floor or other construction on the mud and then remove it.
Title: Re: DF2014 Question and Answer Thread
Post by: Showbiz on August 22, 2014, 01:33:03 pm
Damnit!
I've had a cave-in, because I forget to edit the ini. Do I have to start a new game now?
Title: Re: DF2014 Question and Answer Thread
Post by: Trif on August 22, 2014, 02:18:51 pm
No, all the options in d_init (like cave-ins) can be changed mid-game. Just exit and re-open your Dwarf Fortress window for the changes to take effect.
Title: Re: DF2014 Question and Answer Thread
Post by: Showbiz on August 22, 2014, 02:58:44 pm
Thank you kindly!
Title: Re: DF2014 Question and Answer Thread
Post by: KingKaol on August 22, 2014, 05:02:33 pm
Is there a way to secure a fortification after it's already been filled to 7/7 with magma?
Title: Re: DF2014 Question and Answer Thread
Post by: Nikita on August 24, 2014, 02:36:36 pm
For creatures that have "random" syndrome-inducing effects, can you get a syndrome that causes only unconsciousness and nothing else?

How about a syndrome that makes you into a zombie?

Can you coat weapons and arrows with syndrome-inducing dust/poison/blood by placing them physically close to the creature that emits those things?
Title: Re: DF2014 Question and Answer Thread
Post by: King Mir on August 24, 2014, 06:28:57 pm
Does pet value matter at all? Does it effect anything other than the price of animals from caravans?
Title: Re: DF2014 Question and Answer Thread
Post by: JLT on August 27, 2014, 03:53:07 am
Does anyone know whether attribute training has been changed?
I used to train up reservists by making them miners or engravers, but e.g. my miners don't seem to get much stronger at all, or at least not as fast as they used to.

Did Toady mention anything about this?
Title: Re: DF2014 Question and Answer Thread
Post by: Borge on August 27, 2014, 04:50:03 am
Is it possible to make 1-2 dwarves in the SAME squad do a patrol route while the rest train? Or do they need to be in separate squads?
Title: Re: DF2014 Question and Answer Thread
Post by: pisskop on August 27, 2014, 07:31:35 am
Is it possible to make 1-2 dwarves in the SAME squad do a patrol route while the rest train? Or do they need to be in separate squads?

Yes.  Adding extra orders via (m)ilitary (s)chedule and then selecting the date in question and adding new (o)rders.  You end up being able to stipulate how many dwarves are required to do a task, like patrol.  And can add several tasks.  So 3 could be paroling while 3 more train and the other four sleep.
Title: Re: DF2014 Question and Answer Thread
Post by: Showbiz on August 27, 2014, 10:21:42 am
I just got my first tantrum throwing Dwarf, who killed his companion in a fistfight. Guess it's time to set up a Justice System.
Whats the exact difference between a Sheriff, Captain of the Guard and the Hammerer?
I thought that a Sheriff is like the Captain of the Guard, just without a Squad, do I have this right?
Title: Re: DF2014 Question and Answer Thread
Post by: Telgin on August 27, 2014, 12:00:28 pm
I believe that's correct, but it's been a while since I last set up a justice system.

The hammerer is different though.  He or she is a noble that you appoint to carry out explicit executions, which are different from the accidental deaths the captain of the guard dishes out by punching skulls in when beating people.  Executions are normally assigned for vampire murders and the like, but I think they can be doled out for violation of mandates.  Maybe only if you have too many violators to be put in prison and more than a certain threshold for beatings.
Title: Re: DF2014 Question and Answer Thread
Post by: Showbiz on August 28, 2014, 03:34:21 am
Okay, thanks. I think I will try to carry out the law now.
Title: Re: DF2014 Question and Answer Thread
Post by: heritage727 on August 29, 2014, 09:12:43 am
I haven't found water on my current embark yet, but the cave swallow men & women in the caverns have cave fish and cave lobsters. Does that mean that there is water down there somewhere?
Title: Re: DF2014 Question and Answer Thread
Post by: Edmus on September 04, 2014, 05:44:53 am
If there are cave plants instead of just mud, then yes.

-

Artefact bronze of masterwork Addy for armour?
Title: Re: DF2014 Question and Answer Thread
Post by: Telgin on September 04, 2014, 08:40:38 am
Material always trumps quality for armor and as far as I know weapons too.  I don't think anyone knows precisely how quality affects the two, but supposedly higher quality makes armor more likely to intercept attacks and weapons more likely to hit.

Thing is, it doesn't do a thing for penetration.  Only material matters for that.  On top of that, most pieces of armor have a 100% chance to intercept attacks on the body part they cover anyway.  So it really has no impact at all on armor, and while an artifact bronze sword might hit more often it will never penetrate even steel armor.

If anyone does know for sure if that is or isn't how quality levels work for weapons and armor, I'd love to hear it.
Title: Re: DF2014 Question and Answer Thread
Post by: greycat on September 04, 2014, 06:16:49 pm
Artefact bronze of masterwork Addy for armour?

It's not even close.  The adamantine is vastly superior.
Title: Re: DF2014 Question and Answer Thread
Post by: nogoodnames on September 05, 2014, 03:15:43 pm
For some reason every winter the plump helmet selection for my farm plots will be shown in red and no seeds will be planted. Does anyone know what causes this?
Title: Re: DF2014 Question and Answer Thread
Post by: Bumber on September 05, 2014, 05:26:57 pm
For some reason every winter the plump helmet selection for my farm plots will be shown in red and no seeds will be planted. Does anyone know what causes this?
There's a bug where it doesn't check next year's spring to see if the crop has time to grow.
Title: Re: DF2014 Question and Answer Thread
Post by: Illogical_Blox on September 06, 2014, 09:34:23 am
Does constructing a floor over a hole to the outside prevent the area below it from being sunny (i.e. preventing cave adaptation?)
Title: Re: DF2014 Question and Answer Thread
Post by: pisskop on September 06, 2014, 01:49:29 pm
Does constructing a floor over a hole to the outside prevent the area below it from being sunny (i.e. preventing cave adaptation?)
Once an area is 'light' it will never become dark, no matter what you do to it.  roofs, bridges, floors, glass ceilings, nothing with destroy the light.
Title: Re: DF2014 Question and Answer Thread
Post by: Illogical_Blox on September 06, 2014, 03:27:53 pm
Great - and I forgot, can constructed walls/floors be smoothed/engraved?
Title: Re: DF2014 Question and Answer Thread
Post by: Telgin on September 06, 2014, 03:46:41 pm
Nope.  Well, there is / was a bug that let you do that, but I don't know if it still works.  It's not an intentional feature [yet] anyway.
Title: Re: DF2014 Question and Answer Thread
Post by: Illogical_Blox on September 06, 2014, 05:50:22 pm
OK, third question - my two legendary miners have just started flashing blue.
Title: Re: DF2014 Question and Answer Thread
Post by: BlackFlyme on September 06, 2014, 05:56:59 pm
OK, third question - my two legendary miners have just started flashing blue.

Once a dwarf becomes legendary in a skill they start flashing blue.
Title: Re: DF2014 Question and Answer Thread
Post by: Telgin on September 06, 2014, 08:42:55 pm
Or they could be thirsty.  Are they flashing between a dwarf and a blue down arrow, or just flashing a different color?
Title: Re: DF2014 Question and Answer Thread
Post by: Borge on September 06, 2014, 09:07:06 pm
Do walls and floors (non-constructed) NEED to magma safe material too, so if my floor is andesite will it eventually melt through, or is it only for buildings and items that magma safe is needed.
Title: Re: DF2014 Question and Answer Thread
Post by: pisskop on September 06, 2014, 09:13:44 pm
Natural floor/walls wont melt.  Neither will constructed walls/floor tiles.  Anything made with (b)(C) is magic and will never get targeted, destroyed, or melt.  Stuff on them will burn and die, but not the tiles themselves.
Title: Re: DF2014 Question and Answer Thread
Post by: Borge on September 06, 2014, 09:55:38 pm
Natural floor/walls wont melt.  Neither will constructed walls/floor tiles.  Anything made with (b)(C) is magic and will never get targeted, destroyed, or melt.  Stuff on them will burn and die, but not the tiles themselves.

Hah, and this entire time i've been making buffer constructions around natural walls and floors thinking they would melt. So much time and resources wasted.
Title: Re: DF2014 Question and Answer Thread
Post by: stormyseasons on September 07, 2014, 12:05:18 am
Is there a way to turn blackberry/raspberry/whatever- berry plants into something usable?

They keep taking up space in my food stockpiles from farming and gathering, and I can't figure out how to turn them into useable components.
Title: Re: DF2014 Question and Answer Thread
Post by: Bumber on September 07, 2014, 06:48:57 am
Is there a way to turn blackberry/raspberry/whatever- berry plants into something usable?

They keep taking up space in my food stockpiles from farming and gathering, and I can't figure out how to turn them into useable components.
Try utilizing minecarts and/or drawbridges. They might be usable as projectiles.

(To more properly answer the question: No, I don't think you can process them without modding.)
Title: Re: DF2014 Question and Answer Thread
Post by: Telgin on September 07, 2014, 12:09:43 pm
Not yet, no.  It's still one of the big unfinished things for .40.x.  I'm hoping Toady gets to it sooner than later, but so far as I know there's no hints of a timetable on it yet.
Title: Re: DF2014 Question and Answer Thread
Post by: stormyseasons on September 07, 2014, 10:20:28 pm
Okay thanks. Time to dig down into the magma sea and make a magma dump...
Title: Re: DF2014 Question and Answer Thread
Post by: vastaghen12 on September 08, 2014, 07:40:56 pm
I wanted to ask if the dwarves (and fortress animals) growing in age but not in size bug has been fixed by Toady in the latest version.

If not, would someone be kind enough to direct me to the df hack fix for the bug? I think someone made a fix back when this was still breaking news.
Title: Re: DF2014 Question and Answer Thread
Post by: pisskop on September 08, 2014, 07:55:18 pm
I wanted to ask if the dwarves (and fortress animals) growing in age but not in size bug has been fixed by Toady in the latest version.

If not, would someone be kind enough to direct me to the df hack fix for the bug? I think someone made a fix back when this was still breaking news.
Fixed by Toady, in .40.0x
Title: Re: DF2014 Question and Answer Thread
Post by: vastaghen12 on September 08, 2014, 08:01:14 pm
I wanted to ask if the dwarves (and fortress animals) growing in age but not in size bug has been fixed by Toady in the latest version.

If not, would someone be kind enough to direct me to the df hack fix for the bug? I think someone made a fix back when this was still breaking news.
Fixed by Toady, in .40.0x

Thanks!

Perhaps I can get this animal army only challenge fort going.
Title: Re: DF2014 Question and Answer Thread
Post by: TherionChilde on September 09, 2014, 01:46:23 pm
A couple of questions:
First, is there any way to control which types of evil biome effects propagate during or after world gen, either by in-game option, utility, or by altering raw data in the created world?
On a related note, is there any way to control which civilizations are created?  Can certain civs be turned "off" during world gen?

Basically, I'm picturing a mostly evil world, in which the evil biomes all raise the dead, and in which the only civilizations are dwarves and necro towers.  Is there any conceivable way this could come about? 

Also, I'm in my first play-through in the new version, and I've noticed that three years in, not a single dwarf has reproduced yet...  Is this a bug, is there a sterility biome effect, or did I just get a fortress full of sexual anorexics?
Title: Re: DF2014 Question and Answer Thread
Post by: Telgin on September 09, 2014, 03:39:35 pm
It's not trivial to get what you want, but some of it's not too hard.  For starters, you can just remove the entity_x.txt files in your raws directory for everything but the dwarves, which is entity_mountain.txt if I recall correctly.  That will cause only dwarves to spawn in world gen.

Getting rid of the evil biome effects and having only reanimation in their place is doable but harder.  You need to create a new regional interaction in your raws, make it evil only, and then use advanced worldgen and turn down regional effects to 0.  If I remember right, that will cause only yours to be used.  I've done something similar to this in the past, but it's kind of involved so you'd probably be best off asking in the modding forum.
Title: Re: DF2014 Question and Answer Thread
Post by: Loci on September 09, 2014, 04:13:22 pm
My militia commander seems to prefer bashing enemies with his wooden crutch instead of impaling them with his masterwork spear. Is there any way I can get him to swap out the crappy crutch for a nice heavy metal one?
Title: Re: DF2014 Question and Answer Thread
Post by: BlackFlyme on September 09, 2014, 05:59:06 pm
Evil worlds and non-breeding dwarves.

You can't edit the randomly generated effects, but you can disable them and create your own. There are options in the advanced world generator to set the amount of randomly generated rains, clouds, and many other things. Setting them to zero will disable them, while still using the player created ones.

Civs can be prevented from spawning in a few ways. Go into the file called entity_default.txt, that's where all of the entities are. You could outright delete non-dwarven raws, but it may be easier to instead remove certain tokens that control where the civs spawn or what site types they like, what their populations are, or what creature belongs to the civ.

Necromancers are a bit more difficult, as towers aren't controllable in the raws. You could make more necromancer secrets, and give them more spheres that just death so that more gods can grant that blessing though.

To help you figure out how to make the weather and necromancer interactions, check out the folder within the raw folder called 'interaction examples', which has files to show you how to make things such as were-creatures, vampires, necromancers, and evil weather.

For dwarves to reproduce, they must be married. If there are married couples and they aren't reproducing, then I don't know what to say. You may just not be waiting long enough, or they may be having miscarriages. That can be caused by things such as starvation, dehydration, or injuries.



My militia commander seems to prefer bashing enemies with his wooden crutch instead of impaling them with his masterwork spear. Is there any way I can get him to swap out the crappy crutch for a nice heavy metal one?

Have you tried forbidding the crutch in his inventory? You could also try marking it for dumping and place a garbage dump somewhere nearby. Then just forbid all non-metal crutches so that he can only choose a metal one.
Title: Re: DF2014 Question and Answer Thread
Post by: Loci on September 09, 2014, 09:29:29 pm
My militia commander seems to prefer bashing enemies with his wooden crutch instead of impaling them with his masterwork spear. Is there any way I can get him to swap out the crappy crutch for a nice heavy metal one?

Have you tried forbidding the crutch in his inventory? You could also try marking it for dumping and place a garbage dump somewhere nearby. Then just forbid all non-metal crutches so that he can only choose a metal one.

Forbidding the crutch did no good, but marking it for dumping did the trick. A heartless dwarf walked up, grabbed the crutch out of his hand, and left him in a crumpled heap on the floor. Eventually he was hauled to the hospital where the crack chief medical dwarf diagnosed that his leg was still missing and issued him another crutch. In all, a relatively painless process, at least in Dwarf Fortress terms.

Thanks!
Title: Re: DF2014 Question and Answer Thread
Post by: TherionChilde on September 10, 2014, 07:57:53 am
Evil worlds and non-breeding dwarves.

You can't edit the randomly generated effects, but you can disable them and create your own. There are options in the advanced world generator to set the amount of randomly generated rains, clouds, and many other things. Setting them to zero will disable them, while still using the player created ones.

Civs can be prevented from spawning in a few ways. Go into the file called entity_default.txt, that's where all of the entities are. You could outright delete non-dwarven raws, but it may be easier to instead remove certain tokens that control where the civs spawn or what site types they like, what their populations are, or what creature belongs to the civ.

Necromancers are a bit more difficult, as towers aren't controllable in the raws. You could make more necromancer secrets, and give them more spheres that just death so that more gods can grant that blessing though.

To help you figure out how to make the weather and necromancer interactions, check out the folder within the raw folder called 'interaction examples', which has files to show you how to make things such as were-creatures, vampires, necromancers, and evil weather.

Thanks for the detailed response...While I have many follow-up questions, I understand this is more of a modding issue, so I'll try discussing in another sub-.  Thanks for getting me looking in the right direction. 

Title: Re: DF2014 Question and Answer Thread
Post by: Showbiz on September 10, 2014, 11:48:42 am
Since 40.11 Starter Pack v3 the F12 button (toggle Tilefonts) seems not to work anymore for me. Keybindings are correct assigned. Any Idea how to fix this?
Title: Re: DF2014 Question and Answer Thread
Post by: Illogical_Blox on September 10, 2014, 01:23:09 pm
Why wouldn't my butcher butcher the three dead chinchillas killed by my hunter, even when they are in a refuse pile?
Title: Re: DF2014 Question and Answer Thread
Post by: pisskop on September 10, 2014, 01:31:10 pm
Why wouldn't my butcher butcher the three dead chinchillas killed by my hunter, even when they are in a refuse pile?
Because there is a whole wiki to check instead of asking here.  More than one, even.


Chinchillas are crepuscular (most active around dawn and dusk) rodents, slightly larger and more robust than ground squirrels.
http://en.wikipedia.org/wiki/Chinchilla

'A tiny furry rodent dwelling in the hollow cracks of rocks. They can be found high in the mountains.
Chinchillas are too small to be butchered, but unfortunately your hunters will still hunt them, wasting both time and ammo.'
http://dwarffortresswiki.org/index.php/DF2014:Chinchilla
Title: Re: DF2014 Question and Answer Thread
Post by: Spectre Incarnate on September 10, 2014, 01:35:00 pm
Why wouldn't my butcher butcher the three dead chinchillas killed by my hunter, even when they are in a refuse pile?

Because they are too tiny to yield anything and hunters are dumb...
Yes, I know, there is ant brain strew from caravans. That's a doofy bug.  ;D

Title: Re: DF2014 Question and Answer Thread
Post by: Illogical_Blox on September 10, 2014, 01:49:18 pm
Ah, blast. I had a feeling it was that they were too small.

Ant brain stew? Must have been a hard job, getting the brains.
Title: Re: DF2014 Question and Answer Thread
Post by: Edmus on September 20, 2014, 01:23:38 am
Does anyone know any good 3d rendering programs that work for the newest version?
Title: Re: DF2014 Question and Answer Thread
Post by: MoridinUK on September 20, 2014, 04:15:09 am
FPS lag fixed?
Title: Re: DF2014 Question and Answer Thread
Post by: shlorf on September 20, 2014, 05:10:02 am
FPS lag fixed?

It's a step up from 40.12 to 40.13, my 170ish dwarf fort was close to what i consider unplayable 20fps before now it rarely dips under 40.
Meeting halls still seem to kill fps, tho.
Title: Re: DF2014 Question and Answer Thread
Post by: MoridinUK on September 20, 2014, 12:07:01 pm
cheers!
Title: Re: DF2014 Question and Answer Thread
Post by: Edmus on September 20, 2014, 07:11:49 pm
Does anyone know any good 3d rendering programs that work for the newest version?
Bump
Title: Re: DF2014 Question and Answer Thread
Post by: pisskop on September 21, 2014, 07:59:11 am
Does anyone know any good 3d rendering programs that work for the newest version?
Bump
Stonesense/df hack covers the most recent version now.
Title: Re: DF2014 Question and Answer Thread
Post by: Edmus on September 21, 2014, 07:38:12 pm
Ta muchly.
Title: Re: DF2014 Question and Answer Thread
Post by: Chattox on September 22, 2014, 12:27:31 pm
Returning after a long time away; how do root tiles work? Are they functionally identical to walls, blocking water/invaders and being indestructable?
Title: Re: DF2014 Question and Answer Thread
Post by: Adventurer on September 22, 2014, 04:43:01 pm
my reindeer have fled their pasture twice now and my dwarfs go into the forest to retrieve them, pretty frustrating thought its still early on and safe

pastures are 9x12 male and female in 1st and 1 calf in the other

each one has a wall around 3 sides with one open side through which they run through

Halp? Bug?

(http://i.imgur.com/rixm8xQ.png?1)
Title: Re: DF2014 Question and Answer Thread
Post by: Kneenibble on September 22, 2014, 04:53:02 pm
Returning after a long time away; how do root tiles work? Are they functionally identical to walls, blocking water/invaders and being indestructable?

Yes, although if you cut down the tree, the root tiles are replaced by tiles of the surrounding soil layer.
Title: Re: DF2014 Question and Answer Thread
Post by: rumpel on September 22, 2014, 05:15:18 pm
hey, my militia dwarves aren't picking up all of their assigned equipment. i have loads of iron stuff but they only wearing parts of it. one dwarf only wears the breastplate, the other one breast plate + sword + greaves and so on. i never had this issue before, any help please? :(
Title: Re: DF2014 Question and Answer Thread
Post by: Insanegame27 on September 22, 2014, 06:20:26 pm
hey, my militia dwarves aren't picking up all of their assigned equipment. i have loads of iron stuff but they only wearing parts of it. one dwarf only wears the breastplate, the other one breast plate + sword + greaves and so on. i never had this issue before, any help please? :(
In the military screen, make sure their (e)quipment is set to (r)eplace clothing for each dwarf. then make suree none are miners/hunters/woodcutters
How do you jump
Title: Re: DF2014 Question and Answer Thread
Post by: rumpel on September 22, 2014, 06:24:56 pm
oh neat, that actually helped! though, isn't it a bit cold only wearing the armor? :o
Title: Re: DF2014 Question and Answer Thread
Post by: Insanegame27 on September 22, 2014, 07:00:03 pm
oh neat, that actually helped! though, isn't it a bit cold only wearing the armor? :o
Pfft, they'll be a Fine dwarf bone mug
Title: Re: DF2014 Question and Answer Thread
Post by: rumpel on September 22, 2014, 07:18:51 pm
due to constant rain in summer and constant snow storm in every other season, im sure they're used to it by now... :3
Title: Re: DF2014 Question and Answer Thread
Post by: Insanegame27 on September 22, 2014, 07:22:33 pm
So how do you jump in adventure mode?
Title: Re: DF2014 Question and Answer Thread
Post by: rumpel on September 22, 2014, 07:51:42 pm
by pressing 'j' iirc.
Title: Re: DF2014 Question and Answer Thread
Post by: greycat on September 23, 2014, 07:00:25 am
oh neat, that actually helped! though, isn't it a bit cold only wearing the armor? :o

The beard acts as natural insulation.  I'm not sure how it works for the females.  Maybe it's the slabs of lard.
Title: Re: DF2014 Question and Answer Thread
Post by: Insanegame27 on September 23, 2014, 07:18:16 am
best way to crack a necro tower?
Title: Re: DF2014 Question and Answer Thread
Post by: pisskop on September 23, 2014, 08:54:30 am
best way to crack a necro tower?
Lure them outside and run like hell.

Then try to sneak around the ones outside to see if you can.  If you can than try to do that inside.
If not than I guess kill them slowly and mind the necros who will re-raise them.

---

Towers went from trivial w/sneaking to arm(our)ed superzombies with supernatural detection eating your soul.  Im still trying to figure out the best way to get to the tops without the night creature status.
Title: Re: DF2014 Question and Answer Thread
Post by: wuphonsreach on September 24, 2014, 09:55:47 am
I heard there is an option to unretire retired adventurers, but I don't see a way to do it. I've searched on the internet and found nothing.
So how do i unretire retired adventurers?

The same way you make a normal adventurer, except when choosing your race/starting civ, you should see something along the lines of "Urist McAdventurer from Town."

Is there a utility just for having the game log up on another monitor or in a window outside of the game so you can always see it without using the announcement window? Can't just open it in notepad, because it won't show changes made to it real-time.

According to this (http://superuser.com/questions/106073/text-log-editor-with-auto-refresh-support) source, using Notepad++, there's an option to keep updating the file when it changes.

Oh sweet. I already use NP++.

It only seems to update when I focus on the window, though, so I can't have them side by side without clicking between the game and the notepad window.

Assuming that you have CygWin installed, just open up a CygWin window and use 'tail -f filename'.  That will (probably) let you watch (follow) the announcement log file as things are added to it.

I don't know if Windows has the equivalent of the 'tail -f' command...
Title: Re: DF2014 Question and Answer Thread
Post by: wuphonsreach on September 24, 2014, 01:03:32 pm
Is it normal to have hundreds of rejects when generating a world with the "SMALL REGION" template?  Even with no modified settings at all (except end year), I get hundreds of rejects.  I got 259 of them in my most recent world, with only slight bumps to titans and civilizations.  It's not breaking (as far as I can see), but it's worrying me.

This happens because the "SMALL REGION" is looking for at least three mountain peaks, which are not that common using the standard settings.  Changing data/init/world_gen.txt and setting the [PEAK_NUMBER_MIN:#] to 1 instead of 3 will result in a lot fewer rejects.

You could even set it to a minimum requirement of zero peaks since mountain peaks don't do anything special in DF2014.

In order to troubleshoot rejects, you should turn on logging.  In your data/init/d_init.txt file, look for and set [LOG_MAP_REJECTS:YES].  Then you can look at map_rejection_log.txt after running world generation to find out why there were rejects.
Title: Re: DF2014 Question and Answer Thread
Post by: wuphonsreach on September 25, 2014, 05:54:00 pm
In one of the worlds that I generated, there is a trade link on the map between a Goblin Fortress and a Dwarven Fortress.  The dwarven civ that owns the fortress has never been at war with the goblin civ, and a review of Legends Viewer shows both goblins and dwarves seemingly living side by side (goblins have settled, married other goblins, and even migrated to three other dwarven fortresses).

http://blog.wuphonsreach.org/2014/09/df2014-smaksmo-suttu-land-of-prophecy.html

Is this now a common occurrence in DF2014?  According to the embark screen, it doesn't seem like the goblins will send a caravan (a line of ------ in the Neighbors listing), even though there seems to be a trade link between the two civs.

So I'm guessing that those goblins will still siege if I settle near them?
Title: Re: DF2014 Question and Answer Thread
Post by: shlorf on September 26, 2014, 07:37:09 am
The ----- means the site was taken over by another entity (usually necromancers) i think.

My question:
Is there anything i can do to speed up the training/taming process of cave animals?
I caught myself a jabberer some crocodiles and giant toads, and after years of training the best i got is a masterfully trained toad (the rest still exceptional and skillfully trained). And even if the toad is trained it doesn't go from masterfully trained to tame.
The training sessions are few and infrequent i don't know if assigning/unassigning trainers or just setting it to any trainer has any effect.
Title: Re: DF2014 Question and Answer Thread
Post by: Arcani on September 26, 2014, 11:42:41 am
Question:

Is it possible to gen a freezing savage neutral (as in not good and not evil) taiga?  If so, what animals are there?
I've Wiki'd it, but I'm confused because taiga and savage surroundings tend to have very different creatures therein.
Title: Re: DF2014 Question and Answer Thread
Post by: indyofcomo on September 26, 2014, 01:20:24 pm
From reading the wiki it doesn't seem possible, but is there a way to guarantee bit.coal or lignite on your embark map? I've never been capable, ready, and lucky enough to have any at the same time(on fort #12 now.)
Title: Re: DF2014 Question and Answer Thread
Post by: Illogical_Blox on September 26, 2014, 02:09:53 pm
Are the first two migrant waves affected by pop cap? Because the second one hasn't turned up (the trade caravan showed up before it, and I had set the pop cap to below the no. of dwarves I had), and it's summer of the second year.
Title: Re: DF2014 Question and Answer Thread
Post by: cue on September 26, 2014, 04:05:40 pm
How do I deconstruct a track stop? As in the one constructed under {b}{C}{S}. {d}{n} doesn't seem to work.

Figured it out. {q}{x}
Title: Re: DF2014 Question and Answer Thread
Post by: pisskop on September 26, 2014, 04:06:41 pm
How do I deconstruct a track stop? As in the one constructed under [C]. [d][n] doesn't seem to work.
Cant you just smooth away tracks on natural rock?
Title: Re: DF2014 Question and Answer Thread
Post by: wuphonsreach on September 26, 2014, 09:33:32 pm
Are there any downsides in DF2014 to selling masterwork / masterpiece goods to the traders?  The wiki doesn't really say either way:

http://dwarffortresswiki.org/index.php/DF2014:Item_quality

I vaguely remember in earlier versions that selling off masterwork items and letting them leave the map was a very bad thing.  But I've also seen comments recently that this is a good way to protect against dwarven meltdown due to accidental destruction of one of their masterworks.
Title: Re: DF2014 Question and Answer Thread
Post by: greycat on September 27, 2014, 06:24:48 am
Is there anything i can do to speed up the training/taming process of cave animals?
I caught myself a jabberer some crocodiles and giant toads, and after years of training the best i got is a masterfully trained toad (the rest still exceptional and skillfully trained). And even if the toad is trained it doesn't go from masterfully trained to tame.

An animal that was caught in the wild can't be tamed all the way.  But its offspring will inherit the mother's tameness as a baseline, and can be tamed additionally starting there.  So, the offspring of a wild-caught critter could become fully tame.
Title: Re: DF2014 Question and Answer Thread
Post by: pisskop on September 27, 2014, 08:22:27 am
Are there any downsides in DF2014 to selling masterwork / masterpiece goods to the traders?  The wiki doesn't really say either way:

http://dwarffortresswiki.org/index.php/DF2014:Item_quality

I vaguely remember in earlier versions that selling off masterwork items and letting them leave the map was a very bad thing.  But I've also seen comments recently that this is a good way to protect against dwarven meltdown due to accidental destruction of one of their masterworks.
No.  Actually selling masterpieces is perhaps the safest thing to do.  I doubt any harm can come to off-map items yet.  In 34.11 it was my regular practice to sell things before keas or kobolds nicked them.

Besides, its your ultimate goal to have a tone crafter producing 100% masterworks, right?  So its a thing you want to trade.
Title: Re: DF2014 Question and Answer Thread
Post by: Illogical_Blox on September 27, 2014, 09:02:08 am
Are the first two migrant waves affected by pop cap? Because the second one hasn't turned up (the trade caravan showed up before it, and I had set the pop cap to below the no. of dwarves I had), and it's summer of the second year.
Also, is there a DFhack command to remove invaders from the map?
Title: Re: DF2014 Question and Answer Thread
Post by: Togre on October 04, 2014, 09:56:07 am
I have a lot of galena on my map and therefore a lot of lead.  I have a double purpose for the lead: 1) train blacksmithing and 2)make trade-able goods.

What's blacksmithng task is worth the most per bar of metal?
Title: Re: DF2014 Question and Answer Thread
Post by: pisskop on October 04, 2014, 09:59:30 am
I have a lot of galena on my map and therefore a lot of lead.  I have a double purpose for the lead: 1) train blacksmithing and 2)make trade-able goods.

What's blacksmithng task is worth the most per bar of metal?
Something that uses the least amount of it per item and makes whole stacks of items.  So.  Cheesing it would be coins or bolts.

Not chessing I suppose something else that is light and highly re-meltable.
http://dwarffortresswiki.org/index.php/v0.34:Melt_item

Something on that list that has over 100% melting efficiency and is also know to be rather light.

Buckets, chains, and coins come to mind for lead.  Although I rather like lead statues, personally.
Title: Re: DF2014 Question and Answer Thread
Post by: Garath on October 04, 2014, 03:12:41 pm
From reading the wiki it doesn't seem possible, but is there a way to guarantee bit.coal or lignite on your embark map? I've never been capable, ready, and lucky enough to have any at the same time(on fort #12 now.)

guarantee - no
however, coal and lignite are most common in sedimentary layers, so where rivers deposit the erosion from the mountains - yes, the world gen is that complex. Sandstone, chalk, etc. As a bonus, layers that are more likely to contain coal or lignite are also more likely to contain iron. As a bonus bonus, iirc, 3 out of 5 flux stones form sedimentary layers (1 exists as clusters and 1, marble, in deeper layers). As a negative, those sedimentary layers are also quite likely to contain aquifers.
Title: Re: DF2014 Question and Answer Thread
Post by: wuphonsreach on October 04, 2014, 06:28:38 pm
How many Z-levels can the average invader climb up?  Such as the design where you have a dry moat?  Does making the walls of the dry moat out of stone blocks instead of just sand / loam / clay / rough stone help?

My guess is that in DF2014, 1Z deep moats are basically useless, no matter what material you make the walls out of.

My second guess is that 2Z deep moats with rough walls (whatever the layer is made out of) are almost, but not quite useless.

Which leads to my third guess, that the walls of a 2Z deep dry moat would need to be constructed stone block walls to prevent most escapes.  And if that dry moat is up against the wall of the courtyard, the courtyard wall should be at least 2Z tall and made out of stone blocks.
Title: Re: DF2014 Question and Answer Thread
Post by: pisskop on October 05, 2014, 07:51:03 am
Hey ho.  Is water hauling the bucket brigade?  Or does water hauling also include the water to feed prisoners?

Its time to update all my jobs in Dwarf Therapist.
Title: Re: DF2014 Question and Answer Thread
Post by: m-logik on October 05, 2014, 12:15:04 pm
Hey ho.  Is water hauling the bucket brigade?  Or does water hauling also include the water to feed prisoners?

Its time to update all my jobs in Dwarf Therapist.

I'm not certain, but I think that since feed/water is a separate labor under medical labors we can infer that it's a distinct labor from pond filling.

Does anyone know if a vampire can migrate to a fort if there are no vampire histfigs or gods giving out curses in a civ? Can out-of-thin-air migrants be vampires, or will they always be histfigs?
Title: Re: DF2014 Question and Answer Thread
Post by: pisskop on October 05, 2014, 12:38:51 pm
Does anyone know if a vampire can migrate to a fort if there are no vampire histfigs or gods giving out curses in a civ? Can out-of-thin-air migrants be vampires, or will they always be histfigs?

I read recently in my legends the story of a family.  A dwarf child was abducted by the gobbos, raise as a goblin, gave birth to a son, and died in battle.  The son grew up as a goblin, and married a dwarven wife from a dwarven civ.  He moved to a dwarven fort and nobody gave any cares about it.

So maybe, Im thinking, that if a dwarf raised as a goblin can migrate to a dwarven civ, forsaking his old membership in the process, a vampire on the lamb could also do that?  Migrate to a new civ?
Title: Re: DF2014 Question and Answer Thread
Post by: Garath on October 06, 2014, 10:00:03 am
previously, if worldgen didnt give your civ any vampires, none would get to your fort. Now, no clue. Since now they'll actually be cast out from their home and on the move again while you're playing... no clue
Title: Re: DF2014 Question and Answer Thread
Post by: dwarf_reform on October 06, 2014, 04:26:05 pm
Also, is there a DFhack command to remove invaders from the map?

Hope I didn't break the quote.. I'd like to know this too.. For now I'll use the 'liquids' command to surround an enemy with obsidian and then douse him with lava.. Of course, this is ineffective for an 80+ undead siege :P Then again, I dumped a tile of raw lava on a cluster of three or four zombies and, besides that half of those did live, it also started a furious multi-z-level fire that nearly jumped my river and took out my fancy wooden fort ;)

Fire is much more invasive this time around..
Title: Re: DF2014 Question and Answer Thread
Post by: wuphonsreach on October 06, 2014, 08:13:54 pm
What is flammable about a wooden fort?  I thought constructed walls / floors were immune to fire?  Or have things changed in DF2014?
Title: Re: DF2014 Question and Answer Thread
Post by: Telgin on October 07, 2014, 09:52:41 am
No, they're still immune.
Title: Re: DF2014 Question and Answer Thread
Post by: indyofcomo on October 08, 2014, 08:54:09 am
Is there a fog of war-like mechanic to being notified now? My previous fort didn't notify me about a lycanthrope until it was nearly upon me (and thus it got right through my drawbridge defense), and the current one I wasn't notified at all (a caravan guard one-shotted it.)
Title: Re: DF2014 Question and Answer Thread
Post by: pisskop on October 08, 2014, 09:13:56 am
Is there a fog of war-like mechanic to being notified now? My previous fort didn't notify me about a lycanthrope until it was nearly upon me (and thus it got right through my drawbridge defense), and the current one I wasn't notified at all (a caravan guard one-shotted it.)
Sneaking has been revamped.  That includes fortress mode, but since you can see almost anything (and the player character does most of the sneaking in adventure mode) you may not notice it in fortress mode.

Werebeasts would 'spring from ambush' in previous versions.  Now they can fully attack from ambush, so I'm told.  See thread on Stealth WereElephant

http://www.bay12forums.com/smf/index.php?topic=141173.msg5505888#msg5505888
Title: Re: DF2014 Question and Answer Thread
Post by: wuphonsreach on October 08, 2014, 10:38:59 am
Male birds inside glass window boxes are probably more necessary in DF2014 then previous versions.  Or pets attached to chains at key locations. 

http://dwarffortresswiki.org/index.php/DF2014:Defense_guide#Animals

I can't find the link to putting birds inside window rooms and whether that still works in DF2014.

Code: [Select]
WWW
W.W
WWW

Build all but one of the cardinal directions out of glass.  Pasture bird / critter in the center, then put a roof over top and fill in last wall of glass.

There was also something about pasturing birds / animals on top of grates that look down.[/code]
Title: Re: DF2014 Question and Answer Thread
Post by: wuphonsreach on October 08, 2014, 10:47:37 am
Can kittens be infected with the "were-beast" virus?  Can they throw tantrums?  Do they scare were-infected dwarves?

In my most recent fort I had a werebeast attack, it was beat down, but 2-3 more dwarves got infected (and changed at the next moon), bad moods were everywhere, and I had a lot of job cancellation messages that were basically "because of kitten".

I could never figure out which kitten was responsible.  Or whether the dwarf which got scared was one of the infected.
Title: Re: DF2014 Question and Answer Thread
Post by: tonnot98 on October 08, 2014, 04:12:37 pm
How dangerous does this FB sound?

I want to know before I invite it for fun inside.
(http://i.imgur.com/bJdUlpG.png)

It cannot path into my fort, and solid stone is blocking it.

I have not been able to test it's dust, and I've seen it flying around the caverns.
Title: Re: DF2014 Question and Answer Thread
Post by: Telgin on October 08, 2014, 08:03:25 pm
Could be worse, but it all depends on the dust.  As an organic FB it's not difficult to wound at least, unlike a steel or adamantine FB.
Title: Re: DF2014 Question and Answer Thread
Post by: Garath on October 10, 2014, 04:31:38 am
Can kittens be infected with the "were-beast" virus?  Can they throw tantrums?  Do they scare were-infected dwarves?

In my most recent fort I had a werebeast attack, it was beat down, but 2-3 more dwarves got infected (and changed at the next moon), bad moods were everywhere, and I had a lot of job cancellation messages that were basically "because of kitten".

I could never figure out which kitten was responsible.  Or whether the dwarf which got scared was one of the infected.

in previous versions only sentient beings could be infected with werebeast or vampire curse. No clue what the kitten was doing. Maybe it was crowded a while and started attacking anything nearby
Title: Re: DF2014 Question and Answer Thread
Post by: Illogical_Blox on October 10, 2014, 02:10:13 pm
What does "No Trade" mean on the civ list? Does it mean that you are on bad terms, or that you don't meet their requirements?
Title: Re: DF2014 Question and Answer Thread
Post by: tonnot98 on October 11, 2014, 04:14:01 pm
Would removing the [PET_EXOTIC] tag and replacing it with [PET] and [TRAINABLE] tags work to allow me to have war cougars?
Title: Re: DF2014 Question and Answer Thread
Post by: m-logik on October 11, 2014, 07:23:10 pm
Would removing the [PET_EXOTIC] tag and replacing it with [PET] and [TRAINABLE] tags work to allow me to have war cougars?

Just adding [TRAINABLE] will do it.

What does "No Trade" mean on the civ list? Does it mean that you are on bad terms, or that you don't meet their requirements?

The only time I've seen that was when I was embarking on a scorching biome that was dwarf-meltingly hot at embark. My assumption was that it was too hot for traders to survive the journey. I would love confirmation on that supposition.
Title: Re: DF2014 Question and Answer Thread
Post by: Ancalagon_TB on October 12, 2014, 02:25:13 pm
I'm having problems with no migrants showing up.

I'm fairly new and I'm running my second fort.  In the first fort I made a number of mistakes:  I cooked my plump helmets so I didn't have seeds, I barely had any goods to trade with the first dwarven caravan (a few gems), I accidentally floored over the stair well, trapping half my dwarves for months.  The second caravan was made of elves, they took forever to unload their goods, then they climb up a tree or something and were no longer available to trade.   Needless to say, when the first siege showed up (a bunch of zombies) I knew i wasn't ready.

So I tried again.  Mistakes were made but overall it's good.  I have a working farm, lots of wood, zinc ore and iron ore, tons of food and booze, fair amount of goods to trade.  I've traded with the dwarves twice and the humans once.  I've built a wood archery tower (with great difficulty). 

The next step is building a military.  But for that I need more dwarves, and no migrants have showed up.  I just noted a message saying "the envoy didn't show up, strange".  I though that the first few migrant waves were hard coded in.  Yet this has never happened in the first nor second play. 

Why aren't migrants showing up?  Where should I look?

thanks!

Title: Re: DF2014 Question and Answer Thread
Post by: Garath on October 12, 2014, 06:33:49 pm
I don't know for sure - some speculation.

Your civ may be extinct, though it should warn about that before embark if I read the notes right.

your pop-cap is too low

the migrants encountered a bandit group or something on the way to you. Since the world is now actually alive, something may well be killing your migrants before they reach your fort. Especially if the civ you selected at embark (TAB to switch between different screens at embark, + - to select a different civ) is half a world away

Or it's something else I just never encountered yet
Title: Re: DF2014 Question and Answer Thread
Post by: Ancalagon_TB on October 13, 2014, 12:05:00 am
Well, I didn't touch the Pop cap.   I don't think my civ is extinct since I'm receiving regular visit from dwarven merchants... but that may be wrong.  How would I check?  I haven't received any "no migrants show up this time" types of warnings either.  The world is small, with a 125 year history.

Bandits?  Possibly.  I'll note that it's my understanding that migrants arrive every season (so 4 times a year?).  As I've had 3 dwarven caravans visit, a lot of time has passed. 

My fort is doing pretty well, but I need more manpower to create a militia.  It would be a shame if it didn't work out... 
Title: Re: DF2014 Question and Answer Thread
Post by: Uggh on October 13, 2014, 06:01:27 am
Also, is there a DFhack command to remove invaders from the map?
It appears there is no answer yet...
dfhack slayrace can kill all members of a race on the map, with paraneter  "him" only the unit at the cursor. See the readme of dfhack for a complete (?) list of commands and parameters.
Title: Re: DF2014 Question and Answer Thread
Post by: pisskop on October 13, 2014, 09:24:48 am
Spoiler: pic (click to show/hide)

How do I find out what the IDs are?  Ive seen a few items like that, and given that most of those murders happened after I let it loose and it wandered offscreen I have a burning desire to know.  What did he kill those humans with?  How do I find an item's id in the future?

for those of you picturephobic the id is (46919) and the pic is of legends viewer.


---

Nevermind.  I went to the legends mode in DF proper and its a leather dress.  Makes sense.
Title: Re: DF2014 Question and Answer Thread
Post by: greycat on October 13, 2014, 03:44:35 pm
Well, I didn't touch the Pop cap.   I don't think my civ is extinct since I'm receiving regular visit from dwarven merchants... but that may be wrong.  How would I check?

Probably the most authoritative answer you can get would be to press c, select your dwarven civ, and see if it has no leaders.

Quote
Bandits?  Possibly.  I'll note that it's my understanding that migrants arrive every season (so 4 times a year?).  As I've had 3 dwarven caravans visit, a lot of time has passed.

Normally your fortress is eligible for migrants 3 times a year -- in spring, summer and autumn.  Migrants never come in winter, as far as I know.
Title: Re: DF2014 Question and Answer Thread
Post by: Ancalagon_TB on October 13, 2014, 11:39:39 pm
it turns out there was no strict pop cap line, and this somehow interfered with the arival of migrants.  Shortly after fixing this, the number went from 7 to 16 - I now have enough dwarf to build a military!

Now, my next question:  It seems I'm playing in 0.40.05, not .13... can I keep my saved game and switch?  Is there a big difference?

Thank you all for the help :)
Title: Re: DF2014 Question and Answer Thread
Post by: Loci on October 14, 2014, 12:36:44 am
It seems I'm playing in 0.40.05, not .13... can I keep my saved game and switch?  Is there a big difference?

Yes, v0.40.05 saves should be compatible with v0.40.13. Many bugs were fixed in those 8 releases (including the missing strict population cap bug); you can find a list of changes on the wiki (http://dwarffortresswiki.org/index.php/DF2014:Release_information).
Title: Re: DF2014 Question and Answer Thread
Post by: wuphonsreach on October 14, 2014, 07:47:10 am
Note especially the asterisks (*) in the list on the right hand side of:
http://dwarffortresswiki.org/index.php/DF2014:Release_information

(I was curious as to which of the 40.x releases had broken save-game compatibility.)
Title: Re: DF2014 Question and Answer Thread
Post by: tonnot98 on October 17, 2014, 05:05:44 pm
How dangerous does this FB sound?

I want to know before I invite it for fun inside.
(http://i.imgur.com/bJdUlpG.png)

It cannot path into my fort, and solid stone is blocking it.

I have not been able to test it's dust, and I've seen it flying around the caverns.

I finally found it, but on the third cavern level instead of the 2nd where he was originally. His "deadly dust" was called "Boiling Extract" in the combat logs, and I can only assume that it was melting the dwarves almost instantly. I lost my champion and quite a few weapon masters before he fell to a lucky headshot.
Title: Re: DF2014 Question and Answer Thread
Post by: pisskop on October 17, 2014, 05:36:49 pm
Hey, what's emotional shock do?  Is that any different than 'mortally afraid'?
Title: Re: DF2014 Question and Answer Thread
Post by: Bearskie on October 18, 2014, 01:07:08 am
Say, I've just had my first dragon attack, and I managed to trap him behind some fortifications eventually (hoping to UNLEASH DRAGONFIRE upon my enemies).

Unfortunately, right now the entire countryside is on !!FIRE!!, which is worrying me enough to order my dwarves to stay in the fort. Will I have to just wait out the fire, or is it safe enough to just let my dwarves do their outside business without bringing a whole barrel of fun back to my fortress?
Title: Re: DF2014 Question and Answer Thread
Post by: Larix on October 18, 2014, 07:11:11 am
Dwarfs are awful at fire safety. If there's a wildfire around, beards will only avoid currently-burning tiles, so when the fire spreads, it can spread right onto them, turning Urist McHerbalist into ‼Smokey the Dwarf‼ . Fortress parts in soil are also quite susceptible when the caverns have been breached - cavern vegetation burns nicely.
Title: Re: DF2014 Question and Answer Thread
Post by: Bearskie on October 18, 2014, 12:10:10 pm
That answers one of my questions; I was gonna ask why my dwarves decided to avoid going through my main entrance and instead take the long 400-odd steps to a different entrance, but I guess they're too terrified of the burning refuse pile next to it that they dare not use the main gates.
Title: Re: DF2014 Question and Answer Thread
Post by: tonnot98 on October 19, 2014, 05:39:47 pm
How many megabeasts is the "Very High" megabeast setting? I wish to make a world with much more than that, and I need to know how much it actually is.
Title: Re: DF2014 Question and Answer Thread
Post by: pisskop on October 19, 2014, 05:42:45 pm
Gen a very short world with it and ex(p)ort it.  worldgen paramiters should tell you.  my guess  offhand is 200 or its size dependent
Title: Re: DF2014 Question and Answer Thread
Post by: ptb_ptb on October 20, 2014, 06:38:35 am
How have weapons changed in DF2014? (Briefly)
Title: Re: DF2014 Question and Answer Thread
Post by: Telgin on October 20, 2014, 09:10:32 am
Whips (and maybe scourges), bows and crossbows were all made less deadly.  I'm not sure what the precise differences are for whips, but armor actually helps against bows and crossbows now.

I don't think anything else has significantly changed.
Title: Re: DF2014 Question and Answer Thread
Post by: greycat on October 20, 2014, 03:21:39 pm
It's been almost two seasons, and fire is still razing the hills of Nourishedfloors. Any ETA on when will it finally die out? Quarantine is turning into more than a minor hassle right now.

Usually a fire spreads until every grass- or moss-covered tile on the entire Z-level has been burnt, unless there are large physical barriers to stop the spread of the fire.
Title: Re: DF2014 Question and Answer Thread
Post by: Nikow on October 20, 2014, 04:26:50 pm
It's been almost two seasons, and fire is still razing the hills of Nourishedfloors. Any ETA on when will it finally die out? Quarantine is turning into more than a minor hassle right now.

Usually a fire spreads until every grass- or moss-covered tile on the entire Z-level has been burnt, unless there are large physical barriers to stop the spread of the fire.
Or water?
Title: Re: DF2014 Question and Answer Thread
Post by: pisskop on October 20, 2014, 05:13:09 pm
Does anybody know why dwarves wont typically start wars?  They defend quite well, but usually arent aggressors themselves.  Elves have no issue doing such things . . .
Title: Re: DF2014 Question and Answer Thread
Post by: Garath on October 20, 2014, 05:15:17 pm
It's been almost two seasons, and fire is still razing the hills of Nourishedfloors. Any ETA on when will it finally die out? Quarantine is turning into more than a minor hassle right now.

Usually a fire spreads until every grass- or moss-covered tile on the entire Z-level has been burnt, unless there are large physical barriers to stop the spread of the fire.
Or water?

a river is a physical barrier, dunno about rain. You can make dirt roads to stamp down the grass so the fire won't spread
Title: Re: DF2014 Question and Answer Thread
Post by: CatKate on October 21, 2014, 05:58:23 am
Hey guys,

one question concerning aquifers:

I am currently playing a map with aquifers and different biomes. Last four or five days (oh my god ...) I spent with digging through eight layers of aquifer using the double slit. "Near" the biome borders the aquifer is fluctuating horribly, I am encountering water virtually everywhere - enough to make me stop that fortress. And I also have struck the caverns, and all this with my dwarfs settling into two layers of sand so far. I guess I will start a new one.

My question:
I guess these fluctuating aquifers are a result of the biomes meeting - or can I encounter these in a single-biome aquifer map, too? Guess this would rule the aquifers out for now ...

Second question:
Is there a way to safely dig up to an aquifer (without actually piercing it)? Since stairs won't reveal the tile one z-level above I don't get no "damp" warning this way ...

[Edit] Oh, and third question:
How does an quifer behave if an aquifer biome meets an no-aquifer biome? Will it simply stop? Or also fluctuate wildly?

Thanks for your help!
Cheers,
Cat
Title: Re: DF2014 Question and Answer Thread
Post by: pisskop on October 21, 2014, 06:04:50 am
1: aquifers an vary in depth based on ground level and what comprises them.  These all can hold aquifers, and will do so throughout their whole level.  If they go all the way to the magma sea and one tile holds the aquifer, than the aquifer goes all the way to the magma sea.
Spoiler (click to show/hide)

So it does vary a bit, and is further complicated by height (what is considered '0 zlevel') and by veins of gems and ore.  Ores and gems may not carry the aquifer, meaning with a big enough cluster of them you can dig through them.

This page should help some
http://dwarffortresswiki.org/index.php/DF2014:Aquifer

And AFA seeing the aquife 'above'.  Nope.  Its a blind guess, so be sure to secure all tunnels, lest your fort flood.
Title: Re: DF2014 Question and Answer Thread
Post by: Bearskie on October 21, 2014, 12:46:02 pm
(Sorry about the previous question, TEMPERATURE was off in the d_init :P)

This is a finely-crafted large rose cut yellow diamond. It is decorated with reindeer antler. This object is showing some wear.

It's also been !!burning!! for about an entire year now after I switched TEMPERATURE back on. Is this supposed to be normal? The room is sealed completely btw, not sure if that affects it.

Title: Re: DF2014 Question and Answer Thread
Post by: pisskop on October 21, 2014, 12:49:25 pm
(Sorry about the previous question, TEMPERATURE was off in the d_init :P)

This is a finely-crafted large rose cut yellow diamond. It is decorated with reindeer antler. This object is showing some wear.

It's also been !!burning!! for about an entire year now after I switched TEMPERATURE back on. Is this supposed to be normal? The room is sealed completely btw, not sure if that affects it.


Sounds buggy, but lignite burns for about  months.
http://dwarffortresswiki.org/index.php/DF2014:Lignite
For the record, I have never seen lignite actually burn its life
Title: Re: DF2014 Question and Answer Thread
Post by: smjjames on October 21, 2014, 01:24:23 pm
Does anybody know why dwarves wont typically start wars?  They defend quite well, but usually arent aggressors themselves.  Elves have no issue doing such things . . .

Until you start adventure mode or fort mode and they just absolutely fail at defending.

No idea anyway, in the various worldgens I've done for adventure mode, I've never seen one which started a war. It's probably a bug, but someone would have to do some research to see why they're not starting wars.
Title: Re: DF2014 Question and Answer Thread
Post by: pisskop on October 21, 2014, 01:45:47 pm
Does anybody know why dwarves wont typically start wars?  They defend quite well, but usually arent aggressors themselves.  Elves have no issue doing such things . . .

Until you start adventure mode or fort mode and they just absolutely fail at defending.

No idea anyway, in the various worldgens I've done for adventure mode, I've never seen one which started a war. It's probably a bug, but someone would have to do some research to see why they're not starting wars.
???  Maybe in your worlds, where they prance like little faeries :P . . . but in my worlds they still come out okay more than not . . . though they do lose more often than last version and are completely passive.

Elves are warmongers, Dwarfs hippie isolationists?

Spoiler: Dwarf1 (click to show/hide)
Spoiler: dwarf2 (click to show/hide)
Spoiler: dwarf3 (click to show/hide)
Spoiler: Elf1 (click to show/hide)

And that was a peaceful elven civ, in that they were only minor spats. 

---

In my worlds, more often than not its goblins who are pacifistic or submissive in nature, and elves are most often at war with dwarves.
Title: Re: DF2014 Question and Answer Thread
Post by: smjjames on October 21, 2014, 02:11:42 pm
I was talking about starting wars, not defending and then gaining sites that way.
Title: Re: DF2014 Question and Answer Thread
Post by: Nikow on October 21, 2014, 07:13:16 pm
It's been almost two seasons, and fire is still razing the hills of Nourishedfloors. Any ETA on when will it finally die out? Quarantine is turning into more than a minor hassle right now.

Usually a fire spreads until every grass- or moss-covered tile on the entire Z-level has been burnt, unless there are large physical barriers to stop the spread of the fire.
Or water?

a river is a physical barrier, dunno about rain. You can make dirt roads to stamp down the grass so the fire won't spread
Last time when i was dealing with constant fire i just flooded it using pumps enginnering.
Title: Re: DF2014 Question and Answer Thread
Post by: pisskop on October 21, 2014, 07:18:10 pm
I ignore them, since Im usually the one setting it or I dont want to meet what did.  They will eventually burn out, and since we dont yet have dwarven firefighters . . .  Or convenient ways to start a fire
Title: Re: DF2014 Question and Answer Thread
Post by: CatKate on October 22, 2014, 04:24:02 am
Thank you guys for your last answers!

I would have one other question, though. [Edit: Solved!]

A horse died recently in my fortress, due to starvation due to being besieged by necros in my first year. I would like to butcher it before it is raised from the dead, but nothing happens.

Facts:
Idle dwarves with "Butchery" and "Haul Refuse" available
The yet unrotten corpse
A job in the butchery (created by myself)
Haul refuse in the outside in the standing orders activated
The corpse forbidden and reclaimed
The corpse moved to dump, moved into a refuse pile (which is promptly done when I move the pile)
All relevant piles are very nearby, i.e. 5 tiles or less, from the butchery.

What happens?
Job cancellation, error message "Needs butcherable unrotten item nearby"

Any ideas?
[Reading the wiki helps. Tame creatures must be slaughtered alive and cannot be butchered ...]

Thanks for your input!
Cheers,
Cat
Title: Re: DF2014 Question and Answer Thread
Post by: Stormfeather on October 22, 2014, 01:19:09 pm
Since I haven't found any discussion in the thread on it recently... has anyone figured out/has it changed so that there's any use for plants like garlic and lentils? Or do they just take up space? I noticed the wiki says they can't be eaten, or cooked, or anything.

Also, what counts as a fruit for brewing purposes? Anyone know? Because I haven't yet seen that option come up (although I haven't been playing .40.* very long, since I was waiting to get a new computer that won't kill my forts right away from FPS death).
Title: Re: DF2014 Question and Answer Thread
Post by: pisskop on October 22, 2014, 01:23:44 pm
Code: [Select]
[USE_MATERIAL_TEMPLATE:BULB:FRUIT_TEMPLATE] not a bud or fruit, grows on stem
[EDIBLE_VERMIN]
[EDIBLE_RAW]
[EDIBLE_COOKED]
[STOCKPILE_PLANT_GROWTH]
[USE_MATERIAL_TEMPLATE:SEED:SEED_TEMPLATE]
[MATERIAL_VALUE:3]
[EDIBLE_VERMIN]
[EDIBLE_COOKED]
[SEED:garlic seed:garlic seeds:0:0:1:LOCAL_PLANT_MAT:SEED]
[FREQUENCY:50]
garlic can be cooked and eaten, and both their seeds can be.

anywho  adding
      [EDIBLE_RAW]
      [EDIBLE_COOKED]
to any material will allow it to be edible either raw or cook, respectively.

adding
      [STOCKPILE_PLANT_GROWTH]
presumably lets it be stored in the flood stockpile as edible crap.
Title: Re: DF2014 Question and Answer Thread
Post by: greycat on October 22, 2014, 03:24:28 pm
Also, what counts as a fruit for brewing purposes? Anyone know? Because I haven't yet seen that option come up

Last time I played, the only way to get brewable fruits was to bring them with you on embark, or to buy them from elves.  I think the next release after 0.40.13 is supposed to fix fruits, or at least some of them.
Title: Re: DF2014 Question and Answer Thread
Post by: Stormfeather on October 22, 2014, 03:35:54 pm
Ah, so it's specifically tree fruits, not berries and such. Gotcha.
Title: Re: DF2014 Question and Answer Thread
Post by: taptap on October 23, 2014, 06:26:14 am
I had my not so well equipped but tough as hell (and quick to heal) militia commander accidentally drop 16 z levels on an obsidian floor (I have seen ogres and trolls die to that fall). Surviving the fall with lots of broken bones (both arms and legs some multiple, left shoulder, minor stuff) - resulting in me hastily setting up wells, hospital and soap industry. Now, almost a year later, she is completely healed of wounds seen on the description screen, but one wound (shoulder) got infected in the process - I was late w/ the soap I guess.

What will happen with the infection? Is there a chance for it to go away - will it stay - or will it eventually kill her?
Title: Re: DF2014 Question and Answer Thread
Post by: pisskop on October 23, 2014, 06:34:43 am
Infections are pretty permanent and may be deadly.  Once caught they  cannot be cured and can kill, even if years later.  Luckily though, itappears to be a pretty low chance.  Im not sure I can count on one hand how many dwarves die of infection outside the hospital
Title: Re: DF2014 Question and Answer Thread
Post by: Telgin on October 23, 2014, 07:28:33 am
Some infections will go away on their own eventually.  There's nothing you can do in game to help it once it's there, but sometimes they'll cure themselves.  I believe it's related to the healing rate of the tissue that's infected, as well as healing rate of the dwarf in general.  Because of that, tissues that don't naturally heal (such as finger nails and noses) will never recover once infected and can lead to death.  Tissues that normally heal aren't as dangerous, but can still lead to death if you're unlucky.
Title: Re: DF2014 Question and Answer Thread
Post by: Zorromorph on October 24, 2014, 02:43:36 am
I haven't played in quite a while, so this is my first venture into this version.  One thing I noticed right away is that instead of taking the plants to the food stockpile and putting them in a barrel there, my herbalist dwarfs are brilliantly hauling the barrel all the way to where they found a small onion plant(or whatever), putting it in the barrel, then hauling the barrel all the way back -- is there anything I can do about this aside from laughing at them? 
Title: Re: DF2014 Question and Answer Thread
Post by: greycat on October 24, 2014, 07:41:17 am
my herbalist dwarfs are brilliantly hauling the barrel all the way to where they found a small onion plant(or whatever), putting it in the barrel, then hauling the barrel all the way back -- is there anything I can do about this aside from laughing at them?

Disable barrels in your "accept from anywhere" plant stockpile.  Have that stockpile give to other stockpiles, which may or may not allow barrels, depending on your preferences.
Title: Re: DF2014 Question and Answer Thread
Post by: pisskop on October 24, 2014, 09:14:30 am
Hi.  what does this mean, in context?  Im baffled that social evolution is happening to my adventurer and I could have easily missed that little remark.

Spoiler (click to show/hide)

  -background:

-Ive killed allies before as this character.  The dummy wouldnt take out the crutch I gave him so I stabbitied his head until he dropped it.
-I was just ambushed by (very) poor raiders.  We (mostly I) murderated them handily.
-I have 50 names kills to my name, and they are relatively new to my company (if you disregard fast traveling through 1/8 of the world new)
-I trade them things regularly as payment and am always bragging about my kills.
-He recently took a nasty bolt to his hand, and it lost grasping functionality.

 My question relates more to what that statement implies.  Am I asserting dominance, cautioning against treachery, or advising him to take is easy?  Its clearly a social evolution of our relationship, but how much do we know about that?
Title: Re: DF2014 Question and Answer Thread
Post by: CatKate on October 24, 2014, 10:01:51 am
I am currently hunting a Giant Slug with my crossbowmendwarves. I find it hilarious that the slug in fact can "jump away from the flying <highwood bolt> ... but to my question:

The fight is happening in the great outside, no walls, no nothing, except a few trees. My dwarves open fire while they are quite far away ... but continue to approach the thing until they are in melee range! While this is no real problem against the slug, it will be against anything that is able to strike back. Is this behaviour normal? Or how can I stop them approaching that closely? They all have bolts left in their quiver, and they are NOT doing any melee attacks, but getting so close seems not the right thing to do ...

Thanks for your input!
Cheers,
Cat
{watching a poor dwarf hauling a corpse <Giant Slug> to the butchery, moving one tile every five seconds or so ...}
Title: Re: DF2014 Question and Answer Thread
Post by: pisskop on October 24, 2014, 10:12:06 am
I am currently hunting a Giant Slug with my crossbowmendwarves. I find it hilarious that the slug in fact can "jump away from the flying <highwood bolt> ... but to my question:

The fight is happening in the great outside, no walls, no nothing, except a few trees. My dwarves open fire while they are quite far away ... but continue to approach the thing until they are in melee range! While this is no real problem against the slug, it will be against anything that is able to strike back. Is this behaviour normal? Or how can I stop them approaching that closely? They all have bolts left in their quiver, and they are NOT doing any melee attacks, but getting so close seems not the right thing to do ...

Thanks for your input!
Cheers,
Cat
{watching a poor dwarf hauling a corpse <Giant Slug> to the butchery, moving one tile every five seconds or so ...}
They may not all have bolts, may have run out of bolts, or may feel they have more skill smashing things with their hammer skill than shooting.

They also may not be properly equipped (i.e. you gave them a second weapon, and they picked up that before their crossbow, causing them be be unable to fire)

---

Check their inventories, esp their quivers.  If they have bolts review their uniforms and if they dont all have bolts consider allotting more bolts for them. 
Title: Re: DF2014 Question and Answer Thread
Post by: CatKate on October 24, 2014, 10:12:55 am
Oh, and one more question:
Where can I look up the exploits my dwarves did? I always thought they would be listed in the "Thoughts and preferences" screen, but for example the fight with the slug is not listed on any of my dwarves' screen ... Or do only weapons get such a "kill listing"? Would be weird if weapons got it and dwarves didn't ...

Thank you!
Cheers,
Cat
Title: Re: DF2014 Question and Answer Thread
Post by: CatKate on October 24, 2014, 10:29:38 am
Hey pisskop, thank you very much for your answer!

The dwarves after combat:
Spoiler (click to show/hide)

So no hammerers at all, the only melee skills with No.#4 dwarf and these only defensives, all had bolts and none had melees weapons. Maybe some trees obscured line of sights so the dwarves felt compelled to approach with each loss of LOS?

Cheers.
Title: Re: DF2014 Question and Answer Thread
Post by: greycat on October 24, 2014, 05:31:49 pm
Where can I look up the exploits my dwarves did? I always thought they would be listed in the "Thoughts and preferences" screen, but for example the fight with the slug is not listed on any of my dwarves' screen ... Or do only weapons get such a "kill listing"? Would be weird if weapons got it and dwarves didn't ...

If the dwarf is credited with a kill, it will be shown in a new section of the Thoughts & Preferences screen.  Otherwise, that particular screen doesn't show fights the dwarf has been in.  You'd need to review the combat reports for that (and those expire after a little while).
Title: Re: DF2014 Question and Answer Thread
Post by: tonnot98 on October 25, 2014, 10:54:49 am
Are war-trained drunians and crundles a good idea for a fort, or should I just butcher them?
Title: Re: DF2014 Question and Answer Thread
Post by: pisskop on October 25, 2014, 11:03:55 am
Are war-trained drunians and crundles a good idea for a fort, or should I just butcher them?
Given the size of crundles Id say no, but if you want them theyd be no worse than dingos.  Or imo, at least.

 Drunians are better suited for it.
Title: Re: DF2014 Question and Answer Thread
Post by: tonnot98 on October 25, 2014, 03:47:11 pm
Some of my animals are randomly bleeding to death/being found dead, with no combat logs!

I have recently fought a forgotten beast, in which everyone that was fighting him mysteriously died a couple of seconds after the FB died. But this started happening 3 months after I dealt with the FB!

The FB had deadly dust, that was both a frozen extract, and a boiling extract. The dust appeared as frozen extract, but reported it in the combat logs as boiling extract, and only the frozen extract was left on the dwarves' items.
Title: Re: DF2014 Question and Answer Thread
Post by: pisskop on October 25, 2014, 03:52:00 pm
Some of my animals are randomly bleeding to death/being found dead, with no combat logs!

I have recently fought a forgotten beast, in which everyone that was fighting him mysteriously died a couple of seconds after the FB died. But this started happening 3 months after I dealt with the FB!

The FB had deadly dust, that was both a frozen extract, and a boiling extract. The dust appeared as frozen extract, but reported it in the combat logs as boiling extract, and only the frozen extract was left on the dwarves' items.

It can spread, which may be happening.  A dwarf grabs that dust covered knife, and puts it in the stockpile.  Now its on the weapons, and his glove.

He takes off the glove and puts it in the common room, and a hauler puts the weapon into a bin.  Now its on the glove of the hauler, in the common room, and on the gauntlet of the new militia member who takes that weapon.

A flood happens in the common room, or some bleeding dog comes by.  The blood pools up, and the dog who steps in the tile with the glove gets some on his paw.  The blood leaks off him and spreads blood laced with FB dust that way.

It can be nasty, and on of the easiest way to stop it is to decontaminate everything with a trench or a controlled flood.  You dont have to drain the water, so long as all the extract gets shoved onto a wall.  But grates and bars are the best, they filter the stuff out, an afterwards you can deconstruct, reconstruct it to clean it off.
Title: Re: DF2014 Question and Answer Thread
Post by: tonnot98 on October 25, 2014, 04:34:57 pm
-snip-
I found some extract on my swordmaster's hood, but he doesn't seem to be affected by it.

Wasn't it something like this that ruined battlefailed?

Edit: A bunch of cats are dying, and they're all covered in dwarf blood...

Edit2: A ton of dogs and cats just died within a minute, and now a dwarf is throwing a tantrum! I have no means of causing a controlled flood in my fort, because of the layout, any kind of flood would do MASSIVE damage.

Edit3: That tantruming dwarf just one-shot a fish cleaner while he was sleeping...
Title: Re: DF2014 Question and Answer Thread
Post by: laularukyrumo on October 25, 2014, 05:18:02 pm
I've got a grand total of two plump helmet spawn planted among my four farming plots... There's a pile of seeds in a stockpile, with no stockpile links, and no stockpile has ever been linked to the farms. Yet it insists that I don't have plump helmet seeds. :( How fix?
Title: Re: DF2014 Question and Answer Thread
Post by: Stormfeather on October 25, 2014, 10:53:23 pm
Could be a lot of things.

-Make sure you have enough dwarfs with the appropriate labor(s) that aren't doing stuff like, say, hauling jobs. Or other farming-related tasks. Or whatever.

-Make sure nothing's forbidden - the plots, the seeds, the containers for the seeds, whatever.

-I tend to not allow barrels in my seed stockpiles, because it makes the jobs even more impossible - it's bad enough that one bag of seeds that's currently being used or put into a stockpile or whatever doesn't "register" for dwarfs looking to do the planting job, but if that bag happens to be in a barrel, with a bunch of other seed bags, and the whole barrel is being carried/stocked/whatever... yeah, bad.

-Make sure the plots and seeds are both accessible. (Probably, if you have two planted, but you never know).

-Probably various other things I'm not thinking of atm since it's like almost midnight and I'm tired.

I'm guessing it's probably that you have barrels in the stockpile, or the bags are being passed around more than usual, or whatever, since that sounds like the issue when it doesn't seem to recognize that the seeds exist. But you never know.


Title: Re: DF2014 Question and Answer Thread
Post by: laularukyrumo on October 25, 2014, 11:35:01 pm
Big fat nope, and here's why: there are like, a dozen and a half seeds sitting in the stockpile, unforbidden, each in their own tile and in neither a bag nor a barrel. What's more, the q-menu of the farm plot specifically says "no seeds available"... but only next to Plump Helmets. (Despite it being winter and not having any dimple cups seeds because fuck dye-only plants.) It does NOT say "no seeds available for this location"... I dunno if those are different errors though. Either way, I'm actually almost tempted to call bug, if we don't get shit worked out soon. And yeah, I know for sure the seeds are accessible cause they were just hauled by hand... 99% sure the plot is, but I can just dig and irrigate another if it comes down to it. I guess. Highly unlikely though.
Title: Re: DF2014 Question and Answer Thread
Post by: taptap on October 26, 2014, 05:15:36 am
Anyone else problems with cutting multilevel mushrooms in the caverns? I had some where ramps kept hanging around in the air - while others fell fine.
Title: Re: DF2014 Question and Answer Thread
Post by: taptap on October 26, 2014, 06:42:41 am
What is the best way to build a slow and space/resource-efficient repeater? Say to trigger an event about daily?
Title: Re: DF2014 Question and Answer Thread
Post by: ptb_ptb on October 26, 2014, 06:51:53 am
What is the best way to build a slow and space/resource-efficient repeater? Say to trigger an event about daily?
* Cut one leg off a dwarf.
* Assign him to lever pulling and have a two levers on the opposite side of the map from each other
* ... ?
* Profit

Sorry, I don't really have any idea. The thought of a very slow moving dwarf as vital component just popped into my head. :P
Using pressure plates with a long thin aqueduct might work, but not be very space efficient at all.
Title: Re: DF2014 Question and Answer Thread
Post by: Nikow on October 26, 2014, 07:58:13 am
What is the best way to build a slow and space/resource-efficient repeater? Say to trigger an event about daily?


1. Lever with pull orders seted to repeat in front of dinning hall, with a lot of good mechanisms (to bump in room value).
2. pressplate in your fort entrance or other crowdered place.
3. Not that easy like two above, place minecart onto looped tracks, who will be pushing pressplate.
Title: Re: DF2014 Question and Answer Thread
Post by: Stormfeather on October 26, 2014, 10:51:24 am
Unfortunately, the one-legged dwarf thing would only work until he got better at crutch-walking.

Anyhow, I have a(nother) question of my own - is there any quick way to jump to the center of the map? I mean natively, not by using the hotkeys you set up.

I'm wondering because I'm analprecise and like to have my core fortress (especially the stairwells) centered, so it gives me the same room to dig in every direction and one central point that accesses everything without huuuge amounts of travel across the entire map on a floor.

*cough* anyway.

I ended up with an embark where because of large trees, etc., the starting wagon was way way way offcenter, and I ended up having to do counting exercises to figure out the center. (I guess I COULD have just winged it and all, but enh. It would bug me later on.) So I got to wondering if there's a quicker way to get to "oh hey, center!"
Title: Re: DF2014 Question and Answer Thread
Post by: laularukyrumo on October 26, 2014, 11:04:17 am
I'd expect it to be trivial on a 3x3 (or 5x5 but why would you do that) embark, but good luck on 4x4. Just guessing. I don't think there's actually a feature in-game to do that.
Title: Re: DF2014 Question and Answer Thread
Post by: Stormfeather on October 26, 2014, 11:25:07 am
Oh, and re: the planting thing:

Last version and this one I've had problems on two embarks (one last time, and my current one this version) where farm plots for my outside plot are being canceled during building, because of "cannot reach site." This seems to be (best I can guess) from being covered with huge amounts of wood from chopping the trees/tree roots in the area, even though normally the dwarfs will just move stuff like that off the plot-to-be. Maybe because there's not enough nearby room or something. Or it could just totally and completely be a bug.

At any rate, wonder if it's related somehow. Although I doubt it, if yours is underground (cause plump helmets). At least not if it's caused by huge amounts of Stuff, and not just Random Bug. Plus it seems to be different error messages.
Title: Re: DF2014 Question and Answer Thread
Post by: FrankyPlaysGames on October 26, 2014, 11:28:18 am
Oh, and re: the planting thing:

Last version and this one I've had problems on two embarks (one last time, and my current one this version) where farm plots for my outside plot are being canceled during building, because of "cannot reach site." This seems to be (best I can guess) from being covered with huge amounts of wood from chopping the trees/tree roots in the area, even though normally the dwarfs will just move stuff like that off the plot-to-be. Maybe because there's not enough nearby room or something. Or it could just totally and completely be a bug.

At any rate, wonder if it's related somehow. Although I doubt it, if yours is underground (cause plump helmets). At least not if it's caused by huge amounts of Stuff, and not just Random Bug. Plus it seems to be different error messages.
This happened to me, I just removed it and rebuilt it twice until he actually did it. Ttrees could have definitely been the root of the cause if u c wut i did thar. 
Title: Re: DF2014 Question and Answer Thread
Post by: Bumber on October 27, 2014, 12:13:39 am
What is the best way to build a slow and space/resource-efficient repeater? Say to trigger an event about daily?
Two pieces of track, a minecart, and a pressure plate. Pressure plate is set to trigger on track (default weights are okay.) Two stops are defined to guide the minecart on and off the pressure plate always every 1 day. You may set one to always immediately if you want a short pulse instead of switching states everyday. Uses a 1x2 area, a log, a rock, and dwarf power.

The tracks wouldn't actually be necessary except for the fact that the pressure plate won't work without a track underneath.
Title: Re: DF2014 Question and Answer Thread
Post by: taptap on October 27, 2014, 05:31:13 am
What is the best way to build a slow and space/resource-efficient repeater? Say to trigger an event about daily?
Two pieces of track, a minecart, and a pressure plate. Pressure plate is set to trigger on track (default weights are okay.) Two stops are defined to guide the minecart on and off the pressure plate always every 1 day. You may set one to always immediately if you want a short pulse instead of switching states everyday. Uses a 1x2 area, a log, a rock, and dwarf power.

The tracks wouldn't actually be necessary except for the fact that the pressure plate won't work without a track underneath.

Thanks, didn't occur to me that it can be that simple.

Sadly, I have to abandon the fort. Despite my attempts to salvage FPS, I currently am below 20 with 30 dwarves, most of them idle. If I attempt to do sth. it collapses down to 10-12. That is on a 2x2 4th year embark in a pocket region w/ shortish history.
Title: Re: DF2014 Question and Answer Thread
Post by: nekoexmachina on October 27, 2014, 08:49:28 am
My baron was killed in 1 day after he was appointed. Should I expect in DF2014 that I will have new baron come up by himself at some point?
Title: Re: DF2014 Question and Answer Thread
Post by: tonnot98 on October 27, 2014, 09:42:25 am
How effective are diamond horns against a steel breastplate?

Also, has anyone found out if there are forgotten beasts that aren't the only ones of their kind? If it's an animal FB that has a kin somewhere, would it be able to breed?
Title: Re: DF2014 Question and Answer Thread
Post by: Garath on October 27, 2014, 12:00:25 pm
horns and hooves used to be absolute killers (War Yak!), diamond horns sound scary

as far as I know, FB and titans can't breed or interbreed
Title: Re: DF2014 Question and Answer Thread
Post by: pisskop on October 27, 2014, 12:10:14 pm
horns and hooves used to be absolute killers (War Yak!), diamond horns sound scary

as far as I know, FB and titans can't breed or interbreed
They are actually unique creatures, each one.
Title: Re: DF2014 Question and Answer Thread
Post by: taptap on October 27, 2014, 03:30:55 pm
Digging diagonally upwards does not seem to work. Am I missing something?
Title: Re: DF2014 Question and Answer Thread
Post by: Stormfeather on October 27, 2014, 04:39:17 pm
Out of curiosity, has anyone successfully kept bees in the last couple versions? Since I've restarted playing, I haven't managed to get one single hive on my maps, apparently. :/ Am I just unlucky, or are they very rare now, or is it, heh, bugged?
Title: Re: DF2014 Question and Answer Thread
Post by: Badger Storm on October 27, 2014, 06:10:49 pm
I have managed to get a little bit of honey and wax, but not a whole lot.  I'll have to do more beekeeping attempts to see how it pans out.

For that matter, how do I stepladder in this newest version? 
Title: Re: DF2014 Question and Answer Thread
Post by: Stormfeather on October 27, 2014, 07:28:08 pm
My understanding is that dwarfs will automatically use it to reach things they're supposed to harvest, but I'm not 100% sure. (And also I THINK you place the gathering zone around the base of the tree, not up in the branches where the fruit presumably is, but again, not 100% sure.)

You start off with a stepladder on your embark (unless you remove it from the list of course), and can make more at the carpenters' workshop.
Title: Re: DF2014 Question and Answer Thread
Post by: Larix on October 27, 2014, 09:23:45 pm
It was one of the first things i've tried in 0.40.14: the new plant "g"ather zone definition (garbage "d"umps have moved to "d") comes with the "G" zone specifications which allow you to order which gathering actions should be done there. By default, dwarfs will pick plant parts (fruits of bushes, leaves of the various "spice" plants etc.), pick up fallen fruit and harvest fruit from tree branches with the help of stepladders. The latter looks like they put the ladder on the floor beneath the tree and then climb up a few levels, "cleaning" the branches of fruit. Picking fallen fruit will also remove the "fruit cover" visuals from the floor.

All those jobs will auto-trigger when the relevant plant parts become available (and when enough ladders are available for plucking).

Beekeeping still works, but bees are not as common in recent versions. I think they're absent from "cold" biomes now and may be rare in temperate ones.
Title: Re: DF2014 Question and Answer Thread
Post by: Badger Storm on October 28, 2014, 03:31:42 am
All but one or two of my bee'd embarks have been in tropical biomes, so I can vouch for that.

There isn't a "construct stepladder" option on the list in my carpenter's shop.  Could it have anything to do with the fact that I brought these games over from a previous version?  There appear to be stepladder raws in both entity_default and item_tool.

EDIT: Genned a new world which does appear to have stepladder.  Now I just have to figure out how & what to copy-paste into the old save files...
Title: Re: DF2014 Question and Answer Thread
Post by: Bogus on October 28, 2014, 06:30:35 am
By default, dwarfs will pick plant parts (fruits of bushes, leaves of the various "spice" plants etc.)

does that mean that you no longer need the "process plant to bag" reaction for leaf-bearing plants? what about farmers, will they harvest growth from plants in the same way herbalists do?
Title: Re: DF2014 Question and Answer Thread
Post by: Badger Storm on October 28, 2014, 07:11:17 am
I'm having trouble updating my existing saves so they have stepladders in them.  I copied the stepladder stuff from entity_default and item_tool into the old saves, but after rebooting the game, nothing.  When I pasted it into entity_default, it didn't "line up" with the extant tools - the line of text stuck waaaaay out to the left.  Could this have something to do with it not working?  Am I missing something?
Title: Re: DF2014 Question and Answer Thread
Post by: Telgin on October 28, 2014, 07:30:46 am
You can't get stepladders in existing saves (barring maybe intervention from DFHack that's beyond my knowledge), because the game has already assigned the list of available items to your civilization and that isn't repopulated for your fort if you change it in the current save.  Not sure if it will affect new forts in that world or not, but I don't think so.

Most things can be changed in ongoing saves, but adding items and reactions are two big ones that can't be done.

The whitespace formatting in the file doesn't matter much so long as it's on its own line.
Title: Re: DF2014 Question and Answer Thread
Post by: Garath on October 28, 2014, 10:50:05 am
Digging diagonally upwards does not seem to work. Am I missing something?

it's just not possible
Title: Re: DF2014 Question and Answer Thread
Post by: Badger Storm on October 29, 2014, 05:07:09 am
You can't get stepladders in existing saves (barring maybe intervention from DFHack that's beyond my knowledge), because the game has already assigned the list of available items to your civilization and that isn't repopulated for your fort if you change it in the current save.  Not sure if it will affect new forts in that world or not, but I don't think so.

Most things can be changed in ongoing saves, but adding items and reactions are two big ones that can't be done.

The whitespace formatting in the file doesn't matter much so long as it's on its own line.

Badger Storm cancels Reply: Too Disappointed
Title: Re: DF2014 Question and Answer Thread
Post by: Zorromorph on October 29, 2014, 11:34:47 pm
Quote from: greycat
Disable barrels in your "accept from anywhere" plant stockpile.  Have that stockpile give to other stockpiles, which may or may not allow barrels, depending on your preferences.

Thank you for this.  I will definitely need to work on a proper 'stockpile chain' and use the give to/take from stuff.  Gotta adjust my setup from what I was used to before. 

Another question that I've seen conflicting information on:  is there a known limit to how high climbers can climb?  I.e., does it do me a good to have a(for example) 3-zlevel high wall, or is that no better than one 1-high? 
Title: Re: DF2014 Question and Answer Thread
Post by: Number7 on October 30, 2014, 01:32:41 am
i set a zone over land and a mirky pond and also set a pond area (the pond area being a hole and all the tiles around it) to get my dwarves to dump water in for farming. We have buckets but none of the dwarves are doing anything, what am i doing wrong? i usually just farm in soil as is but theres none on this embark
Title: Re: DF2014 Question and Answer Thread
Post by: Nikow on October 30, 2014, 02:46:48 am
Quote from: greycat
Disable barrels in your "accept from anywhere" plant stockpile.  Have that stockpile give to other stockpiles, which may or may not allow barrels, depending on your preferences.

Thank you for this.  I will definitely need to work on a proper 'stockpile chain' and use the give to/take from stuff.  Gotta adjust my setup from what I was used to before. 

Another question that I've seen conflicting information on:  is there a known limit to how high climbers can climb?  I.e., does it do me a good to have a(for example) 3-zlevel high wall, or is that no better than one 1-high?
It's better when you have higher wall*, but nice trick to make 3 level walls safe is to make them like

==
  ||
  ||
x||

Where x us a goblin, || is just a wall, == is a floor. Still, look out for trees.

Higher that 3 tiles walls are bad for your crossbow mens, because They have short view range.
Title: Re: DF2014 Question and Answer Thread
Post by: Nikow on October 30, 2014, 02:48:06 am
i set a zone over land and a mirky pond and also set a pond area (the pond area being a hole and all the tiles around it) to get my dwarves to dump water in for farming. We have buckets but none of the dwarves are doing anything, what am i doing wrong? i usually just farm in soil as is but theres none on this embark
Have you access to water? Any water source? Is any idle dwarf there?
Title: Re: DF2014 Question and Answer Thread
Post by: Number7 on October 30, 2014, 04:26:46 am
i set a zone over land and a mirky pond and also set a pond area (the pond area being a hole and all the tiles around it) to get my dwarves to dump water in for farming. We have buckets but none of the dwarves are doing anything, what am i doing wrong? i usually just farm in soil as is but theres none on this embark
Have you access to water? Any water source? Is any idle dwarf there?

Ah, i found out the problem was i had to go into the Pond and Pit settings and change it from pit (which it defualts to) to pond. Simple mistake, my bad. After i did that they begun working. I havent been very dwarfy at all so pits and such are foreign to me.


Another question though - why is all stone considered "Outside" at the moment? as of current update when i order stone that's very clearly inside to be dumped (i quantum stack it just for convenience, i hate how messy the halls look otherwise) it simply wont be moved until i order dwarves to gather outside refuse. The garbage dump and stone are always inside, its the exact same method ive used since 40d for stone management so it seems to be a recent problem. Easily fixed though, just wondering why it happens

EDIT: Also - what is with the "Curse of the metalsmith". I have some tamed Dragons, and they are notoriously violent to anyone that comes near them, so i keep my people far far away for now, until we are ready to deal wit hthem. But for some reason my idle metalsmith will wander over and get mauled to death every single time. Why is this? what is it about metalsmiths that want to see dragons? i've lost my fort's arguably most important dwarf (proficient armor and weapon smith) every single embark to this dragons
Title: Re: DF2014 Question and Answer Thread
Post by: Badger Storm on October 30, 2014, 07:21:52 am
Two questions:

1.  How do I bring my embark profiles over to the new version?  I'll go positively bonkers if I have to do it all from scratch each time.  Just dragging in the folder hasn't worked.

2.  How do I build upward?  I can't seem to put walls on top of walls (it says it's blocked) and I really want to make a ziggurat out of soap.
Title: Re: DF2014 Question and Answer Thread
Post by: pisskop on October 30, 2014, 08:44:15 am
1)  in data/init/somewhere is the embark peofile.txt  copy that to the new version.  worldgen files also there    2)  build upstairs then up/down stair as high as needed.  they support themselves.  Or ramp/wall.  I do stairs.    @ dragons.  cage them if theyre that violent.   pasture them both in special seperate rooms if babytime. 
Title: Re: DF2014 Question and Answer Thread
Post by: Stormfeather on October 30, 2014, 01:07:35 pm
Hrm, so what exactly determines whether you get a trade caravan, and when?

On my latest embark I actually *gasp* remembered to check for my neighbors this time, and after ditching a few promising locations because only dwarfs were nearby, I finally found one that had mostly what I wanted, plus dwarfs/elves/humans/goblins in the area.

Fast forward to mid-spring of my third year, and I haven't yet had a caravan or diplomat from something other than dwarfs. (Or goblins, although that's probably all for the best since I've had enough problems vs. nature/the environment and lost a lot of early dwarfs. With the shift in the time the caravans come, elves should have come if they were coming yet this year, not sure about humans yet but they didn't come last year.

So... anyone know what's up? Only the dwarf civilization shows up on my (c)ivs page, but that's not surprising since other ones usually don't show until you actually meet them.

And is there any chance at this point that I'll start seeing the other races, or should I just give it in and gen a new world? (Since this one seemed seriously lacking in the other folks anyhow, in general.)
Title: Re: DF2014 Question and Answer Thread
Post by: WanderingKid on October 30, 2014, 01:21:19 pm
The only way to know for sure if you'll get other traders is during your site selection by checking who's nearby.  After that you just have to wait.
Title: Re: DF2014 Question and Answer Thread
Post by: Stormfeather on October 30, 2014, 01:27:54 pm
So... just wait and hope the civs didn't go extinct since I started somehow, and hope I eventually get a group. Gotcha. *crosses fingers*

Also: I'm correct in remembering that things like apricot pits and caper seeds can't be planted as of yet, right?
Title: Re: DF2014 Question and Answer Thread
Post by: ptb_ptb on October 30, 2014, 01:34:14 pm
Losing your weapon/armorsmith? Make a burrow called 'safe area' in the depths of your fortress. Ensure his bed is in there, forge, metal and food / drink stockpiles. Assign him there and never let him leave. :P
Title: Re: DF2014 Question and Answer Thread
Post by: Stormfeather on October 30, 2014, 02:08:32 pm
Looks like it miiiiight end up moot whether or not I have traders nearby anyhow... just had my first siege consisting of a handful of really deadly dwarfs and one goblin. -_- And realized at that point that I'd accidentally neglected most of my defenses in the aforementioned scramble when I had a bunch of my early dwarfs dying.

On a related  note: how do you treat dwarfish prisoners? Same as goblins, or what?
Title: Re: DF2014 Question and Answer Thread
Post by: Badger Storm on October 31, 2014, 05:53:21 am
1)  in data/init/somewhere is the embark peofile.txt  copy that to the new version.  worldgen files also there    2)  build upstairs then up/down stair as high as needed.  they support themselves.  Or ramp/wall.  I do stairs.    @ dragons.  cage them if theyre that violent.   pasture them both in special seperate rooms if babytime.

#2 doesn't work.  Is there a link or a demo video somewhere?  I want to build walls multiple z-levels high.
Title: Re: DF2014 Question and Answer Thread
Post by: ptb_ptb on October 31, 2014, 06:24:25 am
I want to build walls multiple z-levels high.

Walls are a bit of a pain. Temporary bridges can work well.

Ground level:

########### <- wall
<- gap ->
<!# <- ramp and wall

+1 Z

########### <- wall
[==========] <- bridge
<=<|#  Ramp going down, floor (top of wall), ramp going up, wall
Title: Re: DF2014 Question and Answer Thread
Post by: Nikow on October 31, 2014, 09:28:28 am
1)  in data/init/somewhere is the embark peofile.txt  copy that to the new version.  worldgen files also there    2)  build upstairs then up/down stair as high as needed.  they support themselves.  Or ramp/wall.  I do stairs.    @ dragons.  cage them if theyre that violent.   pasture them both in special seperate rooms if babytime.

#2 doesn't work.  Is there a link or a demo video somewhere?  I want to build walls multiple z-levels high.


Build a wall
OOOOOOOOOO
Then build near them stairs up
<
and above upstairs buid up/down stairs (up stairs must be done)
X

So you have
OOOOOOOOOOOOOOOO
<

and 1Z level above
+++++++++++++++
X
Make a floor from up/down stairs
+++++++++++++++
X++++++++++++++

Build second level wall
OOOOOOOOOOOOOOO
X++++++++++++++

Repeat if needed.

WARNING

If you are working on cornel:
OOOOOOOO
X++++++O
              +O
              +O
              +O

remember to left one tile not assigned
OOOOOOOO
X+++++++
              +O
              +O
              +O

And build it later, or your dwarfs will not me able to reach bolded wall part
Title: Re: DF2014 Question and Answer Thread
Post by: ptb_ptb on October 31, 2014, 12:43:59 pm
Whats with doubled names?

One of the dwarves in my fortress (a retired player adventurer) is called

'Iden Shashdonnish Lertethning Rigoth'

He only had the first two names when he started. :P
Title: Re: DF2014 Question and Answer Thread
Post by: Badger Storm on October 31, 2014, 02:24:10 pm
I've lost three dwarves in two years to the waterfall that came with my embark.  How do I keep them from throwing themselves off?  Walling the rapids didn't work, nor did bridges.  Grates might help, but what I really need is a wall-like barrier, absolutely barring movement for the dwarves but ideally allowing the water to flow.  Likewise, can you dam a river?
Title: Re: DF2014 Question and Answer Thread
Post by: pisskop on October 31, 2014, 02:43:46 pm
I've lost three dwarves in two years to the waterfall that came with my embark.  How do I keep them from throwing themselves off?  Walling the rapids didn't work, nor did bridges.  Grates might help, but what I really need is a wall-like barrier, absolutely barring movement for the dwarves but ideally allowing the water to flow.  Likewise, can you dam a river?
. . . you can.  If the river freezes you've got your work cut out for you.  Otherwise more fps-intensive or technical solutions would be required.

Perhaps you should make a meeting area at the bottom of the fall, to desensitize cheer up dwarves with the mist.
Otherwise just make the whole river area low or restricted traffic, and make the proper path (the bridge, trail, or tunnel) high traffic.  That will at least stop your own dwarves from pathing too close to the waterfall.
Title: Re: DF2014 Question and Answer Thread
Post by: Badger Storm on October 31, 2014, 03:14:07 pm
Unfortunately I'm in a warm climate.  They don't really get upset from the deaths, since Urist McOlympicDiver falls to their demise where it's difficult to see them and impossible to retrieve them.

I don't know if restricting the river area has helped any, but it sure as hell hasn't prevented it completely.

This river is at least 5 or 6 levels deep.  Does it matter which level is drained?
Title: Re: DF2014 Question and Answer Thread
Post by: greycat on October 31, 2014, 03:40:12 pm
Whats with doubled names?

One of the dwarves in my fortress (a retired player adventurer) is called

'Iden Shashdonnish Lertethning Rigoth'

He only had the first two names when he started. :P

Dwarves get longer names when they rack up several noteworthy kills.
Title: Re: DF2014 Question and Answer Thread
Post by: ptb_ptb on October 31, 2014, 03:49:01 pm
Dwarves get longer names when they rack up several noteworthy kills.

Ah, cool. That must have been from the were critter he killed. Ironically, he killed it while I was playing fortress mode so the AI gets the credit. ;)
Title: Re: DF2014 Question and Answer Thread
Post by: Badger Storm on November 01, 2014, 05:44:49 am
My dwarves are outright refusing to drink, build bridges, etc. on account of "dangerous terrain".  This is a plain regular river, just like any other one I've had before, and I can't see what about it they would consider dangerous.  Is it the giant sponge that is occupying all of one tile and going to remain there for the foreseeable future that's bothering them?
Title: Re: DF2014 Question and Answer Thread
Post by: ptb_ptb on November 01, 2014, 05:55:08 am
My dwarves are outright refusing to drink, build bridges, etc. on account of "dangerous terrain".
Do you have any flooding anywhere? Any channeling going on near water? Waterfalls?
Title: Re: DF2014 Question and Answer Thread
Post by: TBeholder on November 01, 2014, 07:07:50 am
My dwarves are outright refusing to drink, build bridges, etc. on account of "dangerous terrain".  This is a plain regular river, just like any other one I've had before, and I can't see what about it they would consider dangerous.  Is it the giant sponge that is occupying all of one tile and going to remain there for the foreseeable future that's bothering them?
It's strange to complain about terrain then. But... go on, search "giant sponge" on the forum. You'll find messages like this:
A carp fleeing? THIS IS NOT DF ANYMORE
It was fleeing from a giant sponge, the creature which usurped its title of "king of the sea" by virtue of being unkillable prior to pulping. So it's weirdly appropriate IMHO.
Title: Re: DF2014 Question and Answer Thread
Post by: taptap on November 01, 2014, 09:49:12 am
I have been training voracious cave crawlers in my fortress. That the young ones arrive fully grown, and thus are not eligible to be trained up to tame as other creatures are, is a bug or intended behaviour? So only way to train them up to tame is by making them domestic for my whole civ?
Title: Re: DF2014 Question and Answer Thread
Post by: pisskop on November 01, 2014, 10:00:33 am
I have been training voracious cave crawlers in my fortress. That the young ones arrive fully grown, and thus are not eligible to be trained up to tame as other creatures are, is a bug or intended behaviour? So only way to train them up to tame is by making them domestic for my whole civ?
They dont have children tags.  [BABY:xx] or [CHILD:xx] will let you have baby ones to 'train up', though why cant you train the adults into tame?  Their tame (baby) adults will be tame too.
Title: Re: DF2014 Question and Answer Thread
Post by: taptap on November 01, 2014, 10:10:56 am
though why cant you train the adults into tame?  Their tame (baby) adults will be tame too.

Can I? I thought you can't train first generation animals directly to tame regardless of skill (currently adept).
Title: Re: DF2014 Question and Answer Thread
Post by: pisskop on November 01, 2014, 10:14:09 am
though why cant you train the adults into tame?  Their tame (baby) adults will be tame too.

Can I? I thought you can't train first generation animals directly to tame regardless of skill (currently adept).
I meant why not the second?  They should be eligible to make babies from birth.  I dont know because I havent playing with the taming yet with this build.
Title: Re: DF2014 Question and Answer Thread
Post by: taptap on November 01, 2014, 10:21:09 am
though why cant you train the adults into tame?  Their tame (baby) adults will be tame too.

Can I? I thought you can't train first generation animals directly to tame regardless of skill (currently adept).
I meant why not the second?  They should be eligible to make babies from birth.  I dont know because I havent playing with the taming yet with this build.

No, they look exactly like the first generation - and are treated as such by the game. (The 2nd generation training only works on children, does it?)
Title: Re: DF2014 Question and Answer Thread
Post by: Number7 on November 01, 2014, 08:46:56 pm
I've embarked in a location without weapons grade metal anywhere in sight, we haven't even found copper yet. (just gold gold gold gold gold platnium gold gold gold gold and a few bits of galena).

My problem is that i've embarked near a tower (for fun and profit) and every time i've done this, the undead sieges come fast, hard and very early in on the life cycle of the fort, and recent immigrant wave was huge pushing me above 60 dwarves when before i was only at 22. 

I've constructed two pillbox towers outside the entrance to my fort and intend to man them with 5 marksdwarves each side in the event of any kind of attack until my actual military is strong enough to bring the fight to the enemy (i play without any kind of traps at all so it ALL has to be with military dwarves)

the question is - what do i arm those marksdwarves with? Wooden crossbows will do fine, but we have absolutely nothing in the way of metal we can use as ammunition. Are bone bolts effective? We could definitely have a sizeable amount of bone bolts for the time being if they can actually achieve anything

Title: Re: DF2014 Question and Answer Thread
Post by: pisskop on November 01, 2014, 09:08:37 pm
Bolts in general are ineffective versus undead.  feel free to use wooden ammo to train on them with in your pillbox, and put down a few cages to catch some for  range later.  but Id turtle if I were in your shoes.  go spelunking.    also, maybe a necromancer trap by baiting an outside stockpile with traps.   and consider an undead trap too by leaving a trap laden path into your fort with bridges for containment.    but bone is better than wood.  make those for defense in general
Title: Re: DF2014 Question and Answer Thread
Post by: Nikow on November 02, 2014, 12:27:10 pm
I've embarked in a location without weapons grade metal anywhere in sight, we haven't even found copper yet. (just gold gold gold gold gold platnium gold gold gold gold and a few bits of galena).

My problem is that i've embarked near a tower (for fun and profit) and every time i've done this, the undead sieges come fast, hard and very early in on the life cycle of the fort, and recent immigrant wave was huge pushing me above 60 dwarves when before i was only at 22. 

I've constructed two pillbox towers outside the entrance to my fort and intend to man them with 5 marksdwarves each side in the event of any kind of attack until my actual military is strong enough to bring the fight to the enemy (i play without any kind of traps at all so it ALL has to be with military dwarves)

the question is - what do i arm those marksdwarves with? Wooden crossbows will do fine, but we have absolutely nothing in the way of metal we can use as ammunition. Are bone bolts effective? We could definitely have a sizeable amount of bone bolts for the time being if they can actually achieve anything
Make balistats... Catapults...
Title: Re: DF2014 Question and Answer Thread
Post by: taptap on November 03, 2014, 11:04:28 am
I have a cavern which used to be my main agricultural area. It got invaded by three forgotten beasts in a row. Plenty of syndrome, miasma etc. all around. Enough to kill two of the forgotten beasts indeed. How do I go on recovering the caverns (after removing the last fb from the place which I am able to do)? Floors, walls, lakes?

Title: Re: DF2014 Question and Answer Thread
Post by: pisskop on November 03, 2014, 11:19:29 am
Are you trying to save future caravans or get the gear from the destroyed ones?

-Future caravans can be helped along by controlling their spawn point and providing bridge secured access to you underground Trade Depot.

-The current one can be smothered in water, which will wash away the goop.  Also consider using migrants with boots and gloves (or shoes and mittens) and run them through a decontamination trench (a channel of water 3/7 of water or less) and into a stockpile room which you will flood after to wash off the gear.
Title: Re: DF2014 Question and Answer Thread
Post by: taptap on November 03, 2014, 12:39:04 pm
Are you trying to save future caravans or get the gear from the destroyed ones?

-Future caravans can be helped along by controlling their spawn point and providing bridge secured access to you underground Trade Depot.

-The current one can be smothered in water, which will wash away the goop.  Also consider using migrants with boots and gloves (or shoes and mittens) and run them through a decontamination trench (a channel of water 3/7 of water or less) and into a stockpile room which you will flood after to wash off the gear.

Cavern not caravan!
Title: Re: DF2014 Question and Answer Thread
Post by: Telgin on November 03, 2014, 01:09:55 pm
You could cause a cave in above the area, which if engineered correctly will kill any FBs left in the area and decontaminate it at the same time.  This will have the unfortunate side effect of destroying any farms you have there, though you should be able to rebuild them.
Title: Re: DF2014 Question and Answer Thread
Post by: taptap on November 03, 2014, 01:18:07 pm
You could cause a cave in above the area, which if engineered correctly will kill any FBs left in the area and decontaminate it at the same time.  This will have the unfortunate side effect of destroying any farms you have there, though you should be able to rebuild them.

The whole cavern is contaminated among other with deadly spittle, webs on deadly spittle and potentially another syndrome. It has been a FB hunting ground for a year or so. How do I decontaminate that?
Title: Re: DF2014 Question and Answer Thread
Post by: pisskop on November 03, 2014, 01:20:06 pm
You could cause a cave in above the area, which if engineered correctly will kill any FBs left in the area and decontaminate it at the same time.  This will have the unfortunate side effect of destroying any farms you have there, though you should be able to rebuild them.

The whole cavern is contaminated among other with deadly spittle, webs on deadly spittle and potentially another syndrome. It has been a FB hunting ground for a year or so. How do I decontaminate that?
Flood it, and wall the rest off.  You either flood it or drop natural walls on it.  Id also highly recommend a decon trench.
Title: Re: DF2014 Question and Answer Thread
Post by: taptap on November 03, 2014, 01:31:18 pm
Flood it, and wall the rest off.  You either flood it or drop natural walls on it.  Id also highly recommend a decon trench.

This cavern is my only source of wood (evil desert)! And it used to be my main grazing area (dralthas and sheep don't have shoes). (I always had a decontamination trench in the entrance.)

Flooding it would result in an utterly toxic pond with several syndromes available in it, right? (Maybe this is something I should aim for not avoid.)

Suddenly feels like a megaproject in itself.
Title: Re: DF2014 Question and Answer Thread
Post by: pisskop on November 03, 2014, 01:38:54 pm
Flood it, and wall the rest off.  You either flood it or drop natural walls on it.  Id also highly recommend a decon trench.

This cavern is my only source of wood (evil desert)! And it used to be my main grazing area (dralthas and sheep don't have shoes). (I always had a decontamination trench in the entrance.)

Flooding it would result in an utterly toxic pond with several syndromes available in it, right? (Maybe this is something I should aim for not avoid.)

Suddenly feels like a megaproject in itself.
you have to get priorities.  you want the wood and farmland in the caverns?  You gotta get the facemelting juice off the floor so you dont spread it.  Flood the caverns, make a drainage hole that flows off the map, wall off the worst areas with a dwarven sarcophagus, and make your decon trench.  Also consider even keeping a burrow just for the civilian cavern goers.  A decon pool to drop them into will also be good.  If any of the syndromes are that bad you do have to consider it.

Another possibility is to dig out artificial areas.  Trees need at least 2 zlevels, and farms/pastures one.  So dig out a huge area, wet it with water, and give funguis time to grow.

---

Spoiler: on the pond (click to show/hide)
Title: Re: DF2014 Question and Answer Thread
Post by: Bumber on November 03, 2014, 08:11:03 pm
You could try sending in a hazmat squad and burrow them down there to clean it. Then decontaminate their clothing/armor afterwards in ‼magma‼ the power shower (decon pool.)
Title: Re: DF2014 Question and Answer Thread
Post by: taptap on November 05, 2014, 03:24:41 am
Something has changed w/ forgotten beasts since I last played. I remember forgotten beast congregations in the deep, now it is total war - in fact they wiped each other out just before I managed to finish my traps. One of them is remembered (in slab) as slayer of forgotten beasts. (Since then one more showed up and was properly catched in a holding cell.)

I turned my whole fortress of 20 into a hazmat squad (conscripted to guarantee high boots, gloves etc.) made the decon trench a triple one for good measure and surprisingly a lot of cleaning jobs go on in the caverns (cleaning priority is much higher now, it seems), enough for farming (I know I could farm inside, but kind of wanted it to be outside), but I don't think it will be safe for unshoed grazers anytime soon - they always run around outside their pasture when a predator shows up. The FBs went over literally hundreds of critters of all sizes as well, incl. several giant cave spiders (i would have wanted to catch these in addition to the one I have), cave dragons etc. Only casualty (my blacksmith/metalcrafter) in the cavern clearing process was due to a malfunction of my magma dump in a major facepalm moment. (I guess it should either have a safety distance from the magma (mist) when dropping stuff into it or I should lock the room when dropping goes on.) - Thanks for the advice.
Title: Re: DF2014 Question and Answer Thread
Post by: greycat on November 05, 2014, 01:02:34 pm
I've embarked in a location without weapons grade metal anywhere in sight, we haven't even found copper yet. (just gold gold gold gold gold platnium gold gold gold gold and a few bits of galena).

Galena does contain silver, which gets you silver hammers and silver bolts.  No armor though, unfortunately.
Title: Re: DF2014 Question and Answer Thread
Post by: Garath on November 05, 2014, 02:55:25 pm
wood bolts will do in the beginning untill the enemies start wearing some more armor. Try to trade for metal, any metal, by the time enemies get tougher?
Title: Re: DF2014 Question and Answer Thread
Post by: Psilobe on November 05, 2014, 06:02:00 pm
I'm having trouble with my still. It says I dont have any unrotten plants to brew with but I got barrels full with plumphelmets that I bought, what am I missing?
Title: Re: DF2014 Question and Answer Thread
Post by: Telgin on November 06, 2014, 12:56:54 am
The usual things to check:

1. Anything linked to the still?  Is the stockpile with the barrels linked anywhere else?
2. Are the barrels currently being hauled or possibly about to be hauled somewhere?
3. You don't have brewing turned off for plump helmets, do you?
4. There's an open path to the barrels and still?
5. Any burrows?
Title: Re: DF2014 Question and Answer Thread
Post by: celem on November 06, 2014, 02:35:42 am
The most common culprit for the still bug is #2 on Telgin's list. (and not so much a bug as a mechanic)  The helmets are in barrel that is currently on its way to the farm to add another mushroom to it.  or its actually at the still even after your Repeat job, but is still tasked to go back to the pile before its available again.  Or if you bought these then maybe they are still at the Depot, or en-route to a food pile.  In addition, If you have a full barrel of helmets and a single dwarf decides to hike 250 tiles to eat one of them then the entire barrel is tasked as busy for the duration of his walk there.

Hundred and one ways for this to happen basically, you will likely never eliminate it completely, but can manage it.  I find checking the 'J'obs list to be enlightening, lets you see who has tasked the barrel and exactly why.

I banned barrels in food piles that are inputs for brewers.  If you have a version where you can specify the alcohol being made then alternating 2 different drinks on repeat avoids some of this

Fixing the same issue with seeds can be much trickier.


Re: the contaminated caverns.  Dont flood it with water, use magma.  Not only is it 1000% more dwarfy but water isnt gonna clean up properly, you'll likely just end up with contaminants on the walls of your lake, which never shift.  Remember, water pushes the contaminant, magma burns it.  And of course if your lake is a real lake (no edge contact) then the gunk is just gonna sit there.

Using dorf-power (with boots/gloves) and decon trenches is a fine idea, but not suitable for all syndromes, some real nasty stuff is just too fast-acting.  Also, as above, you'll get the contaminants lodging in the trench walls (unless that's changed with the fixes to waterflow and item-pushing, no clue).  Now while contaminants in walls seem to be neutralised (i dont think dwarves can touch it), it still looks messy.

edit: just noticed its your only source of wood, thats gonna be fun, i'd still burn it all tbh, not much else gonna properly clean house.
Title: Re: DF2014 Question and Answer Thread
Post by: taptap on November 06, 2014, 03:59:43 am
Re: the contaminated caverns.  Dont flood it with water, use magma.  Not only is it 1000% more dwarfy but water isnt gonna clean up properly, you'll likely just end up with contaminants on the walls of your lake, which never shift.  Remember, water pushes the contaminant, magma burns it.  And of course if your lake is a real lake (no edge contact) then the gunk is just gonna sit there.

Using dorf-power (with boots/gloves) and decon trenches is a fine idea, but not suitable for all syndromes, some real nasty stuff is just too fast-acting.  Also, as above, you'll get the contaminants lodging in the trench walls (unless that's changed with the fixes to waterflow and item-pushing, no clue).  Now while contaminants in walls seem to be neutralised (i dont think dwarves can touch it), it still looks messy.

Dorf power decontamination: I had no problem so far, apart from my unfortunate accident in the magma dump. I have to be very careful when I start replacing clothing, I reckon. Cleaning jobs appear to have a much higher priority now. The trench to the cavern is almost instantly cleared and even around the caverns they do clean a lot for now. That said, it probably won't be a safe place for grazers anytime soon.

Magma cleaning: Never did large scale magma works, what would be the results? (Does it clean walls or is it just that it does not shove - certainly a lot of colour is already on the walls from all the FBs fighting here for a year or two? Will it remove mud? What happens to the lake (no edge contact) - obsidian or steam and transformation to magma lake?)

I wonder why there isn't more to be read about decontamination works of other people. Is no one dwelling in and around open caverns?
Title: Re: DF2014 Question and Answer Thread
Post by: CatKate on November 06, 2014, 04:58:51 am
Hey guys,

weird things are happening.

1st: I got the warning from the elves about not cutting any more trees. I didn't. The elven caravan left without incident. When I look at the diplomacy screen, my parent civ is in a state of war now. Is the "warning" message in truth already the "too late" message? Or does cutting mushroom trees aggravate the elves, too?

2nd: Afterwards I had my first siege, finally. It was a "a vile force of darkness has arrived" type siege. There were only eleven humans, although I do not have war with the humans and although I expected the "vile force" to be the message for a goblin siege. a) Is that normal that goblin sieges contain no goblins? Btw, there was the human caravan shortly thereafter. b) I can only engrave a slab for one of the now-dead humans. Is that normal, too?

3rd: Concerning this human caravan: Somehow the wagon didn't manage to pass through my gate, which is nothing more than a three-space-wide opening in my wall. Several other wagons of other caravans managed without a problem. Many questions arise from this: a) Why did the wagon die? I don't have any reports of fighting, and there are really none of the invaders left ... b) Where are the other two wagons? I cannot find them - are they dead, too? I can only engrave a slab for a single wagon, but that doesn't need to mean anything I guess (according to 2b ...). c) Will this mean war in the end, because the caravan is virtually completely dead? d) How do I get rid of the caravan guards wandering through my fortress, will they leave or suddenly attack me or do I need to kill them? And, finally, e) the human diplomat (I'm not sure I ever got a diplomat from the humans or elves ...) is a vampire. Will a vampire not belonging to my citizens also kill my dwarf?

Questions and questions ...
Hoping for your insights!

Cheers,
Cat
Title: Re: DF2014 Question and Answer Thread
Post by: ptb_ptb on November 06, 2014, 05:22:22 am
Tantruming dwarves can start fist fights with merchants. That might have something to do with it.
Title: Re: DF2014 Question and Answer Thread
Post by: SEM58 on November 06, 2014, 01:10:24 pm
3rd: Concerning this human caravan: Somehow the wagon didn't manage to pass through my gate, which is nothing more than a three-space-wide opening in my wall. Several other wagons of other caravans managed without a problem. Many questions arise from this: a) Why did the wagon die? I don't have any reports of fighting, and there are really none of the invaders left ... b) Where are the other two wagons? I cannot find them - are they dead, too? I can only engrave a slab for a single wagon, but that doesn't need to mean anything I guess (according to 2b ...).

Could perhaps be related to the horrified wagon bug?
http://www.bay12games.com/dwarves/mantisbt/view.php?id=7185
Title: Re: DF2014 Question and Answer Thread
Post by: taptap on November 06, 2014, 05:48:01 pm
Can I train patience by letting my dwarves fish in inappropriate places?
Title: Re: DF2014 Question and Answer Thread
Post by: Psilobe on November 07, 2014, 02:40:40 am
Figured out the answer so changes question. I've produced lye. So far about 10. Stocks say I got that amount but I cant find where it is, in which stockpile and soap make says I dont have none.
Title: Re: DF2014 Question and Answer Thread
Post by: CatKate on November 07, 2014, 05:09:47 am
Hey guys, thanks for the answers!

But no. No tantrum going on in my fortress. And none of the merchants were horrified ... So I'm still looking for the answers above. Anyhow, I also have a very short and simple (I guess) one:

I cannot build stepladders, neither at my carpenter's nor in my crafts. My manager doesn't even find the order for them. So I searched the forum and found the somewhat cryptic "search your entity file" answer, which apparently worked out for the asker. Can anybody explain to me which file this is and what I have to insert there to make stepladders available? So far I only found the "item_tool" file, which does not contain stepladders in my built.

Thank you very much!
Cheers,
Cat
Title: Re: DF2014 Question and Answer Thread
Post by: taptap on November 07, 2014, 05:54:24 am
Figured out the answer so changes question. I've produced lye. So far about 10. Stocks say I got that amount but I cant find where it is, in which stockpile and soap make says I dont have none.

Lye is listed under food, misc. liquid. (You really have to make highly elaborate custom stockpiles to get a proper soap industry working.)
Title: Re: DF2014 Question and Answer Thread
Post by: Psilobe on November 07, 2014, 06:59:02 am
Figured out the answer so changes question. I've produced lye. So far about 10. Stocks say I got that amount but I cant find where it is, in which stockpile and soap make says I dont have none.

Lye is listed under food, misc. liquid. (You really have to make highly elaborate custom stockpiles to get a proper soap industry working.)

Do you know in qhich cases it wont be accsessible? I managed to get it going by cranking out enough lye. Had a few asheries on repeat and a lyeworkshop on the same. Burned through almost two loads of prime elven imported wood. I'm not sure but I think my problem came from a few containers which was first used not being avalible to my soap maker. Can you dump lye in a pond or on your enemies?
Title: Re: DF2014 Question and Answer Thread
Post by: taptap on November 07, 2014, 11:09:14 am
Do you know in qhich cases it wont be accsessible? I managed to get it going by cranking out enough lye. Had a few asheries on repeat and a lyeworkshop on the same. Burned through almost two loads of prime elven imported wood. I'm not sure but I think my problem came from a few containers which was first used not being avalible to my soap maker. Can you dump lye in a pond or on your enemies?

You need to do the science yourself for unconventional lye application.

If you want to account for all lye you have, you have to customize your food stockpiles properly, so that it doesn't accidentally ends up in some weird food stockpile. (I never keep surplus lye, but I play small, desert embarks with very limited underground and imported wood resources.) I also never had more than one ashery even in a large fortress.
Title: Re: DF2014 Question and Answer Thread
Post by: tahu16 on November 07, 2014, 11:14:42 am
I'm planning a fortress in which the soldiers have no civilian skills. It is possible to house them continuously in the barracks (then they would train in every single day of their life), or should I build for them civilian rooms too and command them to train in every second month?
Title: Re: DF2014 Question and Answer Thread
Post by: pisskop on November 07, 2014, 12:23:09 pm
I'm planning a fortress in which the soldiers have no civilian skills. It is possible to house them continuously in the barracks (then they would train in every single day of their life), or should I build for them civilian rooms too and command them to train in every second month?
You can assign them rooms if you want, but if they are always on duty and always set to sleep in the barracks they wont do much other than take breaks there (as opposed to meeting areas) and store stuff in their rooms.

So the answer is no, you dont have to give full-time military rooms.  But it would be nice.
Title: Re: DF2014 Question and Answer Thread
Post by: Garath on November 07, 2014, 02:51:44 pm
Hey guys, thanks for the answers!

But no. No tantrum going on in my fortress. And none of the merchants were horrified ... So I'm still looking for the answers above. Anyhow, I also have a very short and simple (I guess) one:

I cannot build stepladders, neither at my carpenter's nor in my crafts. My manager doesn't even find the order for them. So I searched the forum and found the somewhat cryptic "search your entity file" answer, which apparently worked out for the asker. Can anybody explain to me which file this is and what I have to insert there to make stepladders available? So far I only found the "item_tool" file, which does not contain stepladders in my built.

Thank you very much!
Cheers,
Cat

no clue on the stepladders, but on your previous questions:

are you sure the path was clear? rocks, trees, traps etc block wagon access. use D to see where the blockade is, it starts from your depot, so if it is close to your entrance, the whole map may appear inaccessible, just find where the green bit ends.

The traders might not have been able to leave if a tree grew in the wrong place or you put a trap up and gone insane. Wagons count as a creature and so can be killed by anything that could kill a dwarf, such as being kicked by a yak.

Goblins kidnap the children of other races and enslave other races outright and make them fight for them. Sieges without any goblins are remarkable but not impossible

No clue on the elves
Title: Re: DF2014 Question and Answer Thread
Post by: TBeholder on November 07, 2014, 03:03:28 pm
So I searched the forum and found the somewhat cryptic "search your entity file" answer, which apparently worked out for the asker. Can anybody explain to me which file this is and what I have to insert there to make stepladders available? So far I only found the "item_tool" file, which does not contain stepladders in my built.
It's not cryptic. If you don't have it in object definition (yes, it should be in the end of "raw/objects/item_tool.txt") and entity raws, this means either you have an old version of DF (before stepladders were introduced), or you patched it with tileset resources for a wrong version.
Or you loaded an old savegame and forgot to patch it (of course, that's not guaranteed to work at all, so make a backup).
Title: Re: DF2014 Question and Answer Thread
Post by: Illogical_Blox on November 07, 2014, 05:55:39 pm
How do I find the numbers of the different types of intelligent creature in my world? I want to ensure my modded creatures aren't forcing out others.
Title: Re: DF2014 Question and Answer Thread
Post by: pisskop on November 07, 2014, 07:42:32 pm
:\

Go to Legends mode.  (p) for exporting.  That makes 4 files in the DF folder.

-A worldgen parameters (what settings/seeds you used)
-A worldhistory file (subterranean civ selection, gods and kings, etc)
-A world pop (population of overworld creatures and total entity populations (for all entities as a whole))  This one is the one you want  It lists all the settlements, lairs, and other sites, as well as all populations.  Contains spoilers, I guess  :-\
-A world map .bmp
Title: Re: DF2014 Question and Answer Thread
Post by: Psilobe on November 08, 2014, 03:17:00 am
Is it possible to designate a point and then quickly jump there? I'm planning a hufe construction project where all new migrants will be assigned as "deep dwarfs" and wont be allowed up where thecurrent dwarfs lives but increasing/decreasing 20+ z levels in one go is a bit annoying. If there is a lot of jumping to do.
Title: Re: DF2014 Question and Answer Thread
Post by: Bearskie on November 08, 2014, 07:42:52 am
Anyone played around with ballistae in .15 yet? They've gotten edges >:D
Title: Re: DF2014 Question and Answer Thread
Post by: Decidophobia on November 08, 2014, 08:24:29 am
Is it possible to designate a point and then quickly jump there? I'm planning a hufe construction project where all new migrants will be assigned as "deep dwarfs" and wont be allowed up where thecurrent dwarfs lives but increasing/decreasing 20+ z levels in one go is a bit annoying. If there is a lot of jumping to do.

The simplest way is to press (uppercase) H to set up hotkeys that zoom to different locations.
Title: Re: DF2014 Question and Answer Thread
Post by: tahu16 on November 08, 2014, 08:33:40 am
I'm planning a fortress in which the soldiers have no civilian skills. It is possible to house them continuously in the barracks (then they would train in every single day of their life), or should I build for them civilian rooms too and command them to train in every second month?
You can assign them rooms if you want, but if they are always on duty and always set to sleep in the barracks they wont do much other than take breaks there (as opposed to meeting areas) and store stuff in their rooms.

So the answer is no, you dont have to give full-time military rooms.  But it would be nice.


Sorry I interpreted my question in a wrong way.

I heard the that being always on duty (training in every single day of their life {now let alone legendary weapon users}) gives unhappy thoughts.
-It's not a big risk. I should have no problems with Tantrum spirals by forcing them to live in barracks and train forever.
-It's a big risk. I should build for them civilian houses in which they spend their free (off duty) time, in a scheme like this:
  -1.month:on duty, training training training
  -2.m.: off duty, they can do what they want, like civilians.
  -3.m.:on duty
  -4.m.: off duty,
  -...
Title: Re: DF2014 Question and Answer Thread
Post by: taptap on November 08, 2014, 08:36:40 am
Sorry I interpreted my question in a wrong way.

I heard the that being always on duty (training in every single day of their life {now let alone legendary weapon users}) gives unhappy thoughts.
-It's not a big risk. I should have no problems with Tantrum spirals by forcing them to live in barracks and train forever.
-It's a big risk. I should build for them civilian houses in which they spend their free (off duty) time, in a scheme like this:
  -1.month:on duty, training training training
  -2.m.: off duty, they can do what they want, like civilians.
  -3.m.:on duty
  -4.m.: off duty,
  -...

This is fixed in the more recent versions. No bad thoughts from permanent training schedule.
Title: Re: DF2014 Question and Answer Thread
Post by: pisskop on November 08, 2014, 09:07:36 am
Sorry I interpreted my question in a wrong way.

I heard the that being always on duty (training in every single day of their life {now let alone legendary weapon users}) gives unhappy thoughts.
-It's not a big risk. I should have no problems with Tantrum spirals by forcing them to live in barracks and train forever.
-It's a big risk. I should build for them civilian houses in which they spend their free (off duty) time, in a scheme like this:
  -1.month:on duty, training training training
  -2.m.: off duty, they can do what they want, like civilians.
  -3.m.:on duty
  -4.m.: off duty,
  -...

This is fixed in the more recent versions. No bad thoughts from permanent training schedule.
wat~?  Thats a thing?  No bad thought for long duty?  What about on/off duty for the skillless?
Title: Re: DF2014 Question and Answer Thread
Post by: taptap on November 08, 2014, 09:17:05 am
wat~?  Thats a thing?  No bad thought for long duty?  What about on/off duty for the skillless?

I always understood this patrol duty thought was only for actual patrol duty. (If you let them patrol permanently up and down the caverns you may still get it.) Training even for years on end does not produce any bad thoughts.

Several old bugs w/ military are fixed. See:
http://www.bay12games.com/dwarves/mantisbt/view.php?id=3190
http://www.bay12games.com/dwarves/mantisbt/view.php?id=1577
Title: Re: DF2014 Question and Answer Thread
Post by: Garath on November 08, 2014, 01:12:00 pm
on and off duty for skill-less military should still produce a bad thought, I guess. One possibly for being drafted (no military skill) and one for being released (no civilian skill, "what shall I do now? I only know how to kill stuff")
Title: Re: DF2014 Question and Answer Thread
Post by: DollMaker on November 08, 2014, 01:22:20 pm
What does No Trade mean?

(http://a.pomf.se/xrtkel.jpg)
Title: Re: DF2014 Question and Answer Thread
Post by: greycat on November 08, 2014, 01:41:29 pm
In addition, If you have a full barrel of helmets and a single dwarf decides to hike 250 tiles to eat one of them then the entire barrel is tasked as busy for the duration of his walk there.

I believe this is incorrect.  Dwarves don't earmark an entire barrel when they only plan to remove a single item from it for personal consumption.  They do, of course, earmark the barrel when they're about the drag the barrel out of the stockpile to add an item to it.

I cannot build stepladders, neither at my carpenter's nor in my crafts. My manager doesn't even find the order for them.

You can only build ladders if your civilization was created in 0.40.14 or later.  If you migrated a save from 0.40.13 or older, ladders won't exist for you.
Title: Re: DF2014 Question and Answer Thread
Post by: Garath on November 08, 2014, 01:46:34 pm
In addition, If you have a full barrel of helmets and a single dwarf decides to hike 250 tiles to eat one of them then the entire barrel is tasked as busy for the duration of his walk there.

I believe this is incorrect.  Dwarves don't earmark an entire barrel when they only plan to remove a single item from it for personal consumption.  They do, of course, earmark the barrel when they're about the drag the barrel out of the stockpile to add an item to it.


second that, it's the cause of the farmer cancelation spam - planting only marks the seed for use, not the bag (or worse, barrel) it is in which is then used to collect some seed in the still or dining hall which - does - take the whole barrel
Title: Re: DF2014 Question and Answer Thread
Post by: TBeholder on November 08, 2014, 01:52:38 pm
What does No Trade mean?
That you cannot trade with them (but not at war currently)?
Title: Re: DF2014 Question and Answer Thread
Post by: pisskop on November 08, 2014, 02:09:32 pm
What does No Trade mean?
That you cannot trade with them (but not at war currently)?

It means no trade path exists, and connection isnt made.  I do know it used to be listed for all individual civilizations, but it may just be one now.  If you embark there, you may not get any caravans or invaders, barring the mountainhomes.

But, goblins are(were) rarely actually 'at war' with dwarves.  They send their raiders and sieges, but they are 'at war' with your group, not the whole civ.  Unless thats changed this version.  After your fort collapses they would go back to their original timelapse aggression model.
Title: Re: DF2014 Question and Answer Thread
Post by: DollMaker on November 08, 2014, 02:31:57 pm
pisskop, so they'll come to me to attack?
Title: Re: DF2014 Question and Answer Thread
Post by: pisskop on November 08, 2014, 02:40:14 pm
they shouldnt without a path.  If you do please tell us.
Title: Re: DF2014 Question and Answer Thread
Post by: Psilobe on November 08, 2014, 03:57:20 pm
Non hostile world? I'm a few years in with my fort now, 80+ dwarfs and 120k exported wealth but not a single thief, ambush or siege. The most interesting thing was a waresloth early on. The liason reports that nothing has happened all year and I'm starting to think all fun loving neighbors might have been eradicated throughout history. How long should I keep hoping for an invasion before digging straight down in search of fun?
Title: Re: DF2014 Question and Answer Thread
Post by: Badger Storm on November 08, 2014, 07:01:39 pm
My lye maker won't, no matter what, make any lye.  She will, when assigned to do so, go get the ash, go to the workshop, and immediately reappear, having produced nothing despite the labor assignment disappearing.  I have barrels, I have tallow (also in barrels), and I have ash.  I cannot figure out what's going on, and am now ordering lye from the liaison.
Title: Re: DF2014 Question and Answer Thread
Post by: taptap on November 08, 2014, 07:07:01 pm
My lye maker won't, no matter what, make any lye.  She will, when assigned to do so, go get the ash, go to the workshop, and immediately reappear, having produced nothing despite the labor assignment disappearing.  I have barrels, I have tallow (also in barrels), and I have ash.  I cannot figure out what's going on, and am now ordering lye from the liaison.

Buckets!
Title: Re: DF2014 Question and Answer Thread
Post by: vexxice on November 08, 2014, 07:55:35 pm
My dwarves just suffered an attack from a werehorse. Thankfully, he turned back into a goblin in the middle of battle and was taken care of quickly. The problem is, I don't know how to check if anyone was bit during the brawl.
Title: Re: DF2014 Question and Answer Thread
Post by: pisskop on November 08, 2014, 07:59:14 pm
(r)eports, and manually check.  Dwarven medicine is not advanced enough to distinguish a bite from other wounds.  Check the health of those involved and then the reports of those who received wounds that broke the skin (caused bleeding).
Title: Re: DF2014 Question and Answer Thread
Post by: Badger Storm on November 08, 2014, 08:02:07 pm
My lye maker won't, no matter what, make any lye.  She will, when assigned to do so, go get the ash, go to the workshop, and immediately reappear, having produced nothing despite the labor assignment disappearing.  I have barrels, I have tallow (also in barrels), and I have ash.  I cannot figure out what's going on, and am now ordering lye from the liaison.

Buckets!

Thanks much UuU  I now have my first batch of soap on the way!
Title: Re: DF2014 Question and Answer Thread
Post by: vexxice on November 08, 2014, 08:10:14 pm
I found the wounded warrior who made the final blow on the werehorse. Is there a way to create a commemorative statue? I know I can build statues, but is there a way to honor someone or something?
Title: Re: DF2014 Question and Answer Thread
Post by: Badger Storm on November 08, 2014, 08:13:53 pm
You can carve memorials for the dead, but I'd suggest coming up with an "unofficial" way to honor them.  Give them a nice tomb or bedroom built from their favorite stone or metal, that kind of thing.
Title: Re: DF2014 Question and Answer Thread
Post by: vexxice on November 09, 2014, 12:24:12 am
How do I keep a decent amount of soap available  (for hygene/ hospitals) if I cannot plant trees to keep supply of ash up?
Title: Re: DF2014 Question and Answer Thread
Post by: pisskop on November 09, 2014, 12:31:52 am
How do I keep a decent amount of soap available  (for hygene/ hospitals) if I cannot plant trees to keep supply of ash up?
Ash comes from trees.  Trees grow on their own.  if its a supply problem (Tundra/desert with FB problems) than dig out a (very) large room, making it at least 2 zlevels deep, and either see to it that the floor is wet or made of soil/sand.  Trees will grow there once the cavern is popped.

But in truth, wood is plenty abundant and 1 bar lasts for quite a while.  Making 20 bars of soap will almost eliminate the need for more for the life of the fort, unless its a really stable fort.
Title: Re: DF2014 Question and Answer Thread
Post by: vexxice on November 09, 2014, 02:24:21 am
Two rather moronic dwarves decided to drink from the river while standing on ice. The ice broke and both drown in the river. Do I have to entomb them so I don't suffer from angry ghosts? If so, does anyone have a suggestion of how to get the bodies out of the water?
Title: Re: DF2014 Question and Answer Thread
Post by: BlackFlyme on November 09, 2014, 02:40:21 am
You can create a memorial by making a slab out of stone, then having that stone engraved in a craftdwarf's workshop. Then build the engraved memorial somewhere.

This will prevent ghosts without having to retrieve and entomb the body of the deceased.

Or set up some pits and some screw pumps to manually drain the water and hope that it drains fast enough for the body to be retrieved. Or wait for the river to freeze again and dig the corpse out.
Title: Re: DF2014 Question and Answer Thread
Post by: Garath on November 09, 2014, 05:19:04 am
Non hostile world? I'm a few years in with my fort now, 80+ dwarfs and 120k exported wealth but not a single thief, ambush or siege. The most interesting thing was a waresloth early on. The liason reports that nothing has happened all year and I'm starting to think all fun loving neighbors might have been eradicated throughout history. How long should I keep hoping for an invasion before digging straight down in search of fun?

specify "a few years". If they were listed as neighbours, they will at some point attack. 3 years isn't much, 8 would be rather extreme. In any case, most reports are that goblins steamroll the world and tend not to get extinguished
Title: Re: DF2014 Question and Answer Thread
Post by: kingu on November 09, 2014, 04:34:07 pm
Does magma not start forest/grass fires? I got sieged by undead and punctured my volcanoe to set everything on fire but to my dissapiontment NOTHING caught fire. the magma just slowly flooded the plains full of grass, shrubs and trees without anything catching fire.
Title: Re: DF2014 Question and Answer Thread
Post by: Absentia on November 09, 2014, 06:01:16 pm
Does magma not start forest/grass fires? I got sieged by undead and punctured my volcanoe to set everything on fire but to my dissapiontment NOTHING caught fire. the magma just slowly flooded the plains full of grass, shrubs and trees without anything catching fire.

Sounds like you have temperature disabled. You'll need to enable it to get fires.
Title: Re: DF2014 Question and Answer Thread
Post by: kingu on November 09, 2014, 06:04:38 pm
Does magma not start forest/grass fires? I got sieged by undead and punctured my volcanoe to set everything on fire but to my dissapiontment NOTHING caught fire. the magma just slowly flooded the plains full of grass, shrubs and trees without anything catching fire.

Sounds like you have temperature disabled. You'll need to enable it to get fires.

no. it is enabled
Title: Re: DF2014 Question and Answer Thread
Post by: taptap on November 10, 2014, 04:45:15 am
What does it need for dwarves to marry in DF2014 (40.14+)? (Or even just socialise more.) 10 years and waiting, several romances, but not a single marriage so far.
Title: Re: DF2014 Question and Answer Thread
Post by: TBeholder on November 10, 2014, 07:25:15 am
What does it need for dwarves to marry in DF2014 (40.14+)? (Or even just socialise more.) 10 years and waiting, several romances, but not a single marriage so far.
Meeting zones? Bedrooms? Are these romancing dwarves content or grumpy in general?
Title: Re: DF2014 Question and Answer Thread
Post by: taptap on November 10, 2014, 07:58:44 am
What does it need for dwarves to marry in DF2014 (40.14+)? (Or even just socialise more.) 10 years and waiting, several romances, but not a single marriage so far.
Meeting zones? Bedrooms? Are these romancing dwarves content or grumpy in general?

I had meeting areas of various types - which should work similar to zones with regard to socialising, right - I put a zone on top of it now, but no real difference. Everyone has a bed room, I even put couples in adjacent OR at times overlapping bedrooms (to no avail). Everyone is happy, no one is stressed.
Title: Re: DF2014 Question and Answer Thread
Post by: pisskop on November 10, 2014, 08:13:35 am
Time.  They make friends/partners via idle time.
Title: Re: DF2014 Question and Answer Thread
Post by: vexxice on November 10, 2014, 05:15:29 pm
I have been trying to tame some toads to give my animal trainer some experience. The problem is under the z tab, it won't let me select a trainer. The 't' is greyed out. I have 3 people with animal training skills and 7 with animal care. I have assigned the toad to a cage, and I have created an animal training zone. Where have I gone wrong?
Title: Re: DF2014 Question and Answer Thread
Post by: taptap on November 10, 2014, 05:32:44 pm
I have been trying to tame some toads to give my animal trainer some experience. The problem is under the z tab, it won't let me select a trainer. The 't' is greyed out. I have 3 people with animal training skills and 7 with animal care. I have assigned the toad to a cage, and I have created an animal training zone. Where have I gone wrong?

You can only tame vermin from the kennel (tame small animal) and only as long as it is still in the animal trap. (Even then taming vermin is mostly a waste of time.)
Title: Re: DF2014 Question and Answer Thread
Post by: Zorromorph on November 11, 2014, 12:38:30 am
Hither I come once again with an issue to pose to the most helpful community. 

Is there a way to change the color of text?  Specifically, when I use the (k) key to 'look', the text describing the ground is in an unreadable dark blue(blends in with black background).
Title: Re: DF2014 Question and Answer Thread
Post by: Telgin on November 11, 2014, 08:39:49 am
What does it need for dwarves to marry in DF2014 (40.14+)? (Or even just socialise more.) 10 years and waiting, several romances, but not a single marriage so far.
Meeting zones? Bedrooms? Are these romancing dwarves content or grumpy in general?

I had meeting areas of various types - which should work similar to zones with regard to socialising, right - I put a zone on top of it now, but no real difference. Everyone has a bed room, I even put couples in adjacent OR at times overlapping bedrooms (to no avail). Everyone is happy, no one is stressed.

In older versions of the game I've always had trouble with this, even when letting dwarves have lots of idle time and with small meeting zones to encourage them to talk.  It seems to just take a very long time or luck.  Also, unless I'm mistaken it's possible in the current version of the game for dwarves to not be interested in marriage, which could cause them to get up to Lover status but no further.
Title: Re: DF2014 Question and Answer Thread
Post by: Bumber on November 11, 2014, 09:32:36 am
Hither I come once again with an issue to pose to the most helpful community. 

Is there a way to change the color of text?  Specifically, when I use the (k) key to 'look', the text describing the ground is in an unreadable dark blue(blends in with black background).
There's a colors.txt in the data/init folder. Here's what I use:
Spoiler (click to show/hide)
They're tweaked to my monitor settings, so I'm not sure how good it looks on anyone else's. Both blues and grays are shifted for clarity and distinctness.
Title: Re: DF2014 Question and Answer Thread
Post by: taptap on November 11, 2014, 10:01:11 am
What does it need for dwarves to marry in DF2014 (40.14+)? (Or even just socialise more.) 10 years and waiting, several romances, but not a single marriage so far.
Meeting zones? Bedrooms? Are these romancing dwarves content or grumpy in general?

I had meeting areas of various types - which should work similar to zones with regard to socialising, right - I put a zone on top of it now, but no real difference. Everyone has a bed room, I even put couples in adjacent OR at times overlapping bedrooms (to no avail). Everyone is happy, no one is stressed.

In older versions of the game I've always had trouble with this, even when letting dwarves have lots of idle time and with small meeting zones to encourage them to talk.  It seems to just take a very long time or luck.  Also, unless I'm mistaken it's possible in the current version of the game for dwarves to not be interested in marriage, which could cause them to get up to Lover status but no further.

The "no interest" thing is both intentional and may behave like a bug - given that dwarves are lifelong monogamous and use highly effective contraceptives out of wedlock - so even one disinterested partner results in no children.

Yet, I am pretty sure the low amount of socialising in general (none of my starter dwarves is even novice conversationalist after 9 years) is a completely independent bug / emergent behavior due to the emotion changes. They do party and talk at times though not really with their lovers - and I notice xp gains (via DT), but it is only 1 at a time - and thus no real skill gain or "progress towards marriage" happens. This may be slightly different in larger forts with more encounters and more idlers (I play with low soft pop cap of 25, but a much higher hard pop cap). My fort isn't even that large and has only one smallish dining room of 6x6 tiles, a well room and a small zoo - so they do encounter each other frequently.
Title: Re: DF2014 Question and Answer Thread
Post by: Hushed on November 12, 2014, 08:48:11 am
The changelog has this item-

Gave not-you civs range of 30 path-wise for neighbor status on embark (towers still 10)

My question is how does this effect caravans?  Previously neighbor status and caravans had correlation, do they also have causation?

I ask because I'm trying to generate a world for a fort that has access to caravans from all the standard races (among other requirements), but I don't know whether to reroll if the civs don't show up on the neighbor list for that particular embark site.
Title: Re: DF2014 Question and Answer Thread
Post by: Badger Storm on November 12, 2014, 09:25:04 am
I'm draining an aquifer for the first time using double-slit, but I can't seem to get the "one-step" thing (where you see what's on the z-level below or something) to work.  Absolutely nothing happens when I press the period key, even though that's the key that's supposed to do one-step.  Am I missing something?
Title: Re: DF2014 Question and Answer Thread
Post by: Bumber on November 12, 2014, 09:37:37 am
I'm draining an aquifer for the first time using double-slit, but I can't seem to get the "one-step" thing (where you see what's on the z-level below or something) to work.  Absolutely nothing happens when I press the period key, even though that's the key that's supposed to do one-step.  Am I missing something?
The default changed to / in DF2014.
Title: Re: DF2014 Question and Answer Thread
Post by: Badger Storm on November 12, 2014, 11:18:46 am
That still doesn't do anything, but it's not that big a deal  I have a more important issue.

I've successfully drained one level of aquifer, but on the second layer to be drained, the pump isn't working, even though it's set up almost exactly the same. 

This is what I've got set up, in order of increasing depth:

(http://i12.photobucket.com/albums/a249/Evanji/Screenshot2014-11-12at110839AM.png)

(http://i12.photobucket.com/albums/a249/Evanji/Screenshot2014-11-12at110847AM.png)

(http://i12.photobucket.com/albums/a249/Evanji/Screenshot2014-11-12at110854AM.png)

(Forgive me if there's a special aquifer trouble thread)
Title: Re: DF2014 Question and Answer Thread
Post by: taptap on November 12, 2014, 11:37:30 am
That still doesn't do anything, but it's not that big a deal  I have a more important issue.

I've successfully drained one level of aquifer, but on the second layer to be drained, the pump isn't working, even though it's set up almost exactly the same. 

(Forgive me if there's a special aquifer trouble thread)

Won't work. The whole method works on the assumption that you have two SEPARATE slits in the lowest layer, so you can drain one into the other (as long as original aquifer soil tiles are present they mysteriously soak up water). Once you have reduced one slit to one aquifer tile (this one first), the other to zero aquifer tiles, you can channel the last aquifer tile from above. Further above having two slits doesn't matter because drainage is downwards anyway.

(You can forget about the one step thing, look what stone-types can carry an aquifer. An aquifer always sits above a layer that can not carry an aquifer. Once you revealed the tile you can know whether you are still in the aquifer or not - no need to catch the frame it is still dry. )
Title: Re: DF2014 Question and Answer Thread
Post by: Badger Storm on November 12, 2014, 11:46:25 am
How would I go about doing that?  The obvious answer would be to build walls, but I can't really do that when there is 7/7 water.  I've got a feeling I should have built walls on the third level before channeling (if that was possible) but I don't know how to do that now.
Title: Re: DF2014 Question and Answer Thread
Post by: taptap on November 12, 2014, 11:57:55 am
How would I go about doing that?  The obvious answer would be to build walls, but I can't really do that when there is 7/7 water.  I've got a feeling I should have built walls on the third level before channeling (if that was possible) but I don't know how to do that now.

Make a new attempt, this one is messed up, and keep the two slits separate and work only one slit at once. Then you can pump the water away (I only dig up one or two tiles, put wall in, continue.) as long as the other slit has still at least one original aquifer tile you can drain the other side into it! Then you channel the last aquifer tile from above. Deconstruct the interior walls (that kept the slits separate) so the water remaining in the second slits spreads out and can evaporate.
Title: Re: DF2014 Question and Answer Thread
Post by: Badger Storm on November 12, 2014, 04:58:30 pm
I tried again, following the instructions on the wiki exactly, yet I got the same useless, ruined results.  I just don't understand what I'm doing wrong!  The forum thread has two pictures missing (the ones that I need most, of course) so it isn't much help either.  I have done the *exact* set up it says I should end up with, but the z-level below is no good.

I have gotten this setup exactly:

(http://dwarffortresswiki.org/images/3/36/Aq25.png)

EDIT: I think I know what went wrong.  I was channeling when I was supposed to be digging. 
Title: Re: DF2014 Question and Answer Thread
Post by: taptap on November 13, 2014, 01:39:40 pm
Whenever I release prisoners in the first cavern layer (troglodytes / plump helmet men) new ones show up in the second one. Are the cavern layers connected off map and I am just recapturing the prisoners?
Title: Re: DF2014 Question and Answer Thread
Post by: WDDworf on November 13, 2014, 01:52:40 pm
Whenever I release prisoners in the first cavern layer (troglodytes / plump helmet men) new ones show up in the second one. Are the cavern layers connected off map and I am just recapturing the prisoners?

Would say it is possible.. Chop something of them and see ;)

I think all populations are somewhat regulated.. and if you'd kill something off completely, it would also appear less and less?
That with the world syncing up real time, it should be possible.
Title: Re: DF2014 Question and Answer Thread
Post by: smjjames on November 13, 2014, 01:58:01 pm
While training up kicker and biter for my adventurer, I've noticed that I don't gain any xp when the target is unconscious, does anybody know if that is a bug or is intended? It might be intended because of the obvious exploit potential, but just asking if anybody knows for sure.

Also, does anybody know whether it worked like that in 34.11?

Trying to look in mantis bugtracker if there are any relevant bug reports, but it's being really slow right now for some reason.
Title: Re: DF2014 Question and Answer Thread
Post by: Telgin on November 13, 2014, 04:51:28 pm
I'm fairly sure it's intentional and has been that way since at least .31.25.
Title: Re: DF2014 Question and Answer Thread
Post by: Badger Storm on November 13, 2014, 07:28:49 pm
If there is a river at a saltwater embark, is the river salty too?
Title: Re: DF2014 Question and Answer Thread
Post by: pisskop on November 13, 2014, 11:51:36 pm
Rivers are never salted.

The estuous mouths, however, may be

---

Once a water source becomes salted, it will stay salted, so sufficient shenanigans may result in salted  river tiles or cisterns
Title: Re: DF2014 Question and Answer Thread
Post by: drh on November 14, 2014, 03:57:31 am
Had a dwarf suddenly inherit a barony in another site other than my present fort. Now I have a baron who doesn't even technically rule over my fort.

Is this known and intended behavior? I don't quite care for having a noble I didn't even expect.
Title: Re: DF2014 Question and Answer Thread
Post by: rmblr on November 14, 2014, 04:23:47 am
I'm trying to optimize my Gem industry.

I've created three Jewelry workshops each with a small gem stockpile. Each stockpile gives to its workshop.

(http://imgur.com/vNa44q2.png)
(http://imgur.com/rmwfDIA.png)

I've separated the workshops to only work on gems of a certain value (http://dwarffortresswiki.org/index.php/DF2014:Gem#Value). The top workshop is profiled to accept Great - Legendary gem cutters, and its stockpile only accepts high value gems (value >= 25). The middle workshop is profiled to accept Proficient - Accomplished and gems with 10 <= value < 25, and the final workshop for gems < 10 with gem cutters Dabbling - Skilled.

(http://imgur.com/xLiBcKQ.png)

Example for High value gem stockpile:
(http://imgur.com/WAU2fTk.png)

Yes, it was incredibly tedious setting up those three stockpiles.

Finally, I have my Primary Materials Quantum Stockpile (https://www.reddit.com/r/dwarffortress/comments/2kuvs1/mechanixms_guide_to_better_stockpiling_part_2_the/), which holds all my rough and cut gems (among other things), giving to each of the three specialized gem stockpiles.

The problem, as you can see in the first photo: the specialized stockpiles are empty! Dwarves simply won't stock them. This leads to my Jeweler cancelling all the cut jobs because the stockpile for the workshop is empty.

How do I get the dwarves to stock the specialized stockpiles?
Title: Re: DF2014 Question and Answer Thread
Post by: ptb_ptb on November 14, 2014, 05:23:20 am
I'm trying to optimize my Gem industry....

Upload your save file to DFFD? Someone might give it a look.
Title: Re: DF2014 Question and Answer Thread
Post by: Badger Storm on November 14, 2014, 07:47:47 am
I'm having difficulties with aquifer draining again.  Whoopee.

When I'm pumping the water out, now I can't seem to get both stair tiles drained.  The pump only drains out the orthogonally adjacent tile, not the one above/below that one.  Thus, when I stop to turn the pump around, everything fills right back up with water.  Additionally, before you begin pumping, do you channel out both tiles on the side, or only one?

At this rate I'm going to need to make a "help me not fuck up aquifers" livestream or something...
Title: Re: DF2014 Question and Answer Thread
Post by: Bearskie on November 14, 2014, 10:48:18 am
How does save compatibility work in regards to graphics packs and all? I have a spacefox tileset region save, can i just copy it over into the new .16 DF?
Title: Re: DF2014 Question and Answer Thread
Post by: TBeholder on November 14, 2014, 11:53:41 am
How does save compatibility work in regards to graphics packs and all? I have a spacefox tileset region save, can i just copy it over into the new .16 DF?
You need to replace /raw in saved game directory ("region1" or whatever) with /raw of your ruleset [+tileset]. Preferrably by removing and copying fresh, so that there won't be conflicts if stuff is put into different files, etc.
And, of course, backup first.
Title: Re: DF2014 Question and Answer Thread
Post by: taptap on November 14, 2014, 12:05:06 pm
I'm having difficulties with aquifer draining again.  Whoopee.

When I'm pumping the water out, now I can't seem to get both stair tiles drained.  The pump only drains out the orthogonally adjacent tile, not the one above/below that one.  Thus, when I stop to turn the pump around, everything fills right back up with water.  Additionally, before you begin pumping, do you channel out both tiles on the side, or only one?

At this rate I'm going to need to make a "help me not fuck up aquifers" livestream or something...

It is not entirely clear what you refer to. If you remember the principles: you can drain through stairs, you can take water only if the floor is completely open, keep a path for your miner/mason ... You should be able to figure it out or ask a bit more specific.
Title: Re: DF2014 Question and Answer Thread
Post by: Miuramir on November 14, 2014, 02:02:45 pm
Had a dwarf suddenly inherit a barony in another site other than my present fort. Now I have a baron who doesn't even technically rule over my fort.

Is this known and intended behavior? I don't quite care for having a noble I didn't even expect.

Yes, and mostly yes.  Someone in your fort was the highest-surviving member of a noble family after an incident elsewhere in the world that killed off (at least) the last remaining higher-ranked person in that family.  It's possible to get even higher ranked nobles than barons, up to and including the monarch (king / queen).   All that is intended; and generally matches historical norms.  But it's not intended to be frequent or common. 

However, in versions prior to 0.40.16 (released Nov. 12), there was no code for deciding sieges out in the "living world", so the attacker always won.  This meant that the odds of important cities and fortresses in your civilization being wiped out was far higher than one would expect, and led to this behavior to be triggered in far more forts than was really intended.  0.40.16 has supposedly put in a highly simplified routine for deciding world army attacks, which should reduce the odds of this happening significantly. 
Title: Re: DF2014 Question and Answer Thread
Post by: Badger Storm on November 14, 2014, 04:49:21 pm
I'm having difficulties with aquifer draining again.  Whoopee.

When I'm pumping the water out, now I can't seem to get both stair tiles drained.  The pump only drains out the orthogonally adjacent tile, not the one above/below that one.  Thus, when I stop to turn the pump around, everything fills right back up with water.  Additionally, before you begin pumping, do you channel out both tiles on the side, or only one?

At this rate I'm going to need to make a "help me not fuck up aquifers" livestream or something...

It is not entirely clear what you refer to. If you remember the principles: you can drain through stairs, you can take water only if the floor is completely open, keep a path for your miner/mason ... You should be able to figure it out or ask a bit more specific.

Well, on the last "dry" layer, I'm currently here

(http://dwarffortresswiki.org/images/4/4a/Aq09.png)

and below that, on the first aquifer layer, I have this

(http://i56.tinypic.com/2eumo00.jpg)

and under that I have this (http://dwarffortresswiki.org/images/2/2d/Aq17.png)

I am trying incredibly hard to get this for the first aquifer layer

(http://dwarffortresswiki.org/images/c/c9/Aq15.png)

It doesn't matter whether I channel only the source staircase or both of the tiles that are in the same row as the pump (meaning here the two lower stairs), I simply cannot get the aquifer dry.  I can pump until my pump operator is about to keel over from exhaustion, and until the lower left tile is parched and brown, but the second I stop pumping, that tile fills right back up again, rendering the whole thing fruitless.  Even if I keep pumping, the moment I dig down the next set of up/down stairs - you know, like the guide says to - it becomes wet again and I end up with this

(http://i12.photobucket.com/albums/a249/Evanji/Screenshot2014-11-14at43838PM.png)
It'
After channeling out the lower right set of stairs, I get exactly the same thing - dry lower-left stairs that become swamped completely as soon as the pump is unmanned, wet-as-ever upper-left stairs - except now there are two blue 7s on the screen instead of one.

I honestly have no clue why this isn't working, and am about ready to just turn off aquifers and never turn them on again.
Title: Re: DF2014 Question and Answer Thread
Post by: smeeprocket on November 14, 2014, 05:06:56 pm
I thought you had to build artificial walls inside the space you are pumping from to block the flooding. So I guess you'd have to channel out more space, and build walls along the actual walls of the hole.

I think that works. I stay away from aquifers because they require so much so early on.
Title: Re: DF2014 Question and Answer Thread
Post by: WanderingKid on November 14, 2014, 05:12:34 pm
Aquifers:

You can't pump up stairs, you channel out the stairs from the source tile of the pump.  You leave the other stairs for miner access.

Once you've started pumping, you send in a miner.   You dig (NOT CHANNEL) out the walls as described in the order on the wiki.  You replace these, one at a time!, with constructed walls.

Do not dig out more than one extra square at a time except at the start position (where you dig out two to get under the pump).  You won't be able to get ahead of the water.
Title: Re: DF2014 Question and Answer Thread
Post by: Badger Storm on November 14, 2014, 06:06:41 pm
But it shows the picture with the dry staircases before it says to dig those tiles out, implying that you need to drain the staircase completely dry before you even start that.  How am I supposed to secure the upper aquifer level if it's still blue all over with water?

Even though I did manage to get one wall built (with way more cancellations that I remember in previous attempts), the upper left slit tile refuses to go below 3/7 water, so it's inaccessible, and I can't build any walls.  Even if I could build walls, it wouldn't change that the aquifer is still wet and dangerous.

This is literally frustrating me to tears.
Title: Re: DF2014 Question and Answer Thread
Post by: WanderingKid on November 14, 2014, 06:09:41 pm
I don't have any footage leftover from when I did this last time, but let me slap something together for you and I'll drop it on my youtube channel.  It'll take a few hours though, so keep your shorts on.
Title: Re: DF2014 Question and Answer Thread
Post by: Badger Storm on November 14, 2014, 06:10:59 pm
Oh, how kind of you! I really appreciate it <3
Title: Re: DF2014 Question and Answer Thread
Post by: taptap on November 14, 2014, 06:29:14 pm
Breaking aquifers is probably the most satisfying thing in the game once you have finally done it. Apart from the excellent wiki entry and wandering kids comment, you are clearly on a different embark (or the aquifer is different where you are now). You had a two-layer aquifer before, but this one looks very much like a single layer aquifer (treat like the final layer of a multi-layer aquifer).
Title: Re: DF2014 Question and Answer Thread
Post by: Badger Storm on November 14, 2014, 06:52:44 pm
Huh, interesting.  Do you say that because of the ores in the lowest slits?  IIRC only a couple of kinds of rocks can hold aquifers.
Title: Re: DF2014 Question and Answer Thread
Post by: pisskop on November 14, 2014, 06:56:45 pm
Yup.  Only certain rocks will hold aquifers.  Ore and gem veins will typically not have aquifers, but finding a vein that is directly bordered by other ore is chance.
Title: Re: DF2014 Question and Answer Thread
Post by: WanderingKid on November 14, 2014, 07:05:48 pm
This is annoying.  I have managed, four times, to either run into mixed layers (Basalt and Silt), veins going through it (makes it too easy), and 3 single layer aquifers (which doesn't let me create the episode I want to generate).

Grumble mutter.  I will FIND you perfect little example.  You're in this world somewhere...
Title: Re: DF2014 Question and Answer Thread
Post by: Badger Storm on November 14, 2014, 07:45:33 pm
Unfortunately, it appears that through some file-shuffling shenanigans, I might have lost access to the world that I was working on the aquifer for.  I feel like a total asshole now D:  I didn't mean to make your work for nothing.  You don't have to make the video if you don't want to - I won't hold it against you.
Title: Re: DF2014 Question and Answer Thread
Post by: WanderingKid on November 14, 2014, 08:04:29 pm
'eh, I've been planning on doing this one anyway, which is why it'll take me a bit and I had to locate a 'good location' for it.  No worries.
Title: Re: DF2014 Question and Answer Thread
Post by: Thisfox on November 14, 2014, 10:41:01 pm
Had a dwarf suddenly inherit a barony in another site other than my present fort. Now I have a baron who doesn't even technically rule over my fort.

Is this known and intended behavior? I don't quite care for having a noble I didn't even expect.

This happens frequently. His barony got conquered, and he inherited the title. I've currently got four. And they all just got promoted to duchys, which means they need three armour stands each instead of one, and better rooms, and more chests... All four of them. I've seen evidence that it doesn't stop there, plenty of people end up with more and more of them, then the king or queen....
Title: Re: DF2014 Question and Answer Thread
Post by: pisskop on November 14, 2014, 11:02:52 pm
I actually would like to see more nobles.  As in merit-by-birth no working nobles.  I missed that part of DF
Title: Re: DF2014 Question and Answer Thread
Post by: WanderingKid on November 15, 2014, 02:56:38 am
'eh, I've been planning on doing this one anyway, which is why it'll take me a bit and I had to locate a 'good location' for it.  No worries.

So a few hours was an ambitious idea and it's not up to what I want in quality, but it'll do for now.

http://youtu.be/yzdUw92pXH4 (http://youtu.be/yzdUw92pXH4)
Title: Re: DF2014 Question and Answer Thread
Post by: rmblr on November 15, 2014, 02:57:51 am
I'm trying to optimize my Gem industry.

I've created three Jewelry workshops each with a small gem stockpile. Each stockpile gives to its workshop.

(http://imgur.com/vNa44q2.png)
(http://imgur.com/rmwfDIA.png)

I've separated the workshops to only work on gems of a certain value (http://dwarffortresswiki.org/index.php/DF2014:Gem#Value). The top workshop is profiled to accept Great - Legendary gem cutters, and its stockpile only accepts high value gems (value >= 25). The middle workshop is profiled to accept Proficient - Accomplished and gems with 10 <= value < 25, and the final workshop for gems < 10 with gem cutters Dabbling - Skilled.

(http://imgur.com/xLiBcKQ.png)

Example for High value gem stockpile:
(http://imgur.com/WAU2fTk.png)

Yes, it was incredibly tedious setting up those three stockpiles.

Finally, I have my Primary Materials Quantum Stockpile (https://www.reddit.com/r/dwarffortress/comments/2kuvs1/mechanixms_guide_to_better_stockpiling_part_2_the/), which holds all my rough and cut gems (among other things), giving to each of the three specialized gem stockpiles.

The problem, as you can see in the first photo: the specialized stockpiles are empty! Dwarves simply won't stock them. This leads to my Jeweler cancelling all the cut jobs because the stockpile for the workshop is empty.

How do I get the dwarves to stock the specialized stockpiles?

I've uploaded my save with this issue to DFFD: http://dffd.wimbli.com/file.php?id=10076

The bugged Gem workshops are on z level 133, and the materials stockpiles is on 134.
Title: Re: DF2014 Question and Answer Thread
Post by: ptb_ptb on November 15, 2014, 03:47:53 am
The bugged Gem workshops are on z level 133, and the materials stockpiles is on 134.

The materials stockpile only has cut gems, the stockpiles that feed the gem workshops only take rough gems.
Title: Re: DF2014 Question and Answer Thread
Post by: tahu16 on November 15, 2014, 05:04:04 am
How can I separate the seeds from the bags? Will the vermins eate the seeds?
Title: Re: DF2014 Question and Answer Thread
Post by: Badger Storm on November 15, 2014, 05:59:14 am
I have embarked on what is ostensibly a temperate forest biome, only to find a river full of hippos!  Could it have to do with being very close to the tropics?
Title: Re: DF2014 Question and Answer Thread
Post by: TBeholder on November 15, 2014, 08:15:20 am
How can I separate the seeds from the bags?
What for? A "coinstar" danger room? Dump them.
To stop cancellation spam when bags are moved? Probably impossible, or dorfs will just place them back into bags. Use chained stockpiles, as magmawiki recommends (http://dwarffortresswiki.org/index.php/cv:Seed).
Will the vermins eate the seeds?
Depending on the specific vermin's [PENETRATEPOWER], may eat even in barrels.
Title: Re: DF2014 Question and Answer Thread
Post by: ptb_ptb on November 15, 2014, 08:25:45 am
Probably impossible, or dorfs will just place them back into bags.
Not actually impossible. You can create a 'bag free zone' with careful use of burrows and/or forbidden doors.
Title: Re: DF2014 Question and Answer Thread
Post by: rmblr on November 15, 2014, 08:34:57 am
Is it possible to restrain a dwarf with a chain? If so, how do I do so?

Also, what effect does creating a room from a chain and assigning it an owner have?
Title: Re: DF2014 Question and Answer Thread
Post by: TBeholder on November 15, 2014, 11:55:59 am
Is it possible to restrain a dwarf with a chain? If so, how do I do so?
It happens automatically.
Train the dwarf in the skill necessary to work with a material absent on site or merchants' wares, but liked by some noble. Eventually the noble will demand something made from it and...  :-\
If you want more reliability, make that dorf carry into trading depot (burrows are your friends) an item prohibited from export and then sell it.
Or maybe send to an archery range and assign a pasture zone (with livestock of a fragile sort) right over it. Sooner or later...
Also, what effect does creating a room from a chain and assigning it an owner have?
The obvious (http://dwarffortresswiki.org/index.php/DF2014:Jail).  :D
Of course, if you'll simply build a restraint in a bedroom/dining hall, it will be treated just like any other furniture - trap, lever, gearbox with *native gold mechanism*, etc.
But then, you can get much more value on a single tile by using that *chain* and *«*bucket*»* and *mechanism* to place a well (which unlike restraint also have quality multiplier (http://"http://dwarffortresswiki.org/index.php/cv:Building_designer")!) in that dining hall, or anywhere else dorfs will see it often.
Title: Re: DF2014 Question and Answer Thread
Post by: smeeprocket on November 15, 2014, 04:22:12 pm
How do I see the killing blow when looking at combat under reports. I see a lot of fighting, and hit enter to see details, but there is no record of a killing blow. The enemy is very dead though.
Title: Re: DF2014 Question and Answer Thread
Post by: BlackFlyme on November 15, 2014, 05:04:16 pm
How do I see the killing blow when looking at combat under reports. I see a lot of fighting, and hit enter to see details, but there is no record of a killing blow. The enemy is very dead though.

Whoever gets the last hit in before the creature died is awarded with the kill. Just check the dead unit's combat log and find who was the last to get a hit in.

Even if the last hit wasn't fatal, it still counts. So if, for example, one dwarf were to pierce the heart of a goblin, then another dwarf came along and punched the goblin in the arm, bruising the skin, then the goblin bled out, the dwarf who punched the goblin would get the kill, since they hit them last.
Title: Re: DF2014 Question and Answer Thread
Post by: smeeprocket on November 15, 2014, 05:29:09 pm
ahh thank you. My champion got the kill. I figured, since he named his axe right afterwards. But I wanted to see if that was in fact what made that happen.
Title: Re: DF2014 Question and Answer Thread
Post by: smeeprocket on November 15, 2014, 05:35:16 pm
okay I'm pumping out a ton of leather clothing (not armor I don't think) for my dwarves because their clothes are rotting off. Will they automatically replace their clothes with newer, nicer clothes as they are produced or am I going to have to dress every single one of them manually?
Title: Re: DF2014 Question and Answer Thread
Post by: pisskop on November 15, 2014, 06:57:37 pm
They are autonomous enough to find new unforbidden, stockpiled pants. Although atm leather clothing wears out just as fast as fiber.

For immortal clothing, put all dwarves into squads and assign actual armor to them.
Title: Re: DF2014 Question and Answer Thread
Post by: taptap on November 15, 2014, 07:18:06 pm
Does the bucket brigade fill a pond only to 6 when filling from the level directly above? Why?
Title: Re: DF2014 Question and Answer Thread
Post by: Badger Storm on November 15, 2014, 07:39:33 pm
My current world apparently has no dwarven liaison!  Could this have anything to do with why I haven't gotten any migrants despite nobody Dying Horribly?
Title: Re: DF2014 Question and Answer Thread
Post by: vexxice on November 15, 2014, 09:48:40 pm
I need yarn ASAP (my engraver is possessed and demands it) but whenever I tell the farmer's workshop to shear an animal, it says "no creature". I know that I have an ewe. I checked that ewe and it said that it has very long hair. Why will they not shear this sheep? Is it that her hair isn't long enough?
Title: Re: DF2014 Question and Answer Thread
Post by: grady on November 15, 2014, 09:49:51 pm
After a caravan had unloaded its goods on my trade depot, I received a message that I had no depot accessible for them. After then rushing to the depot, I found, much to my chagrin, that the depot and their wagons had been destroyed. The traders left, leaving all of their goods. Bonus for me I guess. Is this a bug or am I missing something? One of my open outside bridges had disappeared as well.
Title: Re: DF2014 Question and Answer Thread
Post by: grady on November 15, 2014, 09:53:42 pm
Oh, and one of my dwarves, "didn't feel anything after seeing the wagon die". Ha!
Title: Re: DF2014 Question and Answer Thread
Post by: pisskop on November 15, 2014, 10:06:46 pm
@bucket brigade:

I dont remember, honestly.  I use those for decon trenches (3/7) farms or to force cleaning (1/7) and  not much else.  Maybe pools. Come to think of it, they should dump until  7/7.  Because doubling the size of the decon trenches when I forget to turn off ponds results in spam.   Either  way nothing that cant be adjusted for, such as pressure plates set to 5 instead of 6 or w.e.

@yarn:

Ive never checked animal descriptions for anything other than muscle and fatness, so I dont know if its accurately updated hair.  There is,  however, hidden counters for various things.  Much like dwarves have break, sleep, and booze counters, animals have rage, shear, and milk counters.  Once triggered, the counter resets and needs to reach its threshold again.
Title: Re: DF2014 Question and Answer Thread
Post by: pisskop on November 15, 2014, 10:18:25 pm
@ liason:

Liasons have something to do with migrations, but since the worldgen settings went live the migration system has changed.  It used to be based on wealth, and the liason would report to your civ various bits, such as taming progress , but im not sure anymore.

Your civ should be sending them.  Are they extinct?  Ive yet to hear of them dying en route.

@ Depot

however it happened (tantrum or your orders, w.e. violence) the Depot was destroyed.  All wagons at the depot are killed (they are alive as per the raws) and all trade goods are forfeit unto you.  While it may sound good it results in a net loss for the trader, who will bring less or even get the civ to siege you.  Your civ will never take hostile action against you, and gods help you if that day ever comes. . .
Title: Re: DF2014 Question and Answer Thread
Post by: Sutremaine on November 16, 2014, 01:44:15 am
Kind of a way back now, but for finding the dead centre of the map you can count using the Shift button. It moves the cursor 10 tiles. Each embark tile is about 48x48, so diagonally Shift-moving 4 or 5 times for every embark square you have and placing a dig designation will narrow down your counting area from the whole embark to one embark tile or less.

There's probably a formula each for even-width embarks and odd-width embarks, but I can't be bothered to try.
Title: Re: DF2014 Question and Answer Thread
Post by: Badger Storm on November 16, 2014, 05:04:36 am
I get the caravan, but no liaison.  I guess the liaison died before the first autumn or something?  Really I'm more bothered by the lack of migrants.
Title: Re: DF2014 Question and Answer Thread
Post by: smeeprocket on November 16, 2014, 06:48:04 am
I have the opposite, I got a liaison but no caravan this season. It announced them, but I never saw them on the map and it didn't say anything about them bypassing the site or anything.
Title: Re: DF2014 Question and Answer Thread
Post by: TBeholder on November 16, 2014, 10:59:32 am
Does the bucket brigade fill a pond only to 6 when filling from the level directly above? Why?
DFwiki says "Dwarves will stop scheduling the Fill Pond job when the water depth reaches 6/7". To avoid overflows, probably. Filling from a cistern controlled by pressure plates allows 7/7 if you think it's necessary for some reason. Or just building a stair 1 level up and sending your bucked brigade there, but then you have to watch for overflow manually.

My current world apparently has no dwarven liaison!  Could this have anything to do with why I haven't gotten any migrants despite nobody Dying Horribly?
Probably. On embark, DF warns you "Your selected civilization is dead or dying. Your dwarves might assume important positions." (I like it that nobles are officially as much of concern as, say, leaking aquifer or lack of fresh water ;D But you won't see it if other settlements are raided during the game, of course. Did you have a sudden wave of inherited titles?

I need yarn ASAP (my engraver is possessed and demands it) but whenever I tell the farmer's workshop to shear an animal, it says "no creature". I know that I have an ewe. I checked that ewe and it said that it has very long hair. Why will they not shear this sheep? Is it that her hair isn't long enough?
Never looked at this one, but probably a static quality rather than current status, so it just didn't grew wool after the last shearing yet. I'd also look out for workshops that may use up that yarn, BTW.

After a caravan had unloaded its goods on my trade depot, I received a message that I had no depot accessible for them. After then rushing to the depot, I found, much to my chagrin, that the depot and their wagons had been destroyed.
Look through combat reports. You may have a building destroyer critter around, possibly flying and still alive, just chased away, since you don't see a corpse.
Title: Re: DF2014 Question and Answer Thread
Post by: smeeprocket on November 16, 2014, 11:06:29 am
Do elephants still starve to death before they can eat enough in DF 2014? Do elf traders ever bring them as exotic animals?
Title: Re: DF2014 Question and Answer Thread
Post by: ptb_ptb on November 16, 2014, 11:37:35 am
Do elephants still starve to death before they can eat enough in DF 2014?
Nope. They still eat a lot, but it is possible to have them NOT starve to death.
Quote
Do elf traders ever bring them as exotic animals?
Haven't seen it happen yet, but ... probably? :P
Title: Re: DF2014 Question and Answer Thread
Post by: Mister Always on November 16, 2014, 12:09:38 pm
So apparently you don't just get "strawberries" from picking strawberries any more. You get "strawberry plants" which you can only cook. I need BOOZE, damn it, do you need to proc these things in a farmer's workshop or something?
Title: Re: DF2014 Question and Answer Thread
Post by: Badger Storm on November 16, 2014, 12:34:00 pm
I think you brew the plants straight-up, actually.  Also, it seems that with the new fruit system, you can only pick ground-growing fruit (such as strawberries) when they're in their fruit-bearing season.
Title: Re: DF2014 Question and Answer Thread
Post by: Mister Always on November 16, 2014, 12:39:00 pm
There's no option to enable "strawberry plants" in the kitchen, which I'm fairly sure means you can't. However, my dwarves have gathered a few actual strawberries. Which is good.

Now to see if you can do anything at all with "strawberry plants" besides cooking them. I can't imagine they taste very good.
Title: Re: DF2014 Question and Answer Thread
Post by: Badger Storm on November 16, 2014, 02:52:46 pm
I think you can process them into strawberry seeds, which you can then plant.

Also, re: the liaison, my civilization seems to be pretty much alive and well.  We get a caravan every autumn,and there's a handful of baronies on the civilization screen.  There's even a liaison named!  Maybe this is a bug.
Title: Re: DF2014 Question and Answer Thread
Post by: ptb_ptb on November 16, 2014, 02:55:57 pm
a handful of baronies on the civilization screen

I misread that as "a handful of bronies (http://cdn.mamamia.com.au/wp-content/uploads/2014/02/what-are-bronies-3.jpg) on the civilization screen". Time I got some sleep.
Title: Re: DF2014 Question and Answer Thread
Post by: pisskop on November 16, 2014, 02:57:26 pm
I . . . I dont know what to say.

Spoiler (click to show/hide)
Title: Re: DF2014 Question and Answer Thread
Post by: Badger Storm on November 16, 2014, 03:42:35 pm
Suddenly, two years after I first embarked, I get swamped with migrants for the first time since the hard-coded waves.  Go figure.

Title: Re: DF2014 Question and Answer Thread
Post by: smeeprocket on November 16, 2014, 04:34:30 pm
the annoying part about all that is you have your industry going nicely, and then you have to kick it in high gear with beds and digging out rooms, plus a bigger dining/meeting hall with more tables and such.

Of course, if you conscript them (which is usually the case for me, since they generally have useless professions and all other jobs are nicely filled,) you've also got armor and weapons to make.
Title: Re: DF2014 Question and Answer Thread
Post by: Harpya on November 16, 2014, 05:44:38 pm
Hi guys,

despite the wiki and all the reading, I cant figure out how to provide my dwarfes with fresh water.

This is the situation:

A flat embark zone, warm, with several pools of stagnant water. Also, caves about 40 tiles beneath the surface.

How can I build a well in my dining hall, a few levels down?
- I would need to drain one of the pools to a lower level, then pump it up to a cistern that connects to the well? Even with all the articles, I am utterly confused.

Is there a simple(r) way?

Thanks!
Title: Re: DF2014 Question and Answer Thread
Post by: smeeprocket on November 16, 2014, 05:49:23 pm
That is the easiest way, I believe. I usually embark where there is a river for immediate fresh water, but then make a cistern that I can refill as needed.

The water levels will drop eventually, btw, which was a surprise for me the first time.

Basically, get the water a level below where you want the cistern basin. I set up a floodgate to a lever so that I can shut down the thing if something goes wrong and just to control the flow. Then I channel the final tile to connect the water source to my tunnel and into the pool that will feed the cistern.

I also keep the tile where the screwpump will pump the water from floored off while I am doing this to prevent the water from rising up to the screw pump/cistern's level because then it won't filter it, it will just flow through it and you've just ruined a perfectly good cistern.
Title: Re: DF2014 Question and Answer Thread
Post by: Harpya on November 16, 2014, 05:53:12 pm
Thank you for the fast reply! I still feel stupid though... will have to mull this over...

One additional question: For a well to work, do I have to channel a shaft down directly to the water source or is this done automatically once the well is placed even several levels above it as long as it has the same x and y coordinates?
Title: Re: DF2014 Question and Answer Thread
Post by: smeeprocket on November 16, 2014, 06:01:02 pm
wells can work several levels above a water source if there is a direct route, but it takes longer for the water to get to the bucket.

BTW, your best bet for visual explanations and quick answers is the wiki. That's how I learned how to use screw pumps, though it still took practice.

http://dwarffortresswiki.org/index.php/Main_Page
Title: Re: DF2014 Question and Answer Thread
Post by: Harpya on November 16, 2014, 06:05:13 pm
Thanks. Yes, I read the wiki, still am reading it.. it is just very complicated regarding complicated things... fitting, I guess... ???
Title: Re: DF2014 Question and Answer Thread
Post by: smeeprocket on November 16, 2014, 06:07:25 pm
my best advice it to test it out in your fortress. Make sure everything is blocked off first before you release the water. It does take practice, but I always save and prepare to kill the game if the fort gets flooded.

If you are lucky in some cases though, you can wall off the flooded portion before the water gets too high. I did this when I flooded my fort with magma. Magma is a bit slower though.
Title: Re: DF2014 Question and Answer Thread
Post by: Badger Storm on November 16, 2014, 07:25:02 pm
I seem to often find hippos when I first embark (of course, when I can't go catch any) and then never see them again after the first herd disappears.

Do hippos show up again eventually?  I want an army of hippos.
Title: Re: DF2014 Question and Answer Thread
Post by: pisskop on November 16, 2014, 08:05:21 pm
I could swear DF is programed that way on purpose, where interesting critters are present just after arriving but almost never again . . .

they might, but as a lower frequency animal they may take awhile.  my advice is to watch the wanderings of wild creatures and trap the most common hangouts
Title: Re: DF2014 Question and Answer Thread
Post by: grady on November 16, 2014, 09:37:32 pm
I have had a spate of dwarves die from dehydration - right in the middle of a hallway surrounded by wells with access to fresh water and 1000's of barrels of alcohol. Any ideas as to what this is?
Title: Re: DF2014 Question and Answer Thread
Post by: ptb_ptb on November 17, 2014, 12:47:47 am
I have had a spate of dwarves die from dehydration - right in the middle of a hallway surrounded by wells with access to fresh water and 1000's of barrels of alcohol. Any ideas as to what this is?

Burrows maybe? There's a bug involving burrows and dwarves that are stressed.
http://www.bay12games.com/dwarves/mantisbt/view.php?id=1034
Title: Re: DF2014 Question and Answer Thread
Post by: grady on November 17, 2014, 11:36:00 am


Quote
Burrows maybe? There's a bug involving burrows and dwarves that are stressed.
http://www.bay12games.com/dwarves/mantisbt/view.php?id=1034

Hmm... I haven't set up burrows, but this error may be similar. The Dwarves had a party that lasted FOREVER, and ironically, the ones that died may have failed to check to drink while at the party. The opposite of my real-life problem at parties. Thanks for the insight.
Title: Re: DF2014 Question and Answer Thread
Post by: smeeprocket on November 17, 2014, 12:01:43 pm
dwarves drink so much day to day that at parties they prefer to let loose and get thoroughly sober.
Title: Re: DF2014 Question and Answer Thread
Post by: Badger Storm on November 17, 2014, 04:48:34 pm
Ever since I put miners in a squad, assigned them their picks as weapons, then took them back out of the squad, they have steadfastly refused to do their job.  How do I get them to pick up their picks again?
Title: Re: DF2014 Question and Answer Thread
Post by: pisskop on November 17, 2014, 04:51:19 pm
their picks may still be reserved for fighting.  May need to forbid/unforbid them or even make new ones.  Definitely dont assign them weapons again without backups in reserve.

In this version, civilians dont seem too shy about killing critters that look at them sideways.  Assign them the armor and let them choose to go postal on a rutherer with their pick.
Title: Re: DF2014 Question and Answer Thread
Post by: Badger Storm on November 17, 2014, 05:22:13 pm
Well, said weapons are now in a bin, though being out of said bin didn't help matters at all.  I'd gladly make new ones but for the lack of weapons-grade metal.  Guess I have to wait and hope the autumn caravan brings some...

EDIT: nvm, figured it out.
Title: Re: DF2014 Question and Answer Thread
Post by: Zorromorph on November 18, 2014, 05:41:11 am
Quote from: Bumber
They're tweaked to my monitor settings, so I'm not sure how good it looks on anyone else's. Both blues and grays are shifted for clarity and distinctness.

A lot better than what I was using.  I made the standard blue and red a little lighter, and I can read everything now comfortably.  Thanks!

Title: Re: DF2014 Question and Answer Thread
Post by: taptap on November 18, 2014, 06:23:40 am
Is there a simple(r) way?

Aquifers and refilling water caverns.

A question myself:

Has anyone experimented with spider based vermin control? (via webs)

Another question:

When tapping an aquifer from below, does it flood as soon as I break the floor to an aquifer tile above or as soon as I expose the tile below without breaking the floor?
Title: Re: DF2014 Question and Answer Thread
Post by: smeeprocket on November 18, 2014, 11:59:43 am
how do I get dwarves to move things from the trade depot to my stockpiles? They always seem to just let stuff sit there and the depot is outside of my safety burrow, so I need that stuff in my stockpiles.
Title: Re: DF2014 Question and Answer Thread
Post by: WanderingKid on November 18, 2014, 12:03:11 pm
When tapping an aquifer from below, does it flood as soon as I break the floor to an aquifer tile above or as soon as I expose the tile below without breaking the floor?

As soon as you expose the tile below the aquifer, you get water.
Title: Re: DF2014 Question and Answer Thread
Post by: pisskop on November 18, 2014, 12:08:22 pm
When tapping an aquifer from below, does it flood as soon as I break the floor to an aquifer tile above or as soon as I expose the tile below without breaking the floor?

As soon as you expose the tile below the aquifer, you get water.

Yup, best set up protection before you pierce it
Title: Re: DF2014 Question and Answer Thread
Post by: taptap on November 18, 2014, 03:18:15 pm
Working on a (safe) magmadump setup with no need for me to give commands for levers. How fast have I to open and close a hatch cover (on top of a 1 tile magma dump) to avoid repathing by other dwarves on the way? Is there a mechanical solution fast enough so it does not end in cancellation spam? Would a larger dump zone with multiple hatch covers work better (so dwarves can path to another one, when one is open)?
Title: Re: DF2014 Question and Answer Thread
Post by: Loci on November 18, 2014, 05:09:00 pm
Working on a (safe) magmadump setup with no need for me to give commands for levers. How fast have I to open and close a hatch cover (on top of a 1 tile magma dump) to avoid repathing by other dwarves on the way? Is there a mechanical solution fast enough so it does not end in cancellation spam? Would a larger dump zone with multiple hatch covers work better (so dwarves can path to another one, when one is open)?

Well, assuming you're talking about a magma garbage disposal, by far the easiest way would be to place the dump zone several z-levels above the magma. Dwarves will automatically toss dumped items down a pit next to a dump zone, and a quantum-stockpile-minecart can be set up to automatically dump refuse in the pit as well. If you add a hatch down inside the pit it shouldn't affect pathing at all.


Title: Re: DF2014 Question and Answer Thread
Post by: drh on November 18, 2014, 08:52:43 pm
Any idea why my military dwarves won't perform any civilian tasks? They're set to operate pumps (it's their only labor, and they're the only ones set to Operate Pump), but simply stand in the danger room I built and refuse to do anything except eat and drink.

EDIT: In fact, appointing my Militia Commander as manager in order to cross-train Organizer doesn't work, because he explicitly doesn't recognize the office I set for him.

EDIT: And, interestingly, my war dogs don't seem to fight at all...
Title: Re: DF2014 Question and Answer Thread
Post by: Bumber on November 19, 2014, 01:06:01 am
Any idea why my military dwarves won't perform any civilian tasks? They're set to operate pumps (it's their only labor, and they're the only ones set to Operate Pump), but simply stand in the danger room I built and refuse to do anything except eat and drink.
Are they active or inactive? They won't do jobs while on active duty.
Title: Re: DF2014 Question and Answer Thread
Post by: drh on November 19, 2014, 02:40:49 am
Any idea why my military dwarves won't perform any civilian tasks? They're set to operate pumps (it's their only labor, and they're the only ones set to Operate Pump), but simply stand in the danger room I built and refuse to do anything except eat and drink.
Are they active or inactive? They won't do jobs while on active duty.

They've been deactivated, even the squad disbanded, and they don't do anything except go for food/drink/sleep and stand in the danger room, whether the broomhandles are poking or not. I currently have the three dwarves in question separated into their own civvie 'self-defense training' squads, and while they organize and lead training sessions, when their squad goes out of rotation (one month of training every three months for each squad, one squad training at a time), the three super-dorfs just go back to the danger room and do nothing except dodging the pokey sticks if I have them running. They're each a legendary wrestler.

I've also noticed in previous incidents in this fort involving war dogs, they they rarely if ever actually attack anything. My guard dog chained by the fort entrance let a wolverine shred it to ribbons and didn't retaliate even once.
Title: Re: DF2014 Question and Answer Thread
Post by: rmblr on November 19, 2014, 02:16:30 pm
Hi guys,

despite the wiki and all the reading, I cant figure out how to provide my dwarfes with fresh water.

This is the situation:

A flat embark zone, warm, with several pools of stagnant water. Also, caves about 40 tiles beneath the surface.

How can I build a well in my dining hall, a few levels down?
- I would need to drain one of the pools to a lower level, then pump it up to a cistern that connects to the well? Even with all the articles, I am utterly confused.

Is there a simple(r) way?

Thanks!

This is my favorite well / water plumbing tutorial: https://imgur.com/a/4McDJ
Title: Re: DF2014 Question and Answer Thread
Post by: Badger Storm on November 19, 2014, 02:35:23 pm
If I've dug my fortress into a mountain- or hillside, how do I make a moat that will protect it?
Title: Re: DF2014 Question and Answer Thread
Post by: Loci on November 19, 2014, 02:41:10 pm
This is my favorite well / water plumbing tutorial: https://imgur.com/a/4McDJ
That works fine for potable water, but does nothing to fix stagnant/salty water.


How can I build a well in my dining hall, a few levels down?
- I would need to drain one of the pools to a lower level, then pump it up to a cistern that connects to the well?
Yes. Use a diagonal passage at the bottom of your drain to neutralize pressure before you pump the water into a cistern.
Title: Re: DF2014 Question and Answer Thread
Post by: Badger Storm on November 19, 2014, 04:57:31 pm
Also, the only weapons-grade metal I have on this particular map is silver.  Which is less shitty for sharp weapons, silver or the wood crap the elves bring?
Title: Re: DF2014 Question and Answer Thread
Post by: locustgate on November 19, 2014, 04:59:58 pm
As savagery(or anyother) x/y increase does the savage area increase or decrease?
Title: Re: DF2014 Question and Answer Thread
Post by: smeeprocket on November 19, 2014, 06:44:14 pm
If I embark in a place with no wood, how do I go about making beds?
Title: Re: DF2014 Question and Answer Thread
Post by: taptap on November 19, 2014, 06:55:58 pm
If I embark in a place with no wood, how do I go about making beds?

Most places have cavern wood. You can also bring quite some wood with you (costs only 3 embark points each), trade for wood or you manage without beds. Even without anything else at all, you have at least 3 wood from the wagon.
Title: Re: DF2014 Question and Answer Thread
Post by: locustgate on November 19, 2014, 07:31:15 pm
How do I turn aquifers off, I can't find it in d_int or int.
Title: Re: DF2014 Question and Answer Thread
Post by: Lokathor on November 19, 2014, 09:18:26 pm
I saw a DF video recently (http://youtu.be/cMdFE0Ay_lA?t=9m1s) with a graphics pack installed, and layers lower down the hill side were faintly visible instead of just showing void. Is this setup possible in ASCII mode or is it a graphics only thing?
Title: Re: DF2014 Question and Answer Thread
Post by: Brewster on November 19, 2014, 10:41:13 pm
Using 0.40.17.

(http://i.imgur.com/UQ8Hd5u.png)

Anyone else having troubles? It's only letting me smelt certain bars, not the ore I found. Can't "Smelt tetrahedrite Ore", I can in manager but not from workshop itself.
Title: Re: DF2014 Question and Answer Thread
Post by: WanderingKid on November 19, 2014, 11:07:31 pm
Do you have burrows setup and is the smelter in one?  That's usually a reason you can't select it from the menus.

Title: Re: DF2014 Question and Answer Thread
Post by: drh on November 20, 2014, 02:36:44 am
Okay, well according to the wiki war dogs (since when?) apparently have trouble fighting outside of assigned burrows (as in my generic 'red alert' condition), so at least I have an answer there. And the lazy military dwarves for some reason finally started operating their gym pumps... Not sure why, though.
Title: Re: DF2014 Question and Answer Thread
Post by: Brewster on November 20, 2014, 07:28:26 am
Do you have burrows setup and is the smelter in one?  That's usually a reason you can't select it from the menus.

No, and look at the options, its not even like smelt ore is red out it's just not there.
Title: Re: DF2014 Question and Answer Thread
Post by: ptb_ptb on November 20, 2014, 08:12:57 am
Anyone else having troubles? It's only letting me smelt certain bars, not the ore I found. Can't "Smelt tetrahedrite Ore", I can in manager but not from workshop itself.

Wow. You're right. That's a nasty bug. 

Are you using a world generated in 40.17 or an old save that you have loaded in 40.17?
Title: Re: DF2014 Question and Answer Thread
Post by: Larix on November 20, 2014, 09:37:22 am
New worlds, ported saves, .40.17 unpacked over an old installation or in a new folder, it's all the same:

in .40.17, smelters can only do the "reaction" jobs, all ore smelting jobs are unavailable, i.e. not even listed in the "a" menu.

Workaround: order your smelt ore jobs through the manager, this works (both in a ported .40.16 save and a new game, .40.17 extracted over an older installation).

bug has been reported:
http://www.bay12games.com/dwarves/mantisbt/view.php?id=8568
Title: Re: DF2014 Question and Answer Thread
Post by: Mister Always on November 20, 2014, 09:57:25 am
I've got a river full of carp and carp fry. I want them GONE! Airdrowning them should be easy enough, I just wanna know if my butchers will butcher airdrowned wild creatures?
Title: Re: DF2014 Question and Answer Thread
Post by: smeeprocket on November 20, 2014, 10:04:53 am
They will for wild things as long as you have them set to collect refuse outside. But, the question is will they get all of them fast enough.
Title: Re: DF2014 Question and Answer Thread
Post by: pisskop on November 20, 2014, 10:58:48 am
build a few butchers, tanners, kitchens shops along the river with small  food and refuse stockpiles besides them and set upa  task force with only butchering, tanning, cooking and refuse hauling.

depending on how safe you feel, use burrows or a meeting  area to keep them topside.
Title: Re: DF2014 Question and Answer Thread
Post by: Mister Always on November 20, 2014, 03:30:28 pm
build a few butchers, tanners, kitchens shops along the river with small  food and refuse stockpiles besides them and set upa  task force with only butchering, tanning, cooking and refuse hauling.

depending on how safe you feel, use burrows or a meeting  area to keep them topside.

That would be a worthwhile effort if I had set up my fort like a newb. You could piss on the butcher shop from the refuse pile outside if there wasn't a single layer of soil between it and them. I ain't worried.
Title: Re: DF2014 Question and Answer Thread
Post by: taptap on November 20, 2014, 05:19:27 pm
Are there evil oceans - I mean with water in it? Whereever I embark the supposed evil ocean or lake is empty.
Title: Re: DF2014 Question and Answer Thread
Post by: pisskop on November 20, 2014, 05:30:14 pm
Are there evil oceans - I mean with water in it? Whereever I embark the supposed evil ocean or lake is empty.
???

Of course.  Sea monsters gotta live somewhere.

If its persistent across all evil oceans and worlds at all temperatures than its likely a bug.
Title: Re: DF2014 Question and Answer Thread
Post by: smeeprocket on November 21, 2014, 03:39:59 am
how can I best prevent my fps from dropping over time? I use dfhack to clean things up but any successful fort I have ultimately dies from it before I can complete any long term projects.
Title: Re: DF2014 Question and Answer Thread
Post by: taptap on November 21, 2014, 04:16:25 am
how can I best prevent my fps from dropping over time? I use dfhack to clean things up but any successful fort I have ultimately dies from it before I can complete any long term projects.

Short summary of relevant wiki pages: Small worlds, small embarks, less caverns, less dwarves, less crap, quantum stockpiles and no waterfalls.
Title: Re: DF2014 Question and Answer Thread
Post by: Badger Storm on November 21, 2014, 07:51:21 am
So I just genned a world and it apparently has a forgotten beast made out of black diamond.  If I encounter this thing, how fucked am I?
Title: Re: DF2014 Question and Answer Thread
Post by: pisskop on November 21, 2014, 07:55:22 am
:!  no rock or gem can stand up to dwarven steel.  Especially when a dwarf wields it
Title: Re: DF2014 Question and Answer Thread
Post by: smeeprocket on November 21, 2014, 11:48:28 am
okay so I finally found a good embark for my giant sperm whale farm, however, when I use dfhack and do region-pops list-all, giant sperm whale is not on the list. Is it possible it will be generated or should I continue trying different embarks until I find it on the list? Is it possible it doesn't exist in my world?
Title: Re: DF2014 Question and Answer Thread
Post by: Mister Always on November 21, 2014, 12:40:48 pm
So I just genned a world and it apparently has a forgotten beast made out of black diamond.  If I encounter this thing, how fucked am I?

Depends on how you feel about solving the problem by dropping a bit of cave roof on its head...

Anyway, my question. I embarked on a site that purported to have neighbouring elven, goblin, kobold and human civs (and dwarves, of course). In the second year, the elves showed up just fine, and I of course stole everything they had that I wanted even a little. The humans, however, never showed, and no thieves and snatchers have been appearing. The snatchers I find especially odd since for a while there were a bunch of unguarded babies literally crawling around outside, pukin' errywhere (I'm not sure if these two things are bugs - migrants who arrive with babies will take a good long while to actually pick up their tots, and babies seem to be born cave-adapted).

I wanted BLOOD! SLAUGHTER! And commerce. So what gives, huh?
Title: Re: DF2014 Question and Answer Thread
Post by: drh on November 21, 2014, 10:27:28 pm
So I just genned a world and it apparently has a forgotten beast made out of black diamond.  If I encounter this thing, how fucked am I?

A talc floor dropped on it will kill it instantly.
Title: Re: DF2014 Question and Answer Thread
Post by: taptap on November 22, 2014, 04:39:09 am
Is there a known way to deploy the venom you can acquire from caravans?
Title: Re: DF2014 Question and Answer Thread
Post by: pisskop on November 22, 2014, 05:36:45 am
I believe you can dump it while forbidding the barrel.  But Ive never done it and cant say how that would work.
Title: Re: DF2014 Question and Answer Thread
Post by: smeeprocket on November 22, 2014, 08:34:24 am
I think that only works with gnomeblight, but yea... never tried. It's not very practical.
Title: Re: DF2014 Question and Answer Thread
Post by: Mister Always on November 22, 2014, 08:48:30 am
So I just genned a world and it apparently has a forgotten beast made out of black diamond.  If I encounter this thing, how fucked am I?

Depends on how you feel about solving the problem by dropping a bit of cave roof on its head...

Anyway, my question. I embarked on a site that purported to have neighbouring elven, goblin, kobold and human civs (and dwarves, of course). In the second year, the elves showed up just fine, and I of course stole everything they had that I wanted even a little. The humans, however, never showed, and no thieves and snatchers have been appearing. The snatchers I find especially odd since for a while there were a bunch of unguarded babies literally crawling around outside, pukin' errywhere (I'm not sure if these two things are bugs - migrants who arrive with babies will take a good long while to actually pick up their tots, and babies seem to be born cave-adapted).

I wanted BLOOD! SLAUGHTER! And commerce. So what gives, huh?

Asking again.
Title: Re: DF2014 Question and Answer Thread
Post by: smeeprocket on November 22, 2014, 09:42:25 am
So I just genned a world and it apparently has a forgotten beast made out of black diamond.  If I encounter this thing, how fucked am I?

Depends on how you feel about solving the problem by dropping a bit of cave roof on its head...

Anyway, my question. I embarked on a site that purported to have neighbouring elven, goblin, kobold and human civs (and dwarves, of course). In the second year, the elves showed up just fine, and I of course stole everything they had that I wanted even a little. The humans, however, never showed, and no thieves and snatchers have been appearing. The snatchers I find especially odd since for a while there were a bunch of unguarded babies literally crawling around outside, pukin' errywhere (I'm not sure if these two things are bugs - migrants who arrive with babies will take a good long while to actually pick up their tots, and babies seem to be born cave-adapted).

I wanted BLOOD! SLAUGHTER! And commerce. So what gives, huh?

Asking again.

Someone mentioned this in a different thread also, but I don't know the answer. One suggestion was the distance, but if they are listed on the civs screen when setting up the embark, I don't know why they would be out of range.
Title: Re: DF2014 Question and Answer Thread
Post by: Badger Storm on November 23, 2014, 01:21:08 pm
Is it possible to rearrange the order of parameter-set names on the advanced world gen screen?  I ruined my small island set (lesson, never, ever put preset values for anything) and so I had to create a new one, which is now sitting at the bottom of the list.  It just doesn't look nice and it's a reminder of my folly.
Title: Re: DF2014 Question and Answer Thread
Post by: ptb_ptb on November 23, 2014, 01:41:26 pm
Is it possible to rearrange the order of parameter-set names on the advanced world gen screen?  I ruined my small island set (lesson, never, ever put preset values for anything) and so I had to create a new one, which is now sitting at the bottom of the list.  It just doesn't look nice and it's a reminder of my folly.

Haha, don't worry. That's an easy one. The worldgen settings are in a simple text file. Edit it (while not running DF) and move your favorite to the top.

It will be somewhere like ...
C:\Games\Dwarf Fortress\Dwarf Fortress 40_18\data\init\world_gen.txt
Title: Re: DF2014 Question and Answer Thread
Post by: smeeprocket on November 23, 2014, 01:52:52 pm
How do I make a 1x4 or 1x3 embark? It won't let me lower the squares to less than 2x2.
Title: Re: DF2014 Question and Answer Thread
Post by: ptb_ptb on November 23, 2014, 02:29:07 pm
How do I make a 1x4 or 1x3 embark? It won't let me lower the squares to less than 2x2.
Like I said, you need to use dfhack.  The actual command is
embark-tools enable nano (https://github.com/DFHack/dfhack#id127)
Title: Re: DF2014 Question and Answer Thread
Post by: smeeprocket on November 23, 2014, 02:55:25 pm
awesome, thanks.
Title: Re: DF2014 Question and Answer Thread
Post by: Badger Storm on November 23, 2014, 04:47:09 pm
I'm trying a game with invaders on, and I immediately decided to set my fort completely underground so it would be easier to surround it with a moat.  So caravans can come in, I channeled down to make a three-wide ramp, twice across 2 z-levels.  However, apparently these ramps don't work.  My dwarves depend on an up-down staircase, and as soon as I forbid the hatch cover over that, the cancel spam ensues.

The entrance is just three channeled tiles, as seen here

(http://i12.photobucket.com/albums/a249/Evanji/Screenshot2014-11-23at42132PM.png)

This is the second floor, directly beneath the surface

(http://i12.photobucket.com/albums/a249/Evanji/Screenshot2014-11-23at42117PM.png)

And here's the depot itself

(http://i12.photobucket.com/albums/a249/Evanji/Screenshot2014-11-23at44014PM.png)


What's going wrong?  I would be incredibly embarrassed to have to build my depot aboveground.
Title: Re: DF2014 Question and Answer Thread
Post by: taptap on November 23, 2014, 05:04:41 pm
What's going wrong?  I would be incredibly embarrassed to have to build my depot aboveground.

The transition from the 1st underground floor to the trade depot floor below is unwalkable. Ramps need to lean against a solid pillar which is walkable above to work. Imagine you go from below, the ramp leans against the wall, but from there you have to jump to the other side to the floor hanging in mid-air. The transition from surface to underground is good. See in detail: http://dwarffortresswiki.org/index.php/DF2014:Ramp
Title: Re: DF2014 Question and Answer Thread
Post by: Badger Storm on November 23, 2014, 05:19:52 pm
I tried building a wall to the above of the floor 3 ramp, and that helped some, but as soon as I built all three walls it became unusable again.  I literally cannot visualize what's going wrong here.  I guess I dig a little side-path going around, but that won't solve the problem of the wall blocking caravans from coming in.

EDIT: I think I got it.  I moved the ramps one square back to where they had a solid foundation.

EDIT: EDIT: Nope, that didn't work either.  I think I'm going to swallow my pride and build my depot aboveground.
Title: Re: DF2014 Question and Answer Thread
Post by: taptap on November 23, 2014, 05:35:31 pm
I tried building a wall to the above of the floor 3 ramp, and that helped some, but as soon as I built all three walls it became unusable again.  I literally cannot visualize what's going wrong here.  I guess I dig a little side-path going around, but that won't solve the problem of the wall blocking caravans from coming in.

This is your ramp from depot upwards. (Ramp "leans" always toward the wall and needs walkable space directly above the wall not somewhere else.) Before you build aboveground read the wikipage.

Code: [Select]
        |
 ___    |
       /|
      / |
Title: Re: DF2014 Question and Answer Thread
Post by: Codyo on November 23, 2014, 05:47:54 pm
The ramps on the second level are sloping into the wall. Realistically, you can't have both a slope aiming down (that's going one direction) and a slope aiming up (that's going a different direction) in the same spot.

The down ramp is like this   \ ->  due to the placement of the walls.
the up ramp is like this  <-  /       when you combine those together you get an impossible slope.

What you're trying to do is make stairs out of them.

To solve this problem, you have to make a hallway on the south side of those ramps and make a trade depot there.

This is what it looks like    X = wall      \ = ramps sloping down          / = ramps sloping up

                                      __Surface________\  ____________________
                                      second level        X \_________________ \X
                                                               XDepot______________/X
They're both aimed into the wall
Title: Re: DF2014 Question and Answer Thread
Post by: Badger Storm on November 23, 2014, 05:54:02 pm
So I build the ramps kind of like steps, then?

Unfortunately the wagon somehow went "missing" and now the traders can't trade at all.  This wouldn't be so bad if my searches for ore weren't coming up empty-handed.
Title: Re: DF2014 Question and Answer Thread
Post by: Codyo on November 23, 2014, 05:59:00 pm
Yes exactly like steps. Just not a spiraling staircase of steps though.
Title: Re: DF2014 Question and Answer Thread
Post by: Badger Storm on November 23, 2014, 06:36:09 pm
I have been trying so, so hard to make that, but with no success, and I'm wasting /immense/ amounts of time, labor, and materials on this.  I wouldn't be surprised if this ended up ruining my FPS in the long run.

I guess I can take comfort in finding out that the entire caravan haul has been sitting on the depot the whole time.
Title: Re: DF2014 Question and Answer Thread
Post by: taptap on November 24, 2014, 04:56:45 am
I have been trying so, so hard to make that, but with no success, and I'm wasting /immense/ amounts of time, labor, and materials on this.

Spend the little time required to read the page in the wiki instead of frantically trying out things in game. It is really not that hard.
Title: Re: DF2014 Question and Answer Thread
Post by: smeeprocket on November 24, 2014, 02:56:33 pm
I have been trying so, so hard to make that, but with no success, and I'm wasting /immense/ amounts of time, labor, and materials on this.

Spend the little time required to read the page in the wiki instead of frantically trying out things in game. It is really not that hard.

That doesn't help anyone to say that.

This thread is specifically for questions and answers. Most likely, badger looked at the wiki already and it isn't clicking. If you don't have a solution, no problem, just don't dismiss the question in a thread that exists for that purpose.

Here is my question for everyone...

I'm having this problem where, while I try to figure out how to set up my giant sperm whale tanks, I am not getting any sort of goblin or titan attacks or anything, and I am pretty sure I am in range.

If I breach the lower caverns, do the creatures that spawn in there count towards the total animal pop? (I've lined the outside with raising bridges to forbid entrance by land animals when it comes time, but since I am still working out the details, I want to have something to do.)
Title: Re: DF2014 Question and Answer Thread
Post by: pisskop on November 24, 2014, 03:00:02 pm
[sigh]

It helps to think of ramps as not being physical.  ramps take up no mass, and have no effect unless set up a certain way.

A ramp will do nothing at all ever unless it is set up next to a platform your dwarves can climb to.  Ramp 'teleport' your dwarves up a zlevel, so it takes no extra time to do it, its two moves in one.  As previously said before, you cant expect dwarves to use the ramp to get to a tile directly above them from the ramp because thats not how they work.  You have to be able to draw a line up the ramp as a continuous straight path.
Title: Re: DF2014 Question and Answer Thread
Post by: pisskop on November 24, 2014, 03:02:31 pm
That doesn't help anyone to say that.

I tend to agree, but the helpers have emotions too.  Its easy to get frustrated, and DF is a fairly abstract game that can be hard to explain using only text.  We all try to direct common or very specific questions to the wiki, because its there for people to learn from.  If its going to take up a whole page it needs its own thread.
Title: Re: DF2014 Question and Answer Thread
Post by: smeeprocket on November 24, 2014, 03:03:41 pm
I actually had this problem too and it took me awhile to figure out that if a ramp isn't against a wall, it isn't usable.

Personally, I don't even bother with ramps unless there's no hill to carve into, then I do a three wide ramp down and that is it, setting up a raisable drawbridge before the trade depot. However, if you could upload your save (have you done that yet, sorry I amnot sure) I can look at it and give you screenshots of the problem exactly.

Also, I have a bad feeling no one is going to be able to give me a striaght answer to my question about the caves, which means opening them up and bridging the sides or just going insane from boredom while I figure these tanks out.
Title: Re: DF2014 Question and Answer Thread
Post by: Urist McPanzerbeard on November 24, 2014, 09:03:07 pm
Okay, so, my hunter won't hunt in my new embark. This is my first time using a custom embark profile instead of one of the ones included in the LNP, but I should have set it up correctly. Hunting worked before, so I -assume- it's a problem with the embark or labor settings, but I can't figure out the problem. He has his crossbow, quiver and bolts equipped, he has the hunting labor enabled, he is not in a squad, and I've tried disabling/re-enabling hunting to get him to re-equip the crossbow, but nothing seems to work, he just sits there idle most of the time. There are huntable creatures on the map, and they're occasionally getting killed by my dogs when they wander too close, but he refuses to go out and hunt them. Any ideas?

-- Scratch that, He's decided he wants to stop being lazy and start hunting now. I don't know what the delay was, but it seems to have fixed itself now, at any rate.

Oh, also, as a secondary question; I've changed the [TRANSLATION: DWARF] tag to English in the entity_default raws, since I want the names in english, but only the civlizations seem to be displaying in English, dwarves' names are still in Dwarvish. I changed the raws before I generated the new world, incidentally. Is there some seperate setting that I missed?
Title: Re: DF2014 Question and Answer Thread
Post by: Garath on November 25, 2014, 07:00:24 pm
creatures that can be killed by dogs may not really be huntable. Hunters seem to realize that some creatures, especially the smaller mammals and many birds, don't have enough meat on them to be worth it and just leave them alone.

Title: Re: DF2014 Question and Answer Thread
Post by: pisskop on November 25, 2014, 07:02:30 pm
Hunting dogs have some value, if used in groups or as distractions.  If you ever see a hunter pick a fight with a giant wolverine, that dog may buy him enough time to get a few extra shots off.
Title: Re: DF2014 Question and Answer Thread
Post by: Bouchart on November 25, 2014, 07:59:24 pm
Does anyone know how succession works?  I was minding my own business when a dwarf was promoted to Baron, apparently inheriting the title from someone who died somewhere else in the world.
Title: Re: DF2014 Question and Answer Thread
Post by: Reelya on November 25, 2014, 08:28:26 pm
I tried building a wall to the above of the floor 3 ramp, and that helped some, but as soon as I built all three walls it became unusable again.  I literally cannot visualize what's going wrong here.  I guess I dig a little side-path going around, but that won't solve the problem of the wall blocking caravans from coming in.

EDIT: I think I got it.  I moved the ramps one square back to where they had a solid foundation.

EDIT: EDIT: Nope, that didn't work either.  I think I'm going to swallow my pride and build my depot aboveground.

They're trying to do a vertical u-turn in the eff-ing air, is the problem. Ramps work like this:

Code: [Select]
+
##\__

The cross is the little dude who wants to go down the ramp, he needs to be on a solid, raised ground and path down to ground on the other side of the ramp. You can't go forward down a ramp and expect to come out facing the other direction.

In your fort, what you have is the exit from the ramp pointing in the same direction the person is coming from. that's trying to squeeze the 3x3 wagon through a 1x3 slot in the ground, which wouldn't physically work, even if ramps worked like that. When you go down a ramp you come out facing the same direction as when you came in, which is basically inside a wall in your version.
Title: Re: DF2014 Question and Answer Thread
Post by: smeeprocket on November 26, 2014, 04:05:48 pm
A couple of things

one I have a legendary leatherworker. I am pumping out leather clothing nonstop for my dwarves because their clothing seems to be in perpetual decay (I also make cloth stuff but my clothiers aren't legendary), my problem is, anytime I atom smash the decayed clothing, I ger the "a masterpiece of Urist McLeatherworker was lost" message and I suspect it gives her an unhappy thought. How do I get around this though?

Also, my fortress has been made a duchy... twice. I have no noble because he died when it was a barony. None have come to replace him so I figure when the queen comes, then I'll have a noble. But what if they keep remaking my fortress a duchy?

I offered about 40 or 50k worth of stuff to them last time around. When the caravan comes next time, exported and total wealth and population notwithstanding, would that be enough to become the mountainhome?
Title: Re: DF2014 Question and Answer Thread
Post by: ptb_ptb on November 26, 2014, 04:10:13 pm
A couple of things

one I have a legendary leatherworker. I am pumping out leather clothing nonstop for my dwarves because their clothing seems to be in perpetual decay (I also make cloth stuff but my clothiers aren't legendary), my problem is, anytime I atom smash the decayed clothing, I ger the "a masterpiece of Urist McLeatherworker was lost" message and I suspect it gives her an unhappy thought. How do I get around this though?
Don't atomsmash decayed masterwork clothing. :)

Have two finished goods stockpiles that only accept clothing. Limit one to masterwork and above. One to exceptional and below. Atomsmash the second (if you want) the second can be either dumped to a refuse stockpile where it will decay to nothing in time, or sold to gullible traders.
Title: Re: DF2014 Question and Answer Thread
Post by: smeeprocket on November 26, 2014, 04:32:08 pm
can I designate the wear of the items? If so I will enable bins on that stockpile. Because hauling 100+ pieces of rotten clothing to the trade depot is bleh.

Plus, I'm about to close off my borders as soon as they make me the mountainhome. No goblins at this point I am not going to wait for them any longer, and my tanks are almost -almost- complete. I will need to spawn some sea life to test them.
Title: Re: DF2014 Question and Answer Thread
Post by: ptb_ptb on November 26, 2014, 04:38:33 pm
can I designate the wear of the items? If so I will enable bins on that stockpile.
No. I wish you could.

However you can link your clothing workshop output to particular stockpile(s). That(those) stockpile(s) will not pick up crappy used clothing, only nice new clothing. So, by elimination, any loose clothing lying around elsewhere is probably worn. There was a post about this that explained it better a while back. :P
Title: Re: DF2014 Question and Answer Thread
Post by: smeeprocket on November 26, 2014, 04:41:02 pm
hmm yea it sounds like I'll have to do that. Everything designated for dumping right now is just gonna have to get destroyed, but for future goods, that is the answer.

IT seems like dwarves perpetually pick up whatever is created anyway, it's like their clothes are rotting off seconds after they put them on.
Title: Re: DF2014 Question and Answer Thread
Post by: smeeprocket on November 26, 2014, 05:12:12 pm
Can a hatch cover be used in conjunction with a screw pump to cover the hole it generally pumps out of?
Title: Re: DF2014 Question and Answer Thread
Post by: vexxice on November 26, 2014, 05:25:01 pm
My fortress has been in action for about 10 years (my longest living fort to date) and I have 186 dwarves currently living inside. I have never implemented a criminal justice system in any of my forts. My dwarves have always behaved themselves just fine. Well, a few went berserk after being in a mood, but other than that fine. What is the purpose of the criminal justice system?
Title: Re: DF2014 Question and Answer Thread
Post by: wuphonsreach on November 26, 2014, 05:50:11 pm
Also, my fortress has been made a duchy... twice. I have no noble because he died when it was a barony. None have come to replace him so I figure when the queen comes, then I'll have a noble. But what if they keep remaking my fortress a duchy?

If you are playing a version prior to about 40.17(?) in the 40.x series, and you have "historical" (not generated out of thin air by the game) migrants coming to your fortress from other existing dwarven outposts.  They may have some sort of familial relationship to the duke/duchess of the outpost that they travelled from.

Due to the "attacker always wins" bug (prior to about 40.17), those outposts that they came from frequently get attacked and overrun by goblins / titans / elves / humans / FBs.  As a result and since the migrant who now lives in your fort is the last remaining relative, they inherit the title.

So in your first year, it's very possible that you can end up with multiple nobles whose demands you now have to satisfy while you've barely had time to strike the earth.
Title: Re: DF2014 Question and Answer Thread
Post by: Urist McPanzerbeard on November 26, 2014, 05:54:20 pm
My fortress has been in action for about 10 years (my longest living fort to date) and I have 186 dwarves currently living inside. I have never implemented a criminal justice system in any of my forts. My dwarves have always behaved themselves just fine. Well, a few went berserk after being in a mood, but other than that fine. What is the purpose of the criminal justice system?
Convicting vampires. Also, I think punishing crime gives a good thought to the injured party, and nobles get upset if a dwarf gets away with, say, ignoring mandates? I'm not entirely sure on that, I've never got far enough in a fort for that to be a factor.
Title: Re: DF2014 Question and Answer Thread
Post by: smeeprocket on November 26, 2014, 07:20:58 pm
I've had plenty of chances to use the justice system. If things start going badly, a tantrum spiral will start and I'll convict dwarves and throw them in jail for destroying stuff and killing fort animals. It's that or the hammerer.
Title: Re: DF2014 Question and Answer Thread
Post by: vexxice on November 26, 2014, 07:31:18 pm
I'll have to set up a dwarven prison (lined with glorious blood). Are there any graphics packs/mod that change the dwarve's appearance based on gender? Is that possible? Purely a cosmetic thing, it would serve no purpose other than to make the fortress look more diverse.
Title: Re: DF2014 Question and Answer Thread
Post by: smeeprocket on November 26, 2014, 08:41:50 pm
so it appears I have killed everything on land and in the ocean...

Does the ocean replenish itself?

I just set up my tanks for testing. I have a lot of food, but for this to work I have to shut out the world, meaning... things could get rough. The idea was to just keep fishermen running nonstop.
Title: Re: DF2014 Question and Answer Thread
Post by: Urist McRas on November 26, 2014, 09:30:25 pm
one I have a legendary leatherworker. I am pumping out leather clothing nonstop for my dwarves because their clothing seems to be in perpetual decay (I also make cloth stuff but my clothiers aren't legendary), my problem is, anytime I atom smash the decayed clothing, I ger the "a masterpiece of Urist McLeatherworker was lost" message and I suspect it gives her an unhappy thought. How do I get around this though?
Actually, if you have a lot of masterworks made by a dwarf then destroying them doesn't bother him as much. So, you can to a certain degree ignore the messages.

so it appears I have killed everything on land and in the ocean...

Does the ocean replenish itself?

I just set up my tanks for testing. I have a lot of food, but for this to work I have to shut out the world, meaning... things could get rough. The idea was to just keep fishermen running nonstop.
I think you can't kill all the fish in the ocean. I think it is possible to kill all ocean animals, but it should take decades or centures. The same applies to land animals.
Title: Re: DF2014 Question and Answer Thread
Post by: Bearskie on November 27, 2014, 12:40:33 am
Recently I've been experimenting with falling items in the object testing arena, and I've noticed that anytime I spawn items directly above a creature, the creature always ends up sidestepping the falling items as it hits the ground, provided he has an adjacent tile to move into.  No combat report is generated.

Does this mean that a trap design where I pile items (eg socks) above several hatches, which will then be dumped onto invaders is doomed to fail due to this item-avoidance ninja skills?
Title: Re: DF2014 Question and Answer Thread
Post by: kingu on November 27, 2014, 03:59:25 am
I have a captured magma crap that I put behind fortificarions. It has been shooting at a a goblin prisoner for about a year now. Not a single shot has hit the goblin. The goblin just keeps dodging or use his shield.

Has the goblin gained stats? Is it likely he is now legendary dodger and shield user?

Has the magma crab gained stats?
Title: Re: DF2014 Question and Answer Thread
Post by: ptb_ptb on November 27, 2014, 05:16:11 am
Can a hatch cover be used in conjunction with a screw pump to cover the hole it generally pumps out of?

To turn the water flow off and on? I'm not sure.

You can use floor grids to block critters flying, climbing or falling through that tile. That doesn't block water flow.
Title: Re: DF2014 Question and Answer Thread
Post by: WDDworf on November 27, 2014, 08:15:34 am
I was wondering about 1 thing.

Do tiles, filled with water, dampen someone's fall?

I was thinking about creating (at later game) an entrance to HFS and use a large cavern/hall for people to get dropped in.. so they will have fun.
The hall/cavern should be tall, so it takes a longer time to reach top from bottom.. but everything that gets tossed in from the top, should survive the fall itself.

Can I use 1 or multiple layers of water to dampen a fall.. in such a way, it is hardly damaged (or not at all)

This is the common snakepit idea.. but these snakes have the tendency to fly.


Plus question:
Say it takes too long for someone to get dropped in.. and that 'snake' is already on its way up.
Would the one, getting dropped, drop the 'snake' down to the bottom again.. or will they pass each other?

If so.. hasn't anyone tried using one long tunnel (across z levels).. opening HFS.. and just toss every single thing down the tunnel? (ie. stone falls, hits snake, snake falls, snake+stone hits next snake.. etcetera?)
Title: Re: DF2014 Question and Answer Thread
Post by: taptap on November 27, 2014, 08:37:49 am
My dwarves are (other than one) far above the average size of 60k acc. to wiki when I check them with Dwarf Therapist. While it is fine when they are strapped with large amounts of muscle and lard in my book (militia commander of size 110k), one dwarf has actually obese in his description and brings to bear an amazing 133k. Does this hurt in any way? Is milling, pump operating and military training going to help against obesity? Should I start making biscuits instead of lavish meals again? Tallow biscuits against obesity? Has anyone researched this in detail?
Title: Re: DF2014 Question and Answer Thread
Post by: Urist McPanzerbeard on November 27, 2014, 09:45:02 am
I was wondering about 1 thing.

Do tiles, filled with water, dampen someone's fall?

I was thinking about creating (at later game) an entrance to HFS and use a large cavern/hall for people to get dropped in.. so they will have fun.
The hall/cavern should be tall, so it takes a longer time to reach top from bottom.. but everything that gets tossed in from the top, should survive the fall itself.

Can I use 1 or multiple layers of water to dampen a fall.. in such a way, it is hardly damaged (or not at all)
A short enough drop into deep water will dampen a fall, but if they don't have high enough swimming skill they'll be stunned by the fall and drown. I have a feeling that past a certain height they simply won't survive the fall, but I don't know for certain, I'm afraid.
Title: Re: DF2014 Question and Answer Thread
Post by: pisskop on November 27, 2014, 11:04:19 am
I have a captured magma crap that I put behind fortificarions. It has been shooting at a a goblin prisoner for about a year now. Not a single shot has hit the goblin. The goblin just keeps dodging or use his shield.

Has the goblin gained stats? Is it likely he is now legendary dodger and shield user?

Has the magma crab gained stats?

Yes to the goblin, no to the 'crap'.  crabs cannot learn, but if they could CDI projectiles count as throwing
Title: Re: DF2014 Question and Answer Thread
Post by: pisskop on November 27, 2014, 11:08:18 am
My dwarves are (other than one) far above the average size of 60k acc. to wiki when I check them with Dwarf Therapist. While it is fine when they are strapped with large amounts of muscle and lard in my book (militia commander of size 110k), one dwarf has actually obese in his description and brings to bear an amazing 133k. Does this hurt in any way? Is milling, pump operating and military training going to help against obesity? Should I start making biscuits instead of lavish meals again? Tallow biscuits against obesity? Has anyone researched this in detail?

Muscle and fat are independent of one another.  muscle from skill use and fat from overeating.  neither carry in-game consequences.  to make less fat, dont let them eat as much
Title: Re: DF2014 Question and Answer Thread
Post by: smeeprocket on November 27, 2014, 12:21:20 pm
other than having no food, how do you limit their eating? Can you limit their booze intake too?
Title: Re: DF2014 Question and Answer Thread
Post by: pisskop on November 27, 2014, 12:31:58 pm
using doors to restrict access, making them walk farther to centralized foodbanks, or not letting military carry it.  Adventure mode is easier to see because of your direct control.

But, why, other than roleplaying; that marginal speed increase?  In small and stronger than average dwarves the effect of extra body weight is minimal, and fat will provide more weapon force, natural armor, and heat insulation. Fat is a measure of life quality, to me.


___

Oh!  pressure plates that close off shortcuts to food if a larger dwarf walks onto them too.
Title: Re: DF2014 Question and Answer Thread
Post by: taptap on November 27, 2014, 01:14:32 pm
Fat is a measure of life quality, to me.

Yes, but he weighs more than an adult black bear! (And he is a lot shorter.) The querns and pumps are awaiting him.

Closing paths with pressure plates isn't trivial after the climbing changes.
Title: Re: DF2014 Question and Answer Thread
Post by: smeeprocket on November 27, 2014, 01:22:42 pm
using doors to restrict access, making them walk farther to centralized foodbanks, or not letting military carry it.  Adventure mode is easier to see because of your direct control.

But, why, other than roleplaying; that marginal speed increase?  In small and stronger than average dwarves the effect of extra body weight is minimal, and fat will provide more weapon force, natural armor, and heat insulation. Fat is a measure of life quality, to me.


___

Oh!  pressure plates that close off shortcuts to food if a larger dwarf walks onto them too.

I'm interested mostly for fun. I just want to be able to manipulate my dwarves as much as possible.

Man pressure plates are a good idea!
Title: Re: DF2014 Question and Answer Thread
Post by: RegalStar on November 28, 2014, 12:53:17 pm
For plants like celery and lettuce, which part of their growth has seeds in them?
Title: Re: DF2014 Question and Answer Thread
Post by: pisskop on November 28, 2014, 12:58:49 pm
The edible parts, I believe.
Title: Re: DF2014 Question and Answer Thread
Post by: RegalStar on November 28, 2014, 01:24:40 pm
Some of them have multiple though. I've seen lettuce and lettuce leaves, strawberries and strawberry plants and strawberry leaves, and so on.
Title: Re: DF2014 Question and Answer Thread
Post by: smeeprocket on November 28, 2014, 01:57:53 pm
for strawberries I would guess the fruit as opposed to the plants. Lettuce... I don't know, lettuce is all leaves, isn't it? God, I hope it's not iceberg tho. gross.
Title: Re: DF2014 Question and Answer Thread
Post by: ptb_ptb on November 28, 2014, 02:01:17 pm
Lettuce... I don't know, lettuce is all leaves, isn't it? God, I hope it's not iceberg tho. gross.
Your dwarves:
   "Yum! Giant slug steak for dinner."
"And lettuce leaves."
   "Lettuce? This isn't iceberg is it? Gross!"
Title: Re: DF2014 Question and Answer Thread
Post by: smeeprocket on November 28, 2014, 02:19:16 pm
Lettuce... I don't know, lettuce is all leaves, isn't it? God, I hope it's not iceberg tho. gross.
Your dwarves:
   "Yum! Giant slug steak for dinner."
"And lettuce leaves."
   "Lettuce? This isn't iceberg is it? Gross!"

My dwarves will have, at the very LEAST, green leaf with their giant cave spider intestines roast.
Title: Re: DF2014 Question and Answer Thread
Post by: taptap on November 28, 2014, 04:37:14 pm
I try to shear my sheep... but the lambs do not register somehow. Why is that, they have extremely long wool and my dwarves go naked?
Title: Re: DF2014 Question and Answer Thread
Post by: Badger Storm on November 28, 2014, 05:46:45 pm
I think you can only shear adult animals.
Title: Re: DF2014 Question and Answer Thread
Post by: tom_kazansky on November 28, 2014, 08:26:30 pm
On old (34.x) dwarf fortress i could look arround using k, and when i was constructing or designating afterwards (e.g. harvest only one plant) I was at the same position. In df2014 i recenter. Can i change this option back?
Title: Re: DF2014 Question and Answer Thread
Post by: greycat on November 28, 2014, 08:47:59 pm
On old (34.x) dwarf fortress i could look arround using k, and when i was constructing or designating afterwards (e.g. harvest only one plant) I was at the same position. In df2014 i recenter. Can i change this option back?

That's the "stable cursor" feature of DFhack.  You'll need to install (and possibly configure) DFhack for the current version, if/when it's available.
Title: Re: DF2014 Question and Answer Thread
Post by: WDDworf on November 30, 2014, 03:58:24 am
It's not possible to use a restraint with a dwarf, is it?

I want to bind my vampire(s) in front of my fort as a living zombie warning, otherwise I'll keep drafting them into the first-line-soon-to-be-defeated squad.
Title: Re: DF2014 Question and Answer Thread
Post by: Garath on November 30, 2014, 04:07:14 am
Nope, no voluntary dwarf restraints. You can assign them as prisons and maybe put them there or get them put there on some trumped up charges of, say, a civilian found dead with all his blood drained
Title: Re: DF2014 Question and Answer Thread
Post by: taptap on November 30, 2014, 04:47:17 am
Nope, no voluntary dwarf restraints.

You can walk them into webbed cage traps.
Title: Re: DF2014 Question and Answer Thread
Post by: Badger Storm on November 30, 2014, 02:16:43 pm
My unicorns (modded to be trainable) don't seem to be breeding, even after 2 years.  Right now I've got 2 males and 3 females in the open, all on ropes or chains.  I'm still in 40.16, so I think the spore system is still in place.  Don't have DT so I can't look up orientations.  Is there a tag I missed?  Curiously, they never seem to revert to wildness either.

EDIT: Disregard that.  One of them just gave birth.
Title: Re: DF2014 Question and Answer Thread
Post by: smeeprocket on November 30, 2014, 04:11:51 pm
My unicorns (modded to be trainable) don't seem to be breeding, even after 2 years.  Right now I've got 2 males and 3 females in the open, all on ropes or chains.  I'm still in 40.16, so I think the spore system is still in place.  Don't have DT so I can't look up orientations.  Is there a tag I missed?  Curiously, they never seem to revert to wildness either.

EDIT: Disregard that.  One of them just gave birth.

aww. Chain that adorable unicorn baby's legs down for a few months so its meat stays soft and unmuscled. Then slaughter it.

Unicorn veal. Delicious.
Title: Re: DF2014 Question and Answer Thread
Post by: Baffler on November 30, 2014, 07:08:31 pm
Can someone briefly explain the plans for recipes in the upcoming tavern arc? Are they going to be generated and assigned by civ, or can we make up our own? Is it a replacement for the easy/fine/lavish setup, or will the two exist alongside each other?
Title: Re: DF2014 Question and Answer Thread
Post by: pisskop on November 30, 2014, 09:38:28 pm
o.o  I should read up on that.

Most likely it will serve as a more complex replacement with some randomly generated ingredients?

We'll know alot more when it is released, for sure.
Title: Re: DF2014 Question and Answer Thread
Post by: Badger Storm on December 01, 2014, 04:37:27 pm
Just moved a file from 40.16 to 40.19.  It has gelding available as a labor, but when I go to the animal screen, it doesn't do anything when I press x for the animals I want to geld.  This happens regardless of the animals' training or pet status.  Did I skip something?
Title: Re: DF2014 Question and Answer Thread
Post by: smeeprocket on December 01, 2014, 05:15:24 pm
unless you go and manually edit a lot of stuff in the raws, the saves aren't compatible.
Title: Re: DF2014 Question and Answer Thread
Post by: Telgin on December 01, 2014, 06:14:31 pm
Specifically, there are new tags that mark males (mammals only I believe) as having a geldable lower body.  Your save won't automatically update to include that.  You'd need to go into your save's raws folder and add the new tags to all of the male mammals, which I think will work.  It's probably not worth the hassle unless you really, really love your current world though.
Title: Re: DF2014 Question and Answer Thread
Post by: taptap on December 02, 2014, 04:04:44 pm
Has anyone seen the new silk types ("flashing sparks thread" etc.) in game? How do I get them?
Title: Re: DF2014 Question and Answer Thread
Post by: Telgin on December 02, 2014, 04:10:18 pm
Sounds like the new divine randomly generated materials.  So far as I know, they're only available in the new secret sites in adventure mode and probably require killing powerful things to get.
Title: Re: DF2014 Question and Answer Thread
Post by: pisskop on December 02, 2014, 04:13:11 pm
Sounds like the new divine randomly generated materials.  So far as I know, they're only available in the new secret sites in adventure mode and probably require killing powerful things to get.

Wait, new new underground sites?  O.O
Title: Re: DF2014 Question and Answer Thread
Post by: Telgin on December 02, 2014, 04:37:46 pm
I'm actually not sure where they show up, but Toady kept them fairly hushed during development and they're related to 'divinity' somehow.  I've seen them referenced as vaults and having angels, but I don't know what that means exactly since I don't ever play adventure mode.  I think they're above ground though.
Title: Re: DF2014 Question and Answer Thread
Post by: pisskop on December 02, 2014, 04:43:28 pm
well, if its a new site I can find it . . .  It might simply be a stronger compliment to cloth.  Or w.e.
Title: Re: DF2014 Question and Answer Thread
Post by: taptap on December 03, 2014, 12:59:22 pm
Too bad I never played adventure mode.

Another one: I had a human law-giver coming regularly to my fortress and chatting a little with the duke (a bit like a diplomat) - about the time the "war" with the elves started, although they never showed up, last year he decided to leave through the caverns, leaving behind his bodyguard, hanging around as friendlies in the cavern. Is this normal, since this year he didn't came back?
Title: Re: DF2014 Question and Answer Thread
Post by: smeeprocket on December 03, 2014, 02:27:14 pm
well, if its a new site I can find it . . .  It might simply be a stronger compliment to cloth.  Or w.e.

you'll want to be fairly powerful before you start taking on angels in a vault, btw.
Title: Re: DF2014 Question and Answer Thread
Post by: ptb_ptb on December 03, 2014, 02:44:27 pm
you'll want to be fairly powerful before you start taking on angels in a vault, btw.

Lol. I haven't got as far as taking trolls down with an adventurer yet.
Title: Re: DF2014 Question and Answer Thread
Post by: pisskop on December 03, 2014, 02:49:29 pm
you'll want to be fairly powerful before you start taking on angels in a vault, btw.

Lol. I haven't got as far as taking trolls down with an adventurer yet.
Go for the feet and the eyes.  Toes and fingers if you can, and always try to grab it where expedient to.  You want to cause enough pain to make it fall over or pass out.  And blinding it is both painful and useful.  Take it from me, being a blind adventurer sucks.


 Sneaking is also useful, if you have the skill.

Most importantly:  Always be ready to run and leave your friends behind.  Always.
Title: Re: DF2014 Question and Answer Thread
Post by: smeeprocket on December 03, 2014, 04:14:18 pm
you'll want to be fairly powerful before you start taking on angels in a vault, btw.

Lol. I haven't got as far as taking trolls down with an adventurer yet.
Go for the feet and the eyes.  Toes and fingers if you can, and always try to grab it where expedient to.  You want to cause enough pain to make it fall over or pass out.  And blinding it is both painful and useful.  Take it from me, being a blind adventurer sucks.


 Sneaking is also useful, if you have the skill.

Most importantly:  Always be ready to run and leave your friends behind.  Always.

do you just see a black screen as a blind adventurer?
Title: Re: DF2014 Question and Answer Thread
Post by: pisskop on December 03, 2014, 04:18:10 pm
The HUD is still there, but the screen goes black when it happens, erasing you memory of the area.  In addition, you wont know where enemies are without using alt+a, and the only tiles that are revealed are those you have physically been in before.  Nothing outside of your current tile is visible for examination, and you take penalties to all actions (not that you do much crafting . . .).

It is hard to get around, and is pretty much a forced retirement (unless its not permanent). 
Title: Re: DF2014 Question and Answer Thread
Post by: ptb_ptb on December 04, 2014, 04:38:30 am
Quick question: Can Great Axes be used to cut down trees? I suspect not.
Title: Re: DF2014 Question and Answer Thread
Post by: pisskop on December 04, 2014, 06:54:25 am
i think its any weapon that utilizes the axe skill.  So the crossbow that was modded to have an axe on it?  thatll work.
Title: Re: DF2014 Question and Answer Thread
Post by: ptb_ptb on December 04, 2014, 07:00:06 am
i think its any weapon that utilizes the axe skill.

How does DF check if someone can use a great axe then?
Title: Re: DF2014 Question and Answer Thread
Post by: pisskop on December 04, 2014, 07:05:27 am
size, most likely for one.  the weapon raws dictate minsize.  Those thigs are huge and heavy, and have size requirements.  And of course dwarves have their own preferences.
you are talking about the human/goblin weapon?  if its a proper trap  component it wont use the axe skill.
Title: Re: DF2014 Question and Answer Thread
Post by: ptb_ptb on December 04, 2014, 07:15:20 am
you are talking about the human/goblin weapon?

Yes. I embarked with seven goblins and none of them was able to pick up a great axe to chop trees down.
Title: Re: DF2014 Question and Answer Thread
Post by: pisskop on December 04, 2014, 07:23:52 am
http://dwarffortresswiki.org/index.php/DF2014:Great_axe

fun story, this describes a bug with axes and creatures who are 60,000cm3

likely why you cant use it, despite the minsize being 62500, a number perfectly tenible by random varience.
Title: Re: DF2014 Question and Answer Thread
Post by: pisskop on December 04, 2014, 10:55:19 pm
How do I set Therapist to not show me vampire true names?  I updated from before they had that feature (i think) and its still showing me their true names when I do get them.
Title: Re: DF2014 Question and Answer Thread
Post by: WDDworf on December 05, 2014, 03:35:11 pm
My embark has 2 ocean biomes (and 1 land biome, but irrelevant for the question).

I dug out my fort right under the first ocean biome on the same level as the lowest level of the second ocean biome. (first ocean is 1 tile deep, second ocean is 3 tiles deep)
The second ocean biome only exists in a small part of the left bottom corner.

The levels above and below my, dug out, fort (just 1 z-level) are 90-95% aquifer, while my fort level is mostly non-aquifer.
Seemed strange to me to have 1 big non-aquifer layer between aquifer layers, but it's not the question itself.

On my fort level I got a few plants and a mushroom tree growing on the most outer right half. (which might be a coincidence, as I already was using the left half & smoothed most of it)
These plants are still present, although it should be all smoothed out and havent bothered cleaning them up.. Im expecting it is possible to get rid off

On the left bottom side I dug out a tiny part 1 z level lower for my farms and wells.
Muddying/wells weren't a problem by using a simple manual waterpump to desalt the water and a diagonal entry to prevent pressure leaks. (and to keep it thawed during winter)

The strange thing is.. I dug out a bit more later on for my pastures and it doesn't grow any moss (or plants/trees).
The farms/pasture area is 1 z level lower than my fort level and that z-level itself is mostly aquifer (as mentioned above).

The question : Why isn't there any 'wild' growth on my second level?

Every tile, except the farm/pasture tiles themselves, are smoothened to prevent trees blocking off water.
The description on each pasture tile is: "Muddy sandstone Cavern floor" with "A small pile of mud" or something similar.
I got 8 farming plots working at 100% just to the North of the pastures and they should all be under the first ocean biome.

It is worth to mention that my caverns (atleast the first 2 caverns) seems to be randomized a bit badly.
It looks like deep pits with deep passages, but a lot of area's are inaccessible (the ramps are missing or just aren't any)
When I started to build looms (or designate parts of the caverns) my FPS dropped terribly, which I am slowly fixing by opening up each and every cavern area from a central accesspoint.(hopefully that will fix the pathing drag)
There are plants and trees in the caverns (and were already growing in the first level, as mentioned)
Title: Re: DF2014 Question and Answer Thread
Post by: Badger Storm on December 06, 2014, 09:48:34 am
How do I make a stockpile so that, when I feel it has enough of whatever it needs, it neither gives nor takes anything but remains "static"?  Taking from links only, turning everything off, changing the settings, even removing the stockpile completely - all these have only resulted in the endless shuttling of items back and forth between the main stockpile and the food and drink stockpiles in the emergency room.
Title: Re: DF2014 Question and Answer Thread
Post by: MoridinUK on December 06, 2014, 10:29:57 am
DF2014 are there any serious bugs slowing frame rate from previous versions still?
Title: Re: DF2014 Question and Answer Thread
Post by: taptap on December 06, 2014, 10:31:34 am
How do I make a stockpile so that, when I feel it has enough of whatever it needs, it neither gives nor takes anything but remains "static"?  Taking from links only, turning everything off, changing the settings, even removing the stockpile completely - all these have only resulted in the endless shuttling of items back and forth between the main stockpile and the food and drink stockpiles in the emergency room.

Lock the door.
Title: Re: DF2014 Question and Answer Thread
Post by: Chaosegg on December 06, 2014, 11:13:08 am
DF2014 are there any serious bugs slowing frame rate from previous versions still?
I've noticed some slowdown/speed-up at seemingly random times, but probably just because there are a lot of items on the screen and/or moving items.
I imagine fruit/trees are not helping with this,
but things have been playable enough that I have not felt the need of tweaks like increasing processor priority or anything.
* * *
My question is about my current 40.19 fort
Is it normal to have... ?
1. my dwarfs get stuck in a tree, one z-level above the ground? (I believe from a dodge to avoid the dreaded Kea)
I ended up having to cut the tree down to free him.
Spoiler: storytime (click to show/hide)

2. an item on the floor that blocks construction and yet no dwarf will interact with said item to remove it.
I had block stockpile which I removed part of to build a workshop but there was a stone block that no matter what I tried, no one would acknowledge, touch, or dump.
Spoiler: Things I tried (click to show/hide)
---Eventually I built the workshop type [that I had originally intended for that spot] in another spot a dozen squares away
and at some point around then the dwarfs finally decided it was okay to dump the stuck block
(they were dumping other items just fine before then i might add).
--- my only guess is that it was stuck when I first tried to build the building on top of it,
and finally released when another building of that type was planned elsewhere... ?
This was my first mechanic workshop if that somehow might matter.

Should I bug report #2?
Title: Re: DF2014 Question and Answer Thread
Post by: Loci on December 06, 2014, 05:52:49 pm
endless shuttling of items back and forth between the main stockpile and the food and drink stockpiles in the emergency room.

The shuffling is probably a result of dwarves consuming the emergency supplies, then restocking/replacing them. Unfortunately you can't tell them which stockpile to eat and drink from, but you can reduce consumption to minimize shuffling. For example, you can create a burrow that excludes your emergency supplies and assign your non-hauler dwarves to that burrow. Dwarves often prefer the "closest" or newest supplies, so if you fill a stockpile with older supplies farther away from your dwarves they will hopefully stick to the main stores.


Is it normal to have... ?
1. my dwarfs get stuck in a tree, one z-level above the ground?

Dwarves climb when threatened, but don't reliably climb down after the danger has passed. There's probably already a bug report, but more saves couldn't hurt.


Is it normal to have... ?
2. an item on the floor that blocks construction and yet no dwarf will interact with said item to remove it.

Items which are slated for use in a building will not be moved or dumped. This is normally a temporary inconvenience, but if the buildings are unreachable, suspended, or unable to be constructed due to a lack of appropriate labor then the items may sit around a very long time. You can use the jobs list to view any pending/suspended constructions and cancel them to free up the items.
Title: Re: DF2014 Question and Answer Thread
Post by: Telgin on December 06, 2014, 08:56:34 pm
Based on what I've seen, it seems that they'll only get out of the trees if they randomly wander out as part of their idling.  I seem to recall that Toady said that they were supposed to periodically run more comprehensive path finding that included climbing and jumping so that they'd get out on their own, so maybe that's when it happens.

Anyway, this problem, like many others, is made a lot worse if you play mods with fliers.  Fliers seem to love to fly up into trees when hauling things and get stuck since they don't think they can get down again.  Cutting the tree down tends to just get them stuck in midair.
Title: Re: DF2014 Question and Answer Thread
Post by: Bearskie on December 07, 2014, 07:33:51 am
Guys, is a 1x1 embark possible in DF2014? I've checked the nanofort thread, but it seems to be inactive atm.
Title: Re: DF2014 Question and Answer Thread
Post by: Badger Storm on December 07, 2014, 08:36:54 am
What's the best way to retrieve bodies from a stream?  It drives me nuts having to leave them there.
Title: Re: DF2014 Question and Answer Thread
Post by: ptb_ptb on December 07, 2014, 10:02:03 am
Guys, is a 1x1 embark possible in DF2014? I've checked the nanofort thread, but it seems to be inactive atm.

nanofort is included in the standard dfhack set of scripts.

https://github.com/DFHack/dfhack#embark-tools

What's the best way to retrieve bodies from a stream?  It drives me nuts having to leave them there.

You can install floodgates upstream so you can turn the water on and off. However I find it easier to use dfhack again. autodump is very handy for things like that.
Title: Re: DF2014 Question and Answer Thread
Post by: rmblr on December 07, 2014, 11:06:12 am
Ramps are killing me.

I'm trying to create a simple downward 1x3 ramp for a caravan wagon.

Code: [Select]
    upper z  0
    ▄▄▄▄▄
    █▼▼▼█ 1x3 downward slopes
    █   █
    █   █

    lower z -1
    ▄▄▄▄▄
    █▲▲▲█ 1x3 upward slopes
    █   █
    █   █

Now, here is what I did: an explanatory gif (http://gfycat.com/DeafeningGiganticBettong)

The original topmost 1x3 was channeled, the miners went down and then couldn't get back up! So I made the 1x1 channel at the top and now dwarves can get up/down.

WTF is going on here? Why wasn't the 1x3 good enough in the first place?
Title: Re: DF2014 Question and Answer Thread
Post by: ptb_ptb on December 07, 2014, 12:19:56 pm
WTF is going on here? Why wasn't the 1x3 good enough in the first place?

What is at Z +1?

Title: Re: DF2014 Question and Answer Thread
Post by: pisskop on December 07, 2014, 12:21:04 pm
Ramps are killing me.

I'm trying to create a simple downward 1x3 ramp for a caravan wagon.

Code: [Select]
    upper z  0
    ▄▄▄▄▄
    █▼▼▼█ 1x3 downward slopes
    █   █
    █   █

    lower z -1
    ▄▄▄▄▄
    █▲▲▲█ 1x3 upward slopes
    █   █
    █   █

Now, here is what I did: an explanatory gif (http://gfycat.com/DeafeningGiganticBettong)

The original topmost 1x3 was channeled, the miners went down and then couldn't get back up! So I made the 1x1 channel at the top and now dwarves can get up/down.

WTF is going on here? Why wasn't the 1x3 good enough in the first place?
You see what you did there?

that wont work

---

You are trying to make aramp go up and around.  Ramps dont do that.  Dig out the space behind the landing.
Title: Re: DF2014 Question and Answer Thread
Post by: rmblr on December 07, 2014, 01:06:26 pm
Ugh. Of course.

Watching this video (https://www.youtube.com/watch?v=x_21Y34Yx4c#t=282) again helped me realize what's going on.

I don't have DF in front of my ATM, what's the correct way?

Code: [Select]
CORRECTED?
    upper z  0
    ▄   ▄ <-- dig out space here
    █▼▼▼█ 1x3 downward slopes
    █   █
    █   █

    lower z -1
    ▄   ▄ <-- dig out space here
    █▲▲▲█ 1x3 upward slopes
    █   █
    █   █

So, dwarves can cross on the same z-level a tile with a downward or upward ramp, providing them have a full space on either side? Is that correct?
Title: Re: DF2014 Question and Answer Thread
Post by: pisskop on December 07, 2014, 01:11:42 pm
On the bottom level do not dig it out.  those walls provide the required backing.  Dig out the top level only.  But do know that the dwarves will need to path to the far side of the top level.

Code: [Select]
CORRECTED?
    upper z  0
    ▄   ▄ <-- dig out space here
     ▼▼▼  1x3 downward slopes
    █   █
    █   █

    lower z -1
    ▄▄▄▄▄ <-- dig out space here
    █▲▲▲█  1x3 upward slopes
    █   █
    █   █

They can use the space on the sides of the top zlevel to do that.  You could clear the whole are out up top, but the path the dwarves will take has to have a wall adjacent to the ramp and a floor on the landing above.
Title: Re: DF2014 Question and Answer Thread
Post by: daishi5 on December 07, 2014, 07:05:49 pm
How do I make pots out of fire clay? 

I have a kiln.
I have plenty of fuel.
I have fire clay.

I give them the order to gather clay, and they have filled my clay stockpile full of fire clay and only fire clay.
I set my fire clay stockpile to give to my kiln.
When I select my kiln, I cannot give any order except gather clay.

I removed the stockpile link.
I ordered the dwarves to make a large clay pot. 
The dwarf went all the way to my trading post, grabbed normal clay and made a pot.
Then they refused to make any more pots.

Title: Re: DF2014 Question and Answer Thread
Post by: Magistrum on December 07, 2014, 07:38:30 pm
Remember that you need fuel too, if you are taking only from links, the stockpile must contain clay and fuel to get the dwarves to make something.
Title: Re: DF2014 Question and Answer Thread
Post by: daishi5 on December 07, 2014, 07:54:25 pm
Remember that you need fuel too, if you are taking only from links, the stockpile must contain clay and fuel to get the dwarves to make something.

That seems to have done it, thank you.
Title: Re: DF2014 Question and Answer Thread
Post by: ptb_ptb on December 08, 2014, 10:19:40 am
The yellow announcement text "You have been spotted!" indicates that sneak mode is no longer active against any hostiles in range. (http://dwarffortresswiki.org/index.php/DF2014:Ambusher#Adventurer_mode)

I've never actually seen that message while playing in adventurer mode. Am I missing something?
Title: Re: DF2014 Question and Answer Thread
Post by: pisskop on December 08, 2014, 10:20:22 am
The yellow announcement text "You have been spotted!" indicates that sneak mode is no longer active against any hostiles in range. (http://dwarffortresswiki.org/index.php/DF2014:Ambusher#Adventurer_mode)

I've never actually seen that message while playing in adventurer mode. Am I missing something?
Thats old datas, for 34.11.

The wiki might say the articles are current, but most some need revisions.  I was actually recently contemplating submitting a few updates myself.

----

In the current version, sneak mode gives no indication of success or failure.  But if you know something is hostile and isnt killing you, thats a good sign its working.  Ive snuck under a dragon before, for instance.
Title: Re: DF2014 Question and Answer Thread
Post by: Badger Storm on December 08, 2014, 07:32:33 pm
Isn't there supposed to be, somewhere, an on/off "switch" for aquifers, like in the d_init files or something?  I don't see it anywhere in that file.  Or is the aquifers on/off switch just a LNP thing?
Title: Re: DF2014 Question and Answer Thread
Post by: Magistrum on December 08, 2014, 08:17:01 pm
It is just a LNP thing, you can manually go to the raws and remove the tag that designate the rock as aquifer-able for all rock layers and then it will just make a big hollow space where the aquifer would be.
Title: Re: DF2014 Question and Answer Thread
Post by: pisskop on December 08, 2014, 09:25:46 pm
How do I set Therapist to not show me vampire true names?  I updated from before they had that feature (i think) and its still showing me their true names when I do get them.
.
Title: Re: DF2014 Question and Answer Thread
Post by: ptb_ptb on December 09, 2014, 05:47:18 am
How do I set Therapist to not show me vampire true names?  I updated from before they had that feature (i think) and its still showing me their true names when I do get them.
.

Try the dwarf therapist thread. :)
Title: Re: DF2014 Question and Answer Thread
Post by: Badger Storm on December 09, 2014, 03:36:52 pm
I finally gen a world with my wanted embark sites, only to find it has a zombie hydra of all things.  Fortunately, the fucker's halfway across the world in an evil glacier (of course it would be a glacier).  Unfortunately, I don't know if they're going to stay around there or take a trip northeast to visit my war unicorns.  How fucked am I?
Title: Re: DF2014 Question and Answer Thread
Post by: pisskop on December 09, 2014, 03:38:22 pm
I dont think having multiple heads protects a zombie from pulping damage, so no more than usual.  Also, if its that far away you'll have plenty of time.
Title: Re: DF2014 Question and Answer Thread
Post by: smeeprocket on December 09, 2014, 04:11:52 pm
do you have the seeds for the world or whatever I'd need to play in a world with a zombie hydra?

Hydras are pretty brutal, I lost more seasoned warriors to a hydra than I did to dragon simply because the dragon actually died fairly fast and shields blocked the fire.
Title: Re: DF2014 Question and Answer Thread
Post by: Badger Storm on December 09, 2014, 07:02:41 pm
How do I stop a baby (or, indeed, any dwarf) from continuing to be on fire?
Title: Re: DF2014 Question and Answer Thread
Post by: pisskop on December 09, 2014, 07:07:07 pm
Water.  Dumping their stuff.  Time.  Prayers.  They can survive with maybe >40% surface burns (depending on their size), measured by the rule of thumb and what actually listed as 'melted'.  Bleeding out is the issue, not damage or a will check.

You can try to dump their stuff with an order and a nearby garbage site, but . . . !!Dwarves!!, be they adventurers or fort members, don't respond so well to direction.


---
Try the dwarf therapist thread. :)
>:[
Title: Re: DF2014 Question and Answer Thread
Post by: taptap on December 09, 2014, 07:07:39 pm
How do I stop a baby (or, indeed, any dwarf) from continuing to be on fire?

Did you try water?
Title: Re: DF2014 Question and Answer Thread
Post by: Badger Storm on December 09, 2014, 07:12:01 pm
I'm trying to figure out how to get water on said baby.
Title: Re: DF2014 Question and Answer Thread
Post by: Telgin on December 09, 2014, 07:45:13 pm
Unless you've got some way of reliably flooding large parts of your fort, it's probably a lost cause without DFHack.  You definitely won't be able to engineer something in time to prevent the baby from burning to death, and there's no way to force one to go into water or get a dwarf to douse them.
Title: Re: DF2014 Question and Answer Thread
Post by: Urist McPanzerbeard on December 09, 2014, 08:21:06 pm
I'm trying to figure out how to get water on said baby.

Divert the river into your fortess.

I mean, it DOES technically solve the fire problem, so...
Title: Re: DF2014 Question and Answer Thread
Post by: pisskop on December 09, 2014, 08:23:06 pm
Actually.  I was playing a community fort and a wooden artifact caught on fire.  When I retired/unretired it to look I saw the fire was extinguished.  You could try that.
Title: Re: DF2014 Question and Answer Thread
Post by: Badger Storm on December 09, 2014, 08:45:02 pm
Thanks.  This'll be useful for future reference.  How to deal with flaming babies: wall off the magma sea and take new mothers out of your military.  That way babies don't catch on fire in the first place.
Title: Re: DF2014 Question and Answer Thread
Post by: StagnantSoul on December 09, 2014, 09:42:04 pm
Is adamantine cloth any stronger than leather or normal cloth? If so, I'd make some adamantine cloth, dye it black, and put expensive gems and bones on it. Maybe dragon teeth?
Title: Re: DF2014 Question and Answer Thread
Post by: Telgin on December 09, 2014, 10:13:06 pm
It should be more resistant to damage when under attack, but it wears out just as fast as any other cloth when made into clothing.
Title: Re: DF2014 Question and Answer Thread
Post by: StagnantSoul on December 09, 2014, 10:21:06 pm
Oh crépe! No adamantine cloaks for me then.
Title: Re: DF2014 Question and Answer Thread
Post by: ptb_ptb on December 10, 2014, 02:42:23 am
It should be more resistant to damage when under attack, but it wears out just as fast as any other cloth when made into clothing.

There's a dfhack script for that.
tweak adamantine-cloth-wear:    Prevents adamantine clothing from wearing out while being worn
Title: Re: DF2014 Question and Answer Thread
Post by: Badger Storm on December 10, 2014, 07:47:06 am
If I gen and delete 10-15+ worlds every day (I'm very picky), will this eventually have a detrimental effect on my computer or end up consuming assloads of memory?
Title: Re: DF2014 Question and Answer Thread
Post by: pisskop on December 10, 2014, 08:52:16 am
purge your cache regularly, my kindred spirit.  restart DF after a few gens and clear out the errlog,.

But no more damage than any other intensive task.
Title: Re: DF2014 Question and Answer Thread
Post by: BuGGaTon on December 10, 2014, 09:29:30 am
Maybe don't do it too often on an SSD.
Title: Re: DF2014 Question and Answer Thread
Post by: Pink Photon on December 11, 2014, 11:29:59 am
Did I just see a dwarf grab something to eat out of a barrel that another dwarf was carrying?
Title: Re: DF2014 Question and Answer Thread
Post by: Larix on December 11, 2014, 11:44:20 am
Yes, they definitely do that. Most fun with soldiers, who don't sit down to eat - seems like they don't even bother to take the food out of the barrel, so they'll follow the hauler around _while eating_.
Title: Re: DF2014 Question and Answer Thread
Post by: Pink Photon on December 11, 2014, 12:13:02 pm
Is that just for eating, or do they also now grab crafting materials, seeds etc. on the run?
Title: Re: DF2014 Question and Answer Thread
Post by: rmblr on December 12, 2014, 02:37:34 pm
I've a recent dwarf migrant with great Organizer skills and want to appoint him as my Manager, but the Nobles assignment list have him in it. In fact the list seems to show a rather small subset of my 100+ dwarves! Whats up with that?
Title: Re: DF2014 Question and Answer Thread
Post by: Chaosegg on December 12, 2014, 04:11:36 pm
My 2nd year outpost-liaison-diplomat isn't having a meeting no matter what I try.
The whole thing seems to coincide with migrants coming at the end of the time period in which the Dwarf caravan is in my depot,
and pushing my population from 48 to 50+
I have tried many tweaks with noble/office/chair/labor/ and save/restore,
but it seems that, no matter what,
the diplomat waits for the mayor to be elected and then leaves unhappy.

Granted, this trade agreement is not critical for my fort, but it still is annoyingly immersion breaking enough to discourage me from playing.

Any ideas other than reverting to an even older save?
Title: Re: DF2014 Question and Answer Thread
Post by: Loud Whispers on December 12, 2014, 05:56:13 pm
If I fill my moat with water and also fill it with weapon traps/upright spikes, would the freeze in the winter damage them and render them unusable? How do other mechanisms like bridges fair under the winter freeze?
Title: Re: DF2014 Question and Answer Thread
Post by: pisskop on December 12, 2014, 05:59:00 pm
The easiest way to test that is to embark in a frozen area, set up a well, and bucket brigade water directly onto the components in question.  Ice doesnt kill farm plots, but Idk.

Ive got like 10 minutes, I could test that
Title: Re: DF2014 Question and Answer Thread
Post by: pisskop on December 12, 2014, 06:18:48 pm
Ahh.  They may take cold damage from extended exposure, but the process of freezing and digging them out is okay.  They appear to not have taken damage, and the ice boulder falls on top of them as an item.

Bridges that intersect ice walls will still function (i.e. a retracting bridge with an ice wall through it) and The tile visually reflects the trap/bridge.  For some reason dumping water on a bridge did not create ice, only water.  So Bridges stop water from freezing.
Title: Re: DF2014 Question and Answer Thread
Post by: Loud Whispers on December 12, 2014, 06:29:27 pm
Thanks a lot pisskop
Title: Re: DF2014 Question and Answer Thread
Post by: taptap on December 12, 2014, 06:57:14 pm
I haven't seen a single kobold for game decades and through several embarks... so an odd question: Would a kobold (and similar able opponents) open a locked door (exposing the door tile for a moment) while walking through or do they just pass through the locked door? (I am interested whether I can design a kobold trap around temporary tile exposure or not.)
Title: Re: DF2014 Question and Answer Thread
Post by: pisskop on December 12, 2014, 07:00:25 pm
I haven't seen a single kobold for game decades and through several embarks... so an odd question: Would a kobold (and similar able opponents) open a locked door (exposing the door tile for a moment) while walking through or do they just pass through the locked door? (I am interested whether I can design a kobold trap around temporary tile exposure or not.)
Ive never 'seen' them do it before (but if you gave lockpicking to an otherwise visible critter you could eventually see it) given what I know about the game and how both modes of gameplay intertwine (adventure mode and fort mode operate under the exact same rules, mechanically) Id say as long as it takes an adventurer to bash/pick through a lock on a tomb.  Which is about how long it takes to talk.  5 instants?  Maybe give or take 2?

Ive never been under attack while lockpicking and you cant see how long that takes relative to many other things.  Moving takes 5 instants for a normal character.
Title: Re: DF2014 Question and Answer Thread
Post by: Loud Whispers on December 13, 2014, 06:07:03 pm
I haven't seen a single kobold for game decades and through several embarks... so an odd question: Would a kobold (and similar able opponents) open a locked door (exposing the door tile for a moment) while walking through or do they just pass through the locked door? (I am interested whether I can design a kobold trap around temporary tile exposure or not.)
In one of my Megaforts I placed literally thousands of doors everywhere and I noticed a trail of doors opening towards my mayor with no discernible cause. The cause was an ambushing goblin. They should open the door and not just phase through.

Also update on the moat with weapon traps, they do not go well together. When the ice naturally thaws the trap breaks and the weapon is strewn about, with the mechanism destroyed (possibly metal ones survive?).
Title: Re: DF2014 Question and Answer Thread
Post by: taptap on December 13, 2014, 06:11:36 pm
In one of my Megaforts I placed literally thousands of doors everywhere and I noticed a trail of doors opening towards my mayor with no discernible cause. The cause was an ambushing goblin. They should open the door and not just phase through.

Thanks.

After 26 years my fps finally collapsed to mostly below 20 fps. (2x2, 2 caverns, 24 dwarves, 60+ livestock, otherwise pretty minimal fortress) I did some work around an obsidian farm but nothing that should collapse it like that. Since then I destroyed my cave spider collection, started massive reduction of livestock, used dfhack to clean and destroy a 1000 webs in the cavern, destroyed my strategic tallow reserves. Most of this is done, but to no avail, it crawls in low 20s when it used to be 40-60. Any chance of recovering some fps, I'll kill most farm animals right now, but then I am out of ideas. Anyone?
Title: Re: DF2014 Question and Answer Thread
Post by: pisskop on December 13, 2014, 06:59:34 pm
:/  The passive worldgen and size.  Besides stone and pathing spam, thats gotta be all thats left.  There are mods that remove several 'unique' products (i.e. 'elf tallow' becomes 'tallow', 'porcupine meat' becomes 'meat') which could help some . . .


Also update on the moat with weapon traps, they do not go well together. When the ice naturally thaws the trap breaks and the weapon is strewn about, with the mechanism destroyed (possibly metal ones survive?).
I guess I dont doubt it, but if you dig them out every winter they look like they will be fine.  I froze everything that could be built with (b)(T).

Title: Re: DF2014 Question and Answer Thread
Post by: locustgate on December 13, 2014, 09:20:51 pm
If I increase the savagery variance x/y will the area of untamed wilds increase of decrease?
Title: Re: DF2014 Question and Answer Thread
Post by: pisskop on December 13, 2014, 09:36:26 pm
both.

Variance measures spread.  It allow more difference over less area when turned up.  high levels simulate 'pocketed' regions or a large area over a small geographical area.  This is most readily visible with temperature or elevation.

I prefer higher than default because it offers more variety for embarking, but too much is bad for fps and adventuring.  The larger the world the larger variance should be.

Lower varience makes more continuous regions, and a more natural look.  It help to think of  savagery variance by its base numbers.  savagery is rated on a 0-100 scale.  low variation means that 30 becomes 40 and then 50 over a period of 4 regions, but high variance can have 30 directly next to 50.

Variance is a rate of spread, and goes both ways.  couple it with min/max/weights/meshes.
Title: Re: DF2014 Question and Answer Thread
Post by: mndfreeze on December 14, 2014, 02:01:43 am
Thanks. Yes, I read the wiki, still am reading it.. it is just very complicated regarding complicated things... fitting, I guess... ???

I've been playing for a few months now and can get my fortress basically all the way up to mountainhome, making insane money and having pimped out steel evertything, etc.  I STILL find some of the methods for water way to complicated.  Especially since describing the methods comes across more complicated then it actually is, but DF's graphics dont lend to easy videos or picture steps either..

My personal easiest way to deal with water is embark where a river or brook is.  Just use i and setup a zone for water collection and fishing.  Then a bit later when I've started on my positions of my real fortress (not my temporary just embarked in the soil speed fortress) I do a single tile wide channel from the river or stream into the side of the mountain or whatever to my fort.  Once I get roughly near where the well will be placed I make sure tothen channel the 1x wide dry canal a few z levels deeper.  I also make sure to put a fortification in the canal path inside the mountain or ground and a floodgate behind it.

#######
#######
#######
#W#####
xxxxxxGFxxxxxxxxxxRRR
#x###########RRR
#x##############
################

Dont know if this will space out right but basically ths would be a side view of multiple Z levels.  # is dirt/ground going up into a hill/mountain.    W is the well.   (ignore its surrounded by dirt and not an empty room)  xxxx is a 1xwide 1xtall pathway for the water.  R is the RIVER.  G is the floodgate and F is the fortification.   The well has to be more then 1 Z level deep or you get muddy/dirty water.  But as soon as you go more then 1 Z level deep is just 'water' and clean.   The very last dirt spot next to the river you channel LAST so let the water run down the channel you made, into the hole in the mountain/hill/fortress.  The water travels then falls 2 z levels at the end and fills up, right above your well now has 3 z levelsof water that never runs dry but you CAN choose to close the floodgate if you attach a level to it.

Title: Re: DF2014 Question and Answer Thread
Post by: locustgate on December 14, 2014, 07:33:00 am
How do you generate a world with liquid arctic oceans, they always seem to be frozen. Meaning 2 things either DF water has higher freezing point or the oceans contain less salt than rivers.
Title: Re: DF2014 Question and Answer Thread
Post by: taptap on December 16, 2014, 06:00:16 am
Any way not to get a dwarven caravan (or any other caravan) in fortress mode? (No, humans or elves in the world is the easy part, but how to avoid dwarven caravans.)
Title: Re: DF2014 Question and Answer Thread
Post by: Bearskie on December 16, 2014, 08:20:27 am
Are there any real physical benefits of weredwarfism? I mean aside from the regenarating limbs and all - are they actually stronger in combat when transformed?
Title: Re: DF2014 Question and Answer Thread
Post by: locustgate on December 16, 2014, 08:23:42 am
Are there any real physical benefits of weredwarfism? I mean aside from the regenarating limbs and all - are they actually stronger in combat when transformed?

Depends on type, but generally yeah....though if you can't control them when they are in their wereform.
Title: Re: DF2014 Question and Answer Thread
Post by: Telgin on December 16, 2014, 08:24:02 am
Any way not to get a dwarven caravan (or any other caravan) in fortress mode? (No, humans or elves in the world is the easy part, but how to avoid dwarven caravans.)

I believe playing as a dead civilization will do this, but so far as I know no other way will.  Embarking on islands or using DFHack to embark on tops of mountains and so on won't prevent it so far as I know.
Title: Re: DF2014 Question and Answer Thread
Post by: pisskop on December 16, 2014, 11:46:10 am
How do you generate a world with liquid arctic oceans, they always seem to be frozen. Meaning 2 things either DF water has higher freezing point or the oceans contain less salt than rivers.
They can be liquid.  Especially away from shore.  I dont know what or why, just that if breathing isnt an issue you can swim under the ice.

Any way not to get a dwarven caravan (or any other caravan) in fortress mode? (No, humans or elves in the world is the easy part, but how to avoid dwarven caravans.)
Make you map inaccessible to wagons and/or dont build a Depot.  Self-imposed challenge.


^^
Dead civs will sporadically throw in procedurally genned trader at you, whose bodyguards tend to join your fort next wave.
Title: Re: DF2014 Question and Answer Thread
Post by: Loud Whispers on December 16, 2014, 11:54:34 am
Are there any real physical benefits of weredwarfism? I mean aside from the regenarating limbs and all - are they actually stronger in combat when transformed?
The transformation lasts two days so isn't really useful for much. Also being unarmoured during the transformation would make them more vulnerable than a fully-steeled Dwarf, and a naked Dwarf at the end of a transformation is certainly more vulnerable than both.

Regenerating limbs is the reason to purposely infect a Dwarf. I've had were-dwarves run out into necromancer sieges, kill the necromancer at the cost of limbs here and there as they are surrounded by corpses. Then of course one month later they're back to full health once again.

Oh, they'll also never have to sleep, eat or drink ever again. But unlike vampires, they still feel regular hunger and drink and so can benefit from the happy thoughts generated by good food and drink, or can endure a Fort with no drink or food at all with no consequence.
Title: Re: DF2014 Question and Answer Thread
Post by: Garath on December 16, 2014, 11:56:58 am
if the were dwarf is your last remaining dwarf, the fort falls when he transforms
Title: Re: DF2014 Question and Answer Thread
Post by: Bearskie on December 16, 2014, 12:00:03 pm
...well there goes my contingency plan I suppose. You sure? I have an infected dwarf training endlessly at the bottom of a pit for this purpose

Title: Re: DF2014 Question and Answer Thread
Post by: locustgate on December 16, 2014, 12:01:04 pm
So can you not butcher dead animals, I've tried to butcher recently starved/killed weasels, cows, horses, dogs, and yaks, but I've always gotten a error that there isn't an unrotten carcase nearby.
Title: Re: DF2014 Question and Answer Thread
Post by: Loud Whispers on December 16, 2014, 12:02:51 pm
if the were dwarf is your last remaining dwarf, the fort falls when he transforms
No it doesn't, if the were-dwarf is the last dwarf standing the Fort will stand for as long as your were-dwarf remains sane and alive just as it would for any other dwarf. You can have a fort that's 100% were-dwarves for this reason.
Title: Re: DF2014 Question and Answer Thread
Post by: Telgin on December 16, 2014, 12:17:21 pm
So can you not butcher dead animals, I've tried to butcher recently starved/killed weasels, cows, horses, dogs, and yaks, but I've always gotten a error that there isn't an unrotten carcase nearby.

I believe only animals that are slaughtered directly in the butcher's shop or killed by a hunter or soldier can be butchered.
Title: Re: DF2014 Question and Answer Thread
Post by: Ajonos on December 16, 2014, 12:20:30 pm
How big a space would I need to carve out underground to make an underground tree farm? 2 z-levels high? 4? 6? This is my first time wanting to make a tree farm since the trees have become multiple z-levels tall, so I'm not quite sure how this will work.

(I do understand that I'll be waiting a long time before I get any return on this investment.)
Title: Re: DF2014 Question and Answer Thread
Post by: Loud Whispers on December 16, 2014, 12:27:26 pm
So can you not butcher dead animals, I've tried to butcher recently starved/killed weasels, cows, horses, dogs, and yaks, but I've always gotten a error that there isn't an unrotten carcase nearby.
I believe only animals that are slaughtered directly in the butcher's shop or killed by a hunter or soldier can be butchered.
Make a refuse stockpile, butchers only use corpses brought in by hunters/animals or those in refuse stockpiles.
Title: Re: DF2014 Question and Answer Thread
Post by: Pink Photon on December 16, 2014, 12:59:14 pm
How big a space would I need to carve out underground to make an underground tree farm? 2 z-levels high? 4? 6? This is my first time wanting to make a tree farm since the trees have become multiple z-levels tall, so I'm not quite sure how this will work.

(I do understand that I'll be waiting a long time before I get any return on this investment.)

Saplings need at least 2 z-levels to grow into trees. Higher ceilings will allow them to grow taller. However, in my experience tower-caps only give 1 log no matter how big they are, and I don't think I've gotten more than a couple logs from even the largest fungiwood, so making a taller cavern probably won't get you any more wood.
Title: Re: DF2014 Question and Answer Thread
Post by: taptap on December 16, 2014, 01:16:39 pm
dead animals:

You can. (Although it may be a bit more glitchy than auto-assigned domestics or game and depend more on proper corpse stockpile settings and ???.)

Later: Silly me, that was already answered.
Title: Re: DF2014 Question and Answer Thread
Post by: locustgate on December 16, 2014, 04:37:28 pm
So I've settle on a area with LOTS of gold and silver and only copper, as far as the eye can see......so I need to import combat metals, any ideas on what is the best way to import lots of metal (iron+) for the lowest cost?
Title: Re: DF2014 Question and Answer Thread
Post by: Loci on December 16, 2014, 04:48:46 pm
So I've settle on a area with LOTS of gold and silver and only copper, as far as the eye can see......so I need to import combat metals, any ideas on what is the best way to import lots of metal (iron+) for the lowest cost?

Requesting ore from the liaison is a viable strategy. Three types of iron ore x 4 boulders each x 4 bars each = 48 iron bars / caravan. You can also request steel and iron bars and anvils (though those are significantly pricier).
Title: Re: DF2014 Question and Answer Thread
Post by: pisskop on December 16, 2014, 04:52:17 pm
So I've settle on a area with LOTS of gold and silver and only copper, as far as the eye can see......so I need to import combat metals, any ideas on what is the best way to import lots of metal (iron+) for the lowest cost?

Requesting ore from the liaison is a viable strategy. Three types of iron ore x 4 boulders each x 4 bars each = 48 iron bars / caravan. You can also request steel and iron bars and anvils (though those are significantly pricier).
And Tin.  Dont underestimate the power of bronze.  Grab some tin and smelt some bronze.  Just remember that the flexible shirts and leggings are better than the rigid breatsplates.
Title: Re: DF2014 Question and Answer Thread
Post by: locustgate on December 16, 2014, 04:55:29 pm
So I've settle on a area with LOTS of gold and silver and only copper, as far as the eye can see......so I need to import combat metals, any ideas on what is the best way to import lots of metal (iron+) for the lowest cost?

Requesting ore from the liaison is a viable strategy. Three types of iron ore x 4 boulders each x 4 bars each = 48 iron bars / caravan. You can also request steel and iron bars and anvils (though those are significantly pricier).
And Tin.  Dont underestimate the power of bronze.  Grab some tin and smelt some bronze.  Just remember that the flexible shirts and leggings are better than the rigid breatsplates.

Bronze chain beats steel chain?
Title: Re: DF2014 Question and Answer Thread
Post by: pisskop on December 16, 2014, 04:57:33 pm
No, not at all.  But its not bad in a pinch.  You could make the steel weapons and breastplates, while using bronze shirts.
Title: Re: DF2014 Question and Answer Thread
Post by: locustgate on December 16, 2014, 05:00:45 pm
No, not at all.  But its not bad in a pinch.  You could make the steel weapons and breastplates, while using bronze shirts.

My place also has a elf's lifetime supply of flux stone, I've got marble, granite, and dolomite.
Title: Re: DF2014 Question and Answer Thread
Post by: Pink Photon on December 16, 2014, 06:14:43 pm
And Tin.  Dont underestimate the power of bronze.  Grab some tin and smelt some bronze.  Just remember that the flexible shirts and leggings are better than the rigid breatsplates.

Is this specific for bronze? I was under the impression that breastplates/greaves were better than mail/leggings in general.
Title: Re: DF2014 Question and Answer Thread
Post by: pisskop on December 16, 2014, 06:17:10 pm
And Tin.  Dont underestimate the power of bronze.  Grab some tin and smelt some bronze.  Just remember that the flexible shirts and leggings are better than the rigid breatsplates.

Is this specific for bronze? I was under the impression that breastplates/greaves were better than mail/leggings in general.
Yup.  Specifically bronze.

afa breastplates>mail shirts:

   enh.  You can wear both, and mail shirts cover more than breastplates.  They dont do much for blunt protection, though.
Title: Re: DF2014 Question and Answer Thread
Post by: locustgate on December 16, 2014, 06:28:48 pm
And Tin.  Dont underestimate the power of bronze.  Grab some tin and smelt some bronze.  Just remember that the flexible shirts and leggings are better than the rigid breatsplates.

Is this specific for bronze? I was under the impression that breastplates/greaves were better than mail/leggings in general.
Yup.  Specifically bronze.

afa breastplates>mail shirts:

   enh.  You can wear both, and mail shirts cover more than breastplates.  They dont do much for blunt protection, though.

Of course what idiot sends their melee dwarves to war wearing only a breatplate, knights didn't wear mail underneath plate armor for shit's and giggles.
Title: Re: DF2014 Question and Answer Thread
Post by: Pink Photon on December 16, 2014, 08:05:51 pm
Of course what idiot sends their melee dwarves to war wearing only a breatplate, knights didn't wear mail underneath plate armor for shit's and giggles.

Quote
Sometimes it is better to wear less armor than more armor, because armor slows you down. Non-armor users tend to get slowed down significantly if wearing more than 1 piece of armor with 15-25 units of weight. This includes items such as mail shirts, greaves, and breastplates...Wearing a combination of 1 pair of metal gauntlets, 1 pair of metal boots, 1 metal helmet, and 1 metal mail shirt gives an armor level 2 layer metal armor that covers all areas without sacrificing speed due to encumbrance on non-armor users.

Source (http://dwarffortresswiki.org/index.php/DF2014:Armor#Encumbrance)
Title: Re: DF2014 Question and Answer Thread
Post by: pisskop on December 17, 2014, 09:54:21 am
Does anybody know why I can appoint nobles in my fort?  No commander, no bookkeeper, no medical dwarf within the first year.  Stymies my progress to not even have a broker. :/
Title: Re: DF2014 Question and Answer Thread
Post by: ptb_ptb on December 17, 2014, 10:03:13 am
Does anybody know why I can appoint nobles in my fort?  No commander, no bookkeeper, no medical dwarf within the first year.  Stymies my progress to not even have a broker. :/

Was that a 'can't'? Anyway, not a clue. But have you checked you have the standard keybindings? Also it would help if you explain exactly in what way you can't appoint them. Do you get the list of 'n'obles if you press 'n'?
Title: Re: DF2014 Question and Answer Thread
Post by: pisskop on December 17, 2014, 10:04:03 am
'No reasonable candidates'  Its a bit nerve wracking, because I usually have a military up by the time the traders in fall leave, and a bookkeeper up as well.
Title: Re: DF2014 Question and Answer Thread
Post by: ptb_ptb on December 17, 2014, 10:43:05 am
'No reasonable candidates'  Its a bit nerve wracking, because I usually have a military up by the time the traders in fall leave, and a bookkeeper up as well.

That's a new one to me. There is a possible, stupid, solution, though. If you retire your fortress the AI will assign nobles automatically. And then when you unretire your fortress, it will crash next caravan (http://www.bay12games.com/dwarves/mantisbt/view.php?id=8362) :P
Title: Re: DF2014 Question and Answer Thread
Post by: Bainin on December 17, 2014, 12:12:26 pm
id like to ask a question abaout adventure mode how do i report my actions now the whole communication changed. =P also the game dont seem to want to kill me as badly as it used to.
Title: Re: DF2014 Question and Answer Thread
Post by: pisskop on December 17, 2014, 12:31:27 pm
brag about kills or bring up incident.  But its . . . not all there yet.
Title: Re: DF2014 Question and Answer Thread
Post by: Bainin on December 17, 2014, 01:29:25 pm
kinda did that alot but nobdy gives a damn so its kinda broken right now i assume?
Title: Re: DF2014 Question and Answer Thread
Post by: Borge on December 18, 2014, 12:19:16 am
How many tiles does an enemy such as a zombie need to get within to cause a civilian to flee in horror? I'm creating a buffer zone for my ballista battery.
Title: Re: DF2014 Question and Answer Thread
Post by: vexxice on December 18, 2014, 02:40:21 pm
Any tips for caging a unicorn? What sort of bait should I use?
Title: Re: DF2014 Question and Answer Thread
Post by: pisskop on December 18, 2014, 02:42:22 pm
Any tips for caging a unicorn? What sort of bait should I use?
Wha~?  As far as I know the best thing to do is to trap common animal pathing areas.  They dont go after carrots or anything (yet).


How many tiles does an enemy such as a zombie need to get within to cause a civilian to flee in horror? I'm creating a buffer zone for my ballista battery.

I do 20 to be sure.  But about as far as the dwarves can see.  Being directly hostile to the dwarf is enough to make them flee, but a neutral relationship wont offend them as much (which means when the zoms do go hostile due to wonkiness the dwarves are that much closer).

kinda did that alot but nobdy gives a damn so its kinda broken right now i assume?
Yup.  Its not easy being the first in a world of change.
Title: Re: DF2014 Question and Answer Thread
Post by: vexxice on December 18, 2014, 02:52:07 pm
Any tips for caging a unicorn? What sort of bait should I use?
Wha~?  As far as I know the best thing to do is to trap common animal pathing areas.  They dont go after carrots or anything (yet).
I was just asking because I know that Certain creatures are lured in by constructions (so I build a door in the middle of cage traps). I thought that maybe there was an exploit for luring in a unicorn. I can't seem to catch the little buggers.
Title: Re: DF2014 Question and Answer Thread
Post by: Naryar on December 18, 2014, 04:45:28 pm
Any tips for caging a unicorn? What sort of bait should I use?
Wha~?  As far as I know the best thing to do is to trap common animal pathing areas.  They dont go after carrots or anything (yet).
I was just asking because I know that Certain creatures are lured in by constructions (so I build a door in the middle of cage traps). I thought that maybe there was an exploit for luring in a unicorn. I can't seem to catch the little buggers.

Use walls to restrict their pathing. Then cage traps.

And unicorns are not attracted by anything (not even virgins), although I have barely even met unicorns due to never embarking in good biomes.
Title: Re: DF2014 Question and Answer Thread
Post by: vexxice on December 18, 2014, 06:18:46 pm
Use walls to restrict their pathing. Then cage traps.

By this use mean, close off the border except for a small area and put cage traps there?
Title: Re: DF2014 Question and Answer Thread
Post by: pisskop on December 18, 2014, 06:19:46 pm
Use walls to restrict their pathing. Then cage traps.

By this use mean, close off the border except for a small area and put cage traps there?
T section or X section to force them into a concentrated cage trap area.  Build the walls in the shape of a t or x.
Title: Re: DF2014 Question and Answer Thread
Post by: vexxice on December 18, 2014, 06:40:12 pm
Use walls to restrict their pathing. Then cage traps.

By this use mean, close off the border except for a small area and put cage traps there?
T section or X section to force them into a concentrated cage trap area.  Build the walls in the shape of a t or x.
Thanks, I will try this.  ;D
Now I just have to hope some spawn. >:( I increased the savagery and purposely embarked in a Joyous Wilds temperate shrubland to increase their chances.
I was hoping to catch one early on because their pet value is really high. I modified the raw so they are able to be tamed. It will take years to properly tame one. Could they all have died? Is there a way to influence (or force) dwarf fortress to spawn creatures?
Title: Re: DF2014 Question and Answer Thread
Post by: pisskop on December 19, 2014, 05:41:36 pm
Do built fortifications have floors under them if built hanging?  Will water drain downwards if I channel a tile and then build a fortification over the hole?
Title: Re: DF2014 Question and Answer Thread
Post by: Naryar on December 19, 2014, 06:04:27 pm
Use walls to restrict their pathing. Then cage traps.

By this use mean, close off the border except for a small area and put cage traps there?

That or what pisskop said.

Could they all have died? Is there a way to influence (or force) dwarf fortress to spawn creatures?

In case you have been hunting and killing too much outdoor creatures you may have no more outdoor animals.

Anyways, if you want more creatures to spawn, you should catch and tame or kill the existing ones.
Title: Re: DF2014 Question and Answer Thread
Post by: Vndetta on December 19, 2014, 06:10:49 pm
Quote from: vexxice link=topic=140163.msg5887959#msg5887959
Is there a way to influence (or force) dwarf fortress to spawn creatures?
DFHack has a script that can both check and modify "region-pops", to let you know if a wild animal population is extinct and fix it if so.

Unrelated question: Has anyone noticed any weirdness with Animal Training (.40.19)? I have quite a few crundles in my fort all in various stage of Trained, and a dozen dwarfs with the labor turned on. It's working, and the animals are getting trained, but sometimes dwarves seem to be getting... stuck, I guess. They stand there training for a really long time, even to the point of thirst and hunger. Even removing the labor, removing the animal to be trained, and/or removing the training zone seems to not snap them out of it for a long while. Everything is set up properly, and it does seem to be getting done, but... what's up with the standing around? Half my fort got stuck.
Title: Re: DF2014 Question and Answer Thread
Post by: pisskop on December 19, 2014, 06:15:14 pm
Do built fortifications have floors under them if built hanging?  Will water drain downwards if I channel a tile and then build a fortification over the hole?
The answer seems to be no, which means an implied floor . . .
Title: Re: DF2014 Question and Answer Thread
Post by: Bearskie on December 20, 2014, 12:42:14 pm
Is there any good science regarding the exp gains from individual combat drills? Im trying to get a legendary biter (alright, baby steps - I'll settle for proficient atm) in fort mode. Turning out to be alot harder than I thought.
Title: Re: DF2014 Question and Answer Thread
Post by: taptap on December 20, 2014, 07:39:57 pm
Is there any good science regarding the exp gains from individual combat drills? Im trying to get a legendary biter (alright, baby steps - I'll settle for proficient atm) in fort mode. Turning out to be alot harder than I thought.

Just let them train a lot - but not in individual combat drill, but as squad. If you take away distractions (weapons, shields, armour) it should help, good trainers with already some skill do as well. Skill gains "escalate" once the skill of the trainer improves, if I look through the dwarves I trained up to legendary in a normal weapon the early trainees have very little biting, the newer ones steadily more - the newest w/ about equal skills in kicking and biting. I don't run a dedicated biting school, still I have great and accomplished biters.

The one training idea never truly tested afaik are sparring corpses, which need to be sufficiently weak yet tough to provide long term benefits. They can train offensive skills very rapidly, which should include a reasonable amount of biting in wrestlers.
Title: Re: DF2014 Question and Answer Thread
Post by: Bearskie on December 21, 2014, 01:51:11 am
Mmm, alright thanks. I'll try training them without weapons then. They seem to prefer just kicking enemies' skulls in atm when unarmed, so live training hasnt been very effective so far.
Title: Re: DF2014 Question and Answer Thread
Post by: Scoops Novel on December 21, 2014, 05:54:07 am
Is combat/adventure mode playable yet? I know there were some interesting bugs with zombies and such.
Title: Re: DF2014 Question and Answer Thread
Post by: i2amroy on December 21, 2014, 06:17:58 am
Is combat/adventure mode playable yet? I know there were some interesting bugs with zombies and such.
Depends how you define "playable". Is it better than it was back in DF2010 and DF2012? Certainly. Is it it's own perfect rouge like? Not always. What exactly are you looking for when you say "playable".
Title: Re: DF2014 Question and Answer Thread
Post by: Scoops Novel on December 21, 2014, 06:31:19 am
Is combat/adventure mode playable yet? I know there were some interesting bugs with zombies and such.
Depends how you define "playable". Is it better than it was back in DF2010 and DF2012? Certainly. Is it it's own perfect rouge like? Not always. What exactly are you looking for when you say "playable".

If i play dwarf mode, can i still expect ridiculous and unintuitive combat? Stuff like grapes crushing skulls or wooden arrows punching through steel and so on.

If i play adventure mode, actually being able to talk to people without bugs and ideally quickly (instead of mashing what troubles you), logical reactions from civilians, vampires actually in existence when you look for them(yes i know about the rumor mill), bandits that fight back, monsters that fight back, companions to recruit without visiting everywhere in 300 miles, that kind of stuff.
Title: Re: DF2014 Question and Answer Thread
Post by: ptb_ptb on December 21, 2014, 07:19:35 am
If i play dwarf mode, can i still expect ridiculous and unintuitive combat? Stuff like grapes crushing skulls or wooden arrows punching through steel and so on.

If i play adventure mode, actually being able to talk to people without bugs and ideally quickly (instead of mashing what troubles you), logical reactions from civilians, vampires actually in existence when you look for them(yes i know about the rumor mill), bandits that fight back, monsters that fight back, companions to recruit without visiting everywhere in 300 miles, that kind of stuff.

Erm, mostly? :P

There's still plenty of weird stuff, but you have to look a little more closely to spot it now.
Title: Re: DF2014 Question and Answer Thread
Post by: Scoops Novel on December 21, 2014, 07:51:41 am
Ty, starting a fort.
Title: Re: DF2014 Question and Answer Thread
Post by: ptb_ptb on December 21, 2014, 08:00:16 am
Ty, starting a fort.
0.40.21 is possibly a bit buggy still. 0.40.19 may be more stable.
Title: Re: DF2014 Question and Answer Thread
Post by: Badger Storm on December 21, 2014, 08:34:06 am
I'm staying on 40.19 until DFHack for 40.21 is up things quiet down.

Anyway, has anyone figured out which attributes are important for the gelding profession?
Title: Re: DF2014 Question and Answer Thread
Post by: ptb_ptb on December 21, 2014, 09:09:49 am
Anyway, has anyone figured out which attributes are important for the gelding profession?

I don't know. But if a gelder falls into a fey mood, I'm running the hell away!
Title: Re: DF2014 Question and Answer Thread
Post by: pisskop on December 21, 2014, 09:13:04 am
just speculation, but focus,empathy, agility.

those are common attributes for animal indudtries.  And strength, but I dont think its a thing here.
Title: Re: DF2014 Question and Answer Thread
Post by: Badger Storm on December 21, 2014, 03:59:25 pm
So, one of my war dogs had to be an asshole and kill the black bear I was trying to catch for a breeding pair.  According to region-pops list, I now have 0 black bears in my region.  Will more bears wander onto the map eventually, or am I shit outta luck?

ETA: I forgot to mention that I still have 40ish black bears in the entire world.
Title: Re: DF2014 Question and Answer Thread
Post by: Magistrum on December 21, 2014, 06:11:05 pm
I am sure it takes a lot of empathy to geld something...

And well, no bears for you.
Edit: You can buy from the elves.
Title: Re: DF2014 Question and Answer Thread
Post by: masonsmith on December 22, 2014, 07:38:06 am
I saw a while back a way to copy and paste designations it was simple and in game I remember that much I just don't remember the commands and when I search for it in the forums I get stuff about copying entire fortresses and the like. Can anyone help me? I wan't to copy my bedroom rows :).
Title: Re: DF2014 Question and Answer Thread
Post by: pisskop on December 22, 2014, 07:52:02 am
you meqn mining designations?  Utilities do that.  idk which specific ones.
Title: Re: DF2014 Question and Answer Thread
Post by: WDDworf on December 23, 2014, 07:44:03 am
I was looking through the legends to explain a few strange figures from dwarf mode:
- Olm man vampire leading Humans (peace)
- Goblin leading Dwarves (peace)
- Elf & Goblin leading Goblins (war)
- No elves nearby left
- Some human Favane getting 99% of all engravings

Looking in the records of the Dwarven settlement nearby, which housed the last Dwarven citizens (around 400-500 they went missing).
It makes no notion of actual wars/fights with goblins, but from one year to another only Goblins started to assume positions.
There were quite a lot of abductions, which also explained the Elf at the Goblins. (didn't research that further, but I expect the Elves to be obliterated around my area)

Is it possible for the Dwarves and Goblins to just intermingle, having the Dwarves die of old age?
The Goblin liaison of the Dwarves is from year 0 and the last Dwarven baron died of old age around 436 (world is at 1050)

The Humans seemed to be led by different animal species, also being vampires at around their 60th. Before the olm man vampire there was a cave fish woman vampire, who defeated a regular Human vampire to get there.

Maybe I am missing important legends information.. I did get normal migrant waves with 2 vampires total (208 population now - 30-40 normal births)
Perhaps they are all from nearby groups?  (The Favane guy also came from a "Group of Beasts")

If it is relevant, I am near/at the arctic.
Title: Re: DF2014 Question and Answer Thread
Post by: Bearskie on December 24, 2014, 05:37:50 am
Regarding armor sizes, would it be possible for a werebeast to wear large armor (ie from humans) since most of them outgrow their dwarf armor size when transforming?
Title: Re: DF2014 Question and Answer Thread
Post by: Magistrum on December 24, 2014, 05:42:51 pm
Sadly werebeasts are not fortress citizens when transformed and don't wear any armor when transformed as that would require using a military outfit.
Title: Re: DF2014 Question and Answer Thread
Post by: greycat on December 24, 2014, 06:40:27 pm
So can you not butcher dead animals, I've tried to butcher recently starved/killed weasels, cows, horses, dogs, and yaks, but I've always gotten a error that there isn't an unrotten carcase nearby.

I know this is a late reply, and I know this question comes up all the freakin' time, but I was disappointed not to see a correct answer to this iteration of it.

There are two different jobs that can take place in a Butcher Shop: butchering and slaughtering.

Butchering is when you take an animal corpse and chop it into meat and bones and skin and stuff.  Butchering takes a while.  You can only butcher a corpse if all of the following are true:

Butchering does not require a refuse stockpile.  The previous answer stating that corpses must be brought to a refuse stockpile before they can be butchered was wrong.  The only thing that matters is proximity.  Dump (and reclaim) the corpse near the Butcher Shop, or build a new Butcher Shop near the corpse.

Slaughtering is when you take a live animal to the Butcher Shop and chop it into meat and bones and skin and stuff.  Slaughtering is instantaneous.  You can only slaughter an animal that is not wild (doesn't have to be all the way domesticated -- any partial taming is enough).

If a non-wild animal dies of starvation, injury, old age, or any other cause that wasn't slaughtering, you can't butcher it.  Ever.  It's just a useless hunk of waste material.  You can atom-smash it, or dump it in magma.  That's it.
Title: Re: DF2014 Question and Answer Thread
Post by: Badger Storm on December 25, 2014, 12:04:31 pm
When you gen a world, is it normal for the map to "bounce" slightly onscreen at the beginning and end of the history part of worldgen?  (i.e. the time between year 0 and the year you stop) 

Title: Re: DF2014 Question and Answer Thread
Post by: pisskop on December 25, 2014, 12:07:48 pm
My maps tend to pull southeast :P  Is it accompanied by actual issues?
Title: Re: DF2014 Question and Answer Thread
Post by: Badger Storm on December 25, 2014, 12:34:46 pm
As far as I can tell, no.
Title: Re: DF2014 Question and Answer Thread
Post by: faloxx on December 29, 2014, 02:30:55 pm
So in 40.19 I tried going to a fort I had created myself (and retired afterwards) with my character in adventure mode, but everytime I come near the boundaries of my fort the game just crashes. I tried fast travelling and just plain walking there but it crashes anyway. Is this a bug or would there be something else wrong?

Edit: Well nevermind this question. After loading up a backup I made in fortress mode and retiring the fort again, the game no longer crashes when I neared the fort. So it was indeed a bug.
Title: Re: DF2014 Question and Answer Thread
Post by: Bearskie on December 31, 2014, 04:13:17 am
Alright how about this - are GCS'es tameable? Apparently I've read many accounts of players with tame GCS'es, but the wiki page notes it as "Not trainable".
Title: Re: DF2014 Question and Answer Thread
Post by: Bumber on December 31, 2014, 09:14:17 am
Alright how about this - are GCS'es tameable? Apparently I've read many accounts of players with tame GCS'es, but the wiki page notes it as "Not trainable".
Tameable but not trainable. That is, you can't have hunting/war GCSs.
Title: Re: DF2014 Question and Answer Thread
Post by: Bearskie on December 31, 2014, 09:40:23 am
Ah. Understood.

This is gonna be so awesome (Unless said GCS reverts into a wild state midway in my dining hall).
Title: Re: DF2014 Question and Answer Thread
Post by: Badger Storm on December 31, 2014, 09:19:01 pm
Ah. Understood.

This is gonna be so awesome (Especially if said GCS reverts into a wild state midway in my dining hall).

Fixed that for you.
Title: Re: DF2014 Question and Answer Thread
Post by: pisskop on January 01, 2015, 12:58:58 am
Ah. Understood.

This is gonna be so awesome (Especially when said GCS reverts into a wild state midway in my dining hall).

Fixed that for you.
FTFFY
Title: Re: DF2014 Question and Answer Thread
Post by: Badger Storm on January 01, 2015, 09:53:12 am
Question about wild animal populations.

If I have a pack of animals enter the map, mill around for however long, then leave the map, will that count against the allotted population number, meaning I have x fewer animals in my local population?  As an example, say I had 42 giant parakeets on my map.  If seven flocks of six came onto the map, one flock at a time, then all left without a single one getting killed or trapped, would that count as extinction, meaning no more giant parakeets, or would they eventually come back or regenerate?
Title: Re: DF2014 Question and Answer Thread
Post by: pisskop on January 01, 2015, 10:02:12 am
killing them reduces their regional numbers.  idk about taming one or two.  them leaving does not
Title: Re: DF2014 Question and Answer Thread
Post by: Badger Storm on January 01, 2015, 10:45:52 am
So if they just keep entering and leaving the map unharmed, I pretty much have all the time in the world to try to catch them?  Seriously, I think I can hear them laughing at me sometimes.
Title: Re: DF2014 Question and Answer Thread
Post by: pisskop on January 01, 2015, 11:05:35 am
if they are thieves a small valuable loot stash surrounded by cages and roofed will work . . .

  If not than try to observe their flight path, and trap the most traveled location.  elevated Platues are the likeliest, because they likely wont adjust their flight altitude.  And consider building a platform for them.  Agiant cage with cage traps.
Title: Re: DF2014 Question and Answer Thread
Post by: pisskop on January 01, 2015, 11:13:01 am
!!No!!

a wall adjacent to a stair case.  then stripes of 1 by 'x'  long floors with traps on them!

Title: Re: DF2014 Question and Answer Thread
Post by: Badger Storm on January 01, 2015, 04:13:24 pm
So, can a floor alone work as support for another floor, resulting in something not unlike a very long diving board?
Title: Re: DF2014 Question and Answer Thread
Post by: pisskop on January 01, 2015, 04:15:34 pm
yup
Title: Re: DF2014 Question and Answer Thread
Post by: xaritscin on January 02, 2015, 12:48:07 am
couldnt find any information about this.

i know abandoning a fort is well, leave it to rot and items will be scattered all around the map if they werent in containers.

im looking at the possibility of retiring a fort and visit it in adventure mode. also im reaching FPS death so it had to be done sooner or later.

i want to know. what happens when you retire a fort? or whats the different between a retired fort and an abandoned one?
Title: Re: DF2014 Question and Answer Thread
Post by: ptb_ptb on January 02, 2015, 04:21:15 am
What damages Obsidian hatch covers? I've got an XX+obsidian hatch cover+XX and I'm curious as to what bashed (or scratched) it around.
Title: Re: DF2014 Question and Answer Thread
Post by: BlackFlyme on January 02, 2015, 04:23:12 am
What damages Obsidian hatch covers? I've got an XX+obsidian hatch cover+XX and I'm curious as to what bashed (or scratched) it around.

Any building destroyers, or tantrumming dwarves? Those would be the first to come to my mind.
Title: Re: DF2014 Question and Answer Thread
Post by: ptb_ptb on January 02, 2015, 04:44:25 am
Any building destroyers, or tantrumming dwarves? Those would be the first to come to my mind.
I thought they just deconstructed buildings, not damaged them without deconstructing.
Title: Re: DF2014 Question and Answer Thread
Post by: Pink Photon on January 06, 2015, 11:40:13 am
I've seen both. A 1 year-old dwarven child with a lung injury recently ate my mayor's weapon rack.

EDIT: I can't recall if this was before or after said child beat up said mayor.
Title: Re: DF2014 Question and Answer Thread
Post by: ptb_ptb on January 06, 2015, 12:02:03 pm
First comes love,
then comes marriage ...?

Two pairs of my original seven dwarves are lovers. They have been for nine years now. Is marriage on the cards at some point? Or could they be afraid of commitment?
Title: Re: DF2014 Question and Answer Thread
Post by: pisskop on January 06, 2015, 12:03:34 pm
First comes love,
then comes marriage ...?

Two pairs of my original seven dwarves are lovers. They have been for nine years now. Is marriage on the cards at some point? Or could they be afraid of commitment?
Dwarves don't socialize and get married, reports say.
  They do, however, adopt lovers if  they roll that commitment level.

    So, no.
Title: Re: DF2014 Question and Answer Thread
Post by: ptb_ptb on January 06, 2015, 12:12:02 pm
Dwarves don't socialize and get married, reports say.
  They do, however, adopt lovers if  they roll that commitment level.

    So, no.

Craaaaaap. That means I have to sacrifice dwarves until I get a married pair come as migrants.
Title: Re: DF2014 Question and Answer Thread
Post by: pisskop on January 06, 2015, 12:43:25 pm
Dwarves don't socialize and get married, reports say.
  They do, however, adopt lovers if  they roll that commitment level.

    So, no.

Craaaaaap. That means I have to sacrifice dwarves until I get a married pair come as migrants.
Why?  They'll make babies if they're lovers, no?
Title: Re: DF2014 Question and Answer Thread
Post by: Telgin on January 06, 2015, 07:14:58 pm
Um, have to be married for babies.

Anyway, I've only seen 1 natural marriage in DF in about 3 years of playing.  It's just really rare in my experience.  You could be unlucky and just have dwarves who are willing to get to lover status but not to married status.  That's possible now.  On the other hand, they just may not be socializing enough.  One option to help with that is to assign the two to a small burrow and hope they socialize more.  Another option is to set up one or two 3x3 meeting zones so that all of your dwarves will socialize more.
Title: Re: DF2014 Question and Answer Thread
Post by: pisskop on January 06, 2015, 07:21:05 pm
Um, have to be married for babies.

Anyway, I've only seen 1 natural marriage in DF in about 3 years of playing.  It's just really rare in my experience.  You could be unlucky and just have dwarves who are willing to get to lover status but not to married status.  That's possible now.  On the other hand, they just may not be socializing enough.  One option to help with that is to assign the two to a small burrow and hope they socialize more.  Another option is to set up one or two 3x3 meeting zones so that all of your dwarves will socialize more.
Nope
Title: Re: DF2014 Question and Answer Thread
Post by: Telgin on January 06, 2015, 10:01:12 pm
...so, wait, are the dwarven women both lovers to one father?  That's not supposed to happen either.  Either something has change drastically lately, broken lately, or something else is going on (DFHack?).
Title: Re: DF2014 Question and Answer Thread
Post by: pisskop on January 06, 2015, 10:46:06 pm
...so, wait, are the dwarven women both lovers to one father?  That's not supposed to happen either.  Either something has change drastically lately, broken lately, or something else is going on (DFHack?).
Im not sure myself.  Im not using third party apps.  They were born 2 days apart, iirc.
  Well, Therapist :|
Title: Re: DF2014 Question and Answer Thread
Post by: ptb_ptb on January 07, 2015, 03:20:22 am
Well, this is all very weird enlightening. I shall have to stick with them for longer and see what happens.

BTW, there is only one 2x2 dining room. I figured that would be enough for socializing...
Title: Re: DF2014 Question and Answer Thread
Post by: ptb_ptb on January 07, 2015, 12:06:00 pm
Nope

Hmm, which version of DF was that? I'm just wondering now if you got lucky with a bug, and it's fixed for DF 0.40.23.

My two pairs of 'lovers' are now up to 11 years living in sin. I gave them joint bedrooms with beds next to each other. Nothing. All I'm asking is how is babby formed. how dwarf get pragnent.  :o
Title: Re: DF2014 Question and Answer Thread
Post by: pisskop on January 07, 2015, 12:15:28 pm
40.19

I dont know if lovers are restricted to just one mate?  Or what if they pair-bonded on the same exact click?
Title: Re: DF2014 Question and Answer Thread
Post by: Telgin on January 07, 2015, 02:17:00 pm
Lovers are supposed to be limited to a 1-to-1 basis like marriages.  Or at least have been up through version .40.  I don't think that was intentionally changed, so it might be a bug you ran into.  Quite how that happened I have no idea.  I would suggest reporting it as a bug and uploading the save, but based on what I know about the internal structure of the game I doubt Toady can reverse engineer how it happened from the save.  Guess it couldn't hurt though.
Title: Re: DF2014 Question and Answer Thread
Post by: ptb_ptb on January 07, 2015, 02:19:05 pm
Lovers are supposed to be limited to a 1-to-1 basis like marriages.  Or at least have been up through version .40.  I don't think that was intentionally changed, so it might be a bug you ran into.  Quite how that happened I have no idea.  I would suggest reporting it as a bug and uploading the save, but based on what I know about the internal structure of the game I doubt Toady can reverse engineer how it happened from the save.  Guess it couldn't hurt though.

My (not very reliable) memory suggests that there was some bug about dwarves getting into relationships / having children "like animals" but it was fixed. I may be imagining that, though. I looked in the bugtracker and didn't find anything relevant.
Title: Re: DF2014 Question and Answer Thread
Post by: Badger Storm on January 07, 2015, 02:39:07 pm
At least you get lovers.  All my dwarves either arrive married or they're asocial turbo virgins.  The only exceptions I get are the two miners or the mason and carpenter.

But I wanted to ask something else.  I understand that in 40.23 you now actually get sieges again.  I'm not so interested in merely delaying the sieges.  I want to know if there is a way to temper their frequency/severity, or even if there is a way to get ambushes without sieges.
Title: Re: DF2014 Question and Answer Thread
Post by: Telgin on January 07, 2015, 03:15:19 pm
Supposedly embarking farther away from enemies delays their attacks, but I have no idea if it's true or not.  Embarking far enough away will prevent them altogether.  The usual suggestions are that more population and exported wealth entice more attackers, but I don't think anyone has deciphered just how this works yet.

Lovers are supposed to be limited to a 1-to-1 basis like marriages.  Or at least have been up through version .40.  I don't think that was intentionally changed, so it might be a bug you ran into.  Quite how that happened I have no idea.  I would suggest reporting it as a bug and uploading the save, but based on what I know about the internal structure of the game I doubt Toady can reverse engineer how it happened from the save.  Guess it couldn't hurt though.

My (not very reliable) memory suggests that there was some bug about dwarves getting into relationships / having children "like animals" but it was fixed. I may be imagining that, though. I looked in the bugtracker and didn't find anything relevant.

This is true, but it was several (many?) minor releases ago so I was assuming it didn't factor into this.  I think it also bypassed the lover / married thing altogether, so I don't think it would cause dwarves to get into 3-way relationships like that.
Title: Re: DF2014 Question and Answer Thread
Post by: Nikow on January 07, 2015, 06:53:52 pm
My dwarves are not socializing, i gave them some social skills at start and They are all rusty.
Title: Re: DF2014 Question and Answer Thread
Post by: Telgin on January 07, 2015, 07:01:38 pm
Do you keep them busy?  They won't socialize unless they have no job and are standing next to each other.
Title: Re: DF2014 Question and Answer Thread
Post by: bluephoenix on January 08, 2015, 12:52:18 am
Can anyone explain this?

Spoiler (click to show/hide)

This is a bug right? I doubt there is such a position in the human civ :P
Title: Re: DF2014 Question and Answer Thread
Post by: Telgin on January 08, 2015, 01:03:34 am
Is that a religion related thing?  I seem to recall reading somewhere that they can get weird position titles like that, but if so it must be something you only see in adventure mode since I've never seen anything like it in fort mode.
Title: Re: DF2014 Question and Answer Thread
Post by: bluephoenix on January 08, 2015, 01:12:00 am
Is that a religion related thing?  I seem to recall reading somewhere that they can get weird position titles like that, but if so it must be something you only see in adventure mode since I've never seen anything like it in fort mode.
Probably, the human diplomat who is a vampire by the way told me these news however it does not show up in the civ screen itself.
Title: Re: DF2014 Question and Answer Thread
Post by: pisskop on January 08, 2015, 01:14:33 am
Yup humans get a law-giver, and just about everything else is procedurally genned or whatnot.
  Ive seen humans appointed warloard of a civ, Holy Nut of  church, and everything in between.  The humans of DF seem to prefer church leaders with vaguely sexual puns for titles.
Title: Re: DF2014 Question and Answer Thread
Post by: Badger Storm on January 08, 2015, 05:43:45 pm
For some reason, when I ported a file from 40.19 to 40.23 my dwarves stopped using barrels completely, resulting in tons of rotten food.  They never ever get the store in barrel job, nor even the store item in stockpile job.  The food pretty much vanishes until I see it again rotten in the refuse piles.  I think it started around the time I ordered a bunch of booze to be brewed, but I'm not sure.  It definitely isn't for lack of barrels, and there isn't anything weird on the orders screen.

What do?

Edit:  they literally aren't even picking the plants or meat up.  This could end up making the game unplayable.  Also removing all stockpile links and deconstruction of the still didn't help a whit.  Literally nothing has helped.

edit:edit: redesign acting the main stockpile fixed it, disregard this.
Title: Re: DF2014 Question and Answer Thread
Post by: ptb_ptb on January 09, 2015, 07:56:10 am
Quick stockpile question.

I'm using a finished goods stockpile with a 'take from' link (http://dwarffortresswiki.org/index.php/DF2014:Stockpile#Take_from_a_stockpile.2Fworkshop) to a leather workshop. Dwarves are dumping finished goods in there from anywhere. Did I do something wrong, or is it a bug?
Title: Re: DF2014 Question and Answer Thread
Post by: cdombroski on January 09, 2015, 08:11:42 am
Quick stockpile question.

I'm using a finished goods stockpile with a 'take from' link (http://dwarffortresswiki.org/index.php/DF2014:Stockpile#Take_from_a_stockpile.2Fworkshop) to a leather workshop. Dwarves are dumping finished goods in there from anywhere. Did I do something wrong, or is it a bug?

Did you also toggle the 'Take from links/anywhere' option?
Title: Re: DF2014 Question and Answer Thread
Post by: firsal on January 09, 2015, 08:22:10 am
Would I need a new save if I updated to .40.23 from 40.19? Also, would Phoebus be compatible?
Title: Re: DF2014 Question and Answer Thread
Post by: ptb_ptb on January 09, 2015, 08:50:49 am
Would I need a new save if I updated to .40.23 from 40.19? Also, would Phoebus be compatible?
Not really, and yes.

Phoebus has a new version out already. Install that over a fresh copy of Dwarf Fortress 0.40.24 (or use the pre-installed package from Phoebus). Copy your save over, and don't forget to use the 'df_savegame_updater'. It should work out OK. If you want more details, post in Phoebus' thread.

Did you also toggle the 'Take from links/anywhere' option?

Whoops. It was the "I did something wrong" option, then.
Title: Re: DF2014 Question and Answer Thread
Post by: firsal on January 09, 2015, 08:54:10 am
Would I need a new save if I updated to .40.23 from 40.19? Also, would Phoebus be compatible?
Not really, and yes.

Phoebus has a new version out already. Install that over a fresh copy of Dwarf Fortress 0.40.24 (or use the pre-installed package from Phoebus). Copy your save over, and don't forget to use the 'df_savegame_updater'. It should work out OK. If you want more details, post in Phoebus' thread.

Did you also toggle the 'Take from links/anywhere' option?

Whoops. It was the "I did something wrong" option, then.

Awesome. Thanks dude!
Title: Re: DF2014 Question and Answer Thread
Post by: Badger Storm on January 09, 2015, 05:37:04 pm
In complete honesty, I am not happy with 40.23 at all.

1. My fishermen, despite having the fish cleaning labor, never ever get any mussels or pond turtles.  When I type in region-pops list on DFHack, neither of them show up.  They are both in the raws.

2.  I put a farming plot outside.  When I mouse over it, it claims there are "no seeds available for this location" when there is a barrel full of seeds, including outdoor seeds.  Inside seeds I can plant just fine, though it appears that the farmers don't bring the barrels to the plots.
Title: Re: DF2014 Question and Answer Thread
Post by: ptb_ptb on January 09, 2015, 05:50:55 pm
2.  I put a farming plot outside.  When I mouse over it, it claims there are "no seeds available for this location" when there is a barrel full of seeds, including outdoor seeds.
What's happening there is that your fortress is overlapping an inhospitable biome. Mountain, for example. There are no 'mountain' farm plants so none of your seeds can be used there. Usually it is just a matter of placing your farm in the right area.
Title: Re: DF2014 Question and Answer Thread
Post by: Badger Storm on January 09, 2015, 05:54:23 pm
Yeah, I just figured that out.  Both of those plots were on the mountainside.  Hopefully the shrubland part of the embark should prove more fruitful.

Nothing on the shells though.  I fear I'm going to have to make a wolverine or badger pit to dispose of all migrants who fancy shells.
Title: Re: DF2014 Question and Answer Thread
Post by: pisskop on January 09, 2015, 06:10:06 pm
Its just whatever region they live in.
  Go into the raws and increase their frequency/biomes.
Title: Re: DF2014 Question and Answer Thread
Post by: Badger Storm on January 09, 2015, 07:06:59 pm
It already says 100% frequency and any ocean/lake/river.  I had this issue in a shrubland biome too, so it's not just the mountains.
Title: Re: DF2014 Question and Answer Thread
Post by: pisskop on January 09, 2015, 07:25:23 pm
I was drowning in mussels a few embarks ago.
  Its also notable that frequency isn't a percent; its a ratio weight.  I bet all the vermin aqualife has Frequency:100.  It may be luck of the draw.
Title: Re: DF2014 Question and Answer Thread
Post by: Badger Storm on January 09, 2015, 07:36:31 pm
Before this version, I had no trouble at all getting shelled animals from any place, ever.  What's more, they aren't being shown in region-pops list.  In region-pops list-all, there are only around 14000 mussels and absolutely no oysters or pond turtles at all.  There's no way that something isn't going wrong.

(Incidentally, how do you report bugs on mantis?  Is an account necessary?)
Title: Re: DF2014 Question and Answer Thread
Post by: pisskop on January 09, 2015, 07:50:03 pm
Yea.  Just sign up for an easy-to-start account and describe the bug in the fields provided.  More info is better, but try to keep it organized and easy to read.
  http://www.bay12games.com/dwarves/mantisbt/my_view_page.php

Good things to have are links to pictures, saves uploaded somewhere, or how to reproduce the bug.  They may ask you questions, and you won't know unless you check.  But otherwise they'll either sort it out or confirm its not a bug.
Title: Re: DF2014 Question and Answer Thread
Post by: Badger Storm on January 09, 2015, 08:26:32 pm
Done.  In the meantime I'm modding desert tortoises to be common domestic.  PetSmart sells them, so it's perfectly feasible.
Title: Re: DF2014 Question and Answer Thread
Post by: 99Hedgehog on January 09, 2015, 11:09:51 pm
For military equipment, do I need to assign 2 gauntlets and boots for a soldier to have two of each?
Title: Re: DF2014 Question and Answer Thread
Post by: pisskop on January 09, 2015, 11:13:16 pm
nope.  The military screen assumes pairs.  So just 1.

not that they can wear more than 1 pair of boots or gauntlets.
  They can wear 1 pair gloves and 1 gauntlets and 2 pair socks 1 boots at most
Title: Re: DF2014 Question and Answer Thread
Post by: 99Hedgehog on January 09, 2015, 11:41:37 pm
nope.  The military screen assumes pairs.  So just 1.

not that they can wear more than 1 pair of boots or gauntlets.
  They can wear 1 pair gloves and 1 gauntlets and 2 pair socks 1 boots at most

Ah, that clears up alot. Thanks.
Title: Re: DF2014 Question and Answer Thread
Post by: ptb_ptb on January 12, 2015, 12:51:54 pm
Do building destroyers destroy traps?

[EDIT] The answer was 'No'
Title: Re: DF2014 Question and Answer Thread
Post by: Zeebie on January 12, 2015, 01:26:41 pm
The 40.20 release said there is a way to "to prioritize a job so that it gets done immediately." Is this just referring to the mining priority system, or is there some way to make a dwarf pull that lever RIGHT NOW?
Title: Re: DF2014 Question and Answer Thread
Post by: ptb_ptb on January 12, 2015, 01:37:52 pm
is there some way to make a dwarf pull that lever RIGHT NOW?
On workshop/lever jobs there is a
do it 'n'ow
option. I presume it sets the job to priority one.  There is not, so far as I know, any way to prioritise cleaning, dumping, hauling, training, constructing or healing.
Title: Re: DF2014 Question and Answer Thread
Post by: Badger Storm on January 13, 2015, 08:07:24 am
Does a dwarf's favorite color have any effect on gameplay whatsoever?
Title: Re: DF2014 Question and Answer Thread
Post by: ptb_ptb on January 13, 2015, 08:16:04 am
Does a dwarf's favorite color have any effect on gameplay whatsoever?
I have no idea. Maybe they choose clothes to wear and cloth for artifact making based on the favorite color?
Title: Re: DF2014 Question and Answer Thread
Post by: Badger Storm on January 13, 2015, 08:28:49 am
Looks like hell is about to freeze over, since I now have reason to start up a dyeing operation.  Just need to savescum until I get a clothier with a preference for emerald/red/midnight blue cloth.  That, or I could waste tons of money on dyed cloth from the caravans.
Title: Re: DF2014 Question and Answer Thread
Post by: Nikow on January 13, 2015, 12:03:33 pm
Does a dwarf's favorite color have any effect on gameplay whatsoever?
I have no idea. Maybe they choose clothes to wear and cloth for artifact making based on the favorite color?
They will get better and often happy though AND They will use it longer without being unhappy if there is no other clothes in this color. This is why i usualy trying to get all the colors from caravans and plants.
Title: Re: DF2014 Question and Answer Thread
Post by: Zeebie on January 15, 2015, 09:57:54 am
Does brewing skill have any effect? Booze has no quality - do brewing jobs get done faster by higher skill?
Title: Re: DF2014 Question and Answer Thread
Post by: Magistrum on January 15, 2015, 10:00:56 am
Yes.
Title: Re: DF2014 Question and Answer Thread
Post by: Showbiz on January 15, 2015, 12:01:59 pm
Any suggestions to improve my entrance layout?
the trap-path is 2 Tiles wide. too little?
Spoiler (click to show/hide)
Title: Re: DF2014 Question and Answer Thread
Post by: Badger Storm on January 15, 2015, 12:07:31 pm
Have you got a way for caravans to get in safely?  They need a 3-tile wide path.
Title: Re: DF2014 Question and Answer Thread
Post by: pisskop on January 15, 2015, 12:08:46 pm
Ballistas. :P
also a deeper pit.
Title: Re: DF2014 Question and Answer Thread
Post by: Showbiz on January 15, 2015, 12:38:40 pm
How much depth do you suggest?
Ballistas always sounds awesome. I've never tried out those, though.
Have you got a way for caravans to get in safely?  They need a 3-tile wide path.
Yes. I dug a curvy 3 tiles path for the caravans. Safety will be ensured just with a Bridgegate, however.

Do you guys know if theres a way to design a constantly fish refiling underground river/sea without pumps, perhaps?
Title: Re: DF2014 Question and Answer Thread
Post by: Showbiz on January 15, 2015, 12:39:37 pm
-snip-
Title: Re: DF2014 Question and Answer Thread
Post by: Showbiz on January 15, 2015, 12:40:09 pm
-snip-
Title: Re: DF2014 Question and Answer Thread
Post by: Magistrum on January 15, 2015, 06:08:47 pm
Triple post!
You can use the edit button. The post will stay there, but you can change it to say triple post (or double or whatever).
Title: Re: DF2014 Question and Answer Thread
Post by: Showbiz on January 16, 2015, 01:23:36 am
Whoops. I accidently quoted instead of pressing the edit button. Sorry!
Title: Re: DF2014 Question and Answer Thread
Post by: ptb_ptb on January 17, 2015, 10:51:18 am
Which are the 'Can't walk' squares in magma smelters and forges?
Title: Re: DF2014 Question and Answer Thread
Post by: Magistrum on January 17, 2015, 11:10:16 am
The darker ones when you are placing the workshop, on the magma forge it's the left middle and right middle tiles, and on the smelter it's the middle up one.
Title: Can werellamas swim the ocean blue?
Post by: ptb_ptb on January 20, 2015, 09:11:42 am
I've got a tiny fortress on a small island. A human werellama came to visit. Did he swim across the ocean, or was he already lurking in a lair on the island somewhere?
Title: Re: DF2014 Question and Answer Thread
Post by: pisskop on January 20, 2015, 09:15:26 am
Good question.  They could swim as Llamas . . .

  Likely he is on the island, or the game doesn't care how he got there.  You should look into legends and see.
Title: Re: DF2014 Question and Answer Thread
Post by: Badger Storm on January 20, 2015, 05:57:09 pm
I'm trading with the first autumn caravan, but it doesn't show the attitude of the merchants (pleased, happy, impatient, etc.)  I don't see anything related in the errorlog.  Has it got anything to do with social skills?  My leader/broker started out with appraiser, negotiator, and judge of intent.
Title: Re: DF2014 Question and Answer Thread
Post by: Neckbeard on January 20, 2015, 07:24:25 pm
Does brewing skill have any effect? Booze has no quality - do brewing jobs get done faster by higher skill?

Really?  I was sure that I occasionally got comments in earlier versions of dwarf fortress about having drunk legendary booze lately.

I wont have recently yet because I've been trying to test out the new tree farm mechanics to see what kind of output I could expect from them in the updated version of dwarf fortress.  Basically, my embarks have been science embarks revolving around vaults and dead civilizations rather than an actual fortress.
Title: Re: DF2014 Question and Answer Thread
Post by: Badger Storm on January 20, 2015, 07:35:18 pm
I think higher brewing skill means you get more booze from one brewing - I've seen anywhere between 5 and 25 urists of booze in one barrel, and I think you can't put multiple brewings into one barrel because you need an empty barrel or pot to brew in the first place.
Title: Re: DF2014 Question and Answer Thread
Post by: Neckbeard on January 20, 2015, 10:00:46 pm
Do weapon traps and spike traps still increase the value of a room?  I built a green glass serrated disk trap in my kings dining room and a green glass spike trap in my kings tomb and I didn't notice any increase in room rank or value.

Edit:

Actually it might, and it might be that the difference just wasn't enough to bump up the rank.  I tested in a different situation and I set up a table in a horrible location, then gave the king his new dining room.  He had a meager dining room, and when I built the weapon trap in it the rank shot up to opulent or something.
Title: Re: DF2014 Question and Answer Thread
Post by: Bumber on January 20, 2015, 10:43:56 pm
I think higher brewing skill means you get more booze from one brewing - I've seen anywhere between 5 and 25 urists of booze in one barrel, and I think you can't put multiple brewings into one barrel because you need an empty barrel or pot to brew in the first place.
It's a fixed 5 urists of booze per 1 urist of ingredient. Grower/herbalism skill matters, not brewer.
Title: Re: DF2014 Question and Answer Thread
Post by: Badger Storm on January 21, 2015, 06:56:37 am
Where can I download 40.23?  I messed up my raws (again) and I can't find any vanilla (no MacNewbie) mirrors from which to download.
Title: Re: DF2014 Question and Answer Thread
Post by: ptb_ptb on January 21, 2015, 07:53:04 am
Where can I download 40.23?  I messed up my raws (again) and I can't find any vanilla (no MacNewbie) mirrors from which to download.

Did you check the 'older versions' link on the front page?

http://www.bay12games.com/dwarves/older_versions.html
Title: Re: DF2014 Question and Answer Thread
Post by: Badger Storm on January 21, 2015, 08:11:22 am
...I must have missed that completely.  Much obliged, thank you uwu
Title: Re: DF2014 Question and Answer Thread
Post by: ptb_ptb on January 22, 2015, 10:53:15 am
Why is the highest moodable skill of children always some kind of crafter, and is there any way to change that (without dfhack)?
Title: Re: DF2014 Question and Answer Thread
Post by: Culise on January 22, 2015, 11:19:37 am
Dwarfs that lack any skill compatible with strange moods will default to the three crafting skills: wood, stone, or bone.  Since children do not typically gain skills due to being unable to work on anything other than harvesting farm plots (which grants mild Grower skill, which is itself not compatible with any strange moods), they will usually lack a skill compatible with strange moods, and thus fall under this condition.

As for changing it, I'm not sure.  If children could gain experience in a moodable skill, that would change it, but I'm not sure how you'd trick the game into doing that. 
Title: Re: DF2014 Question and Answer Thread
Post by: ptb_ptb on January 22, 2015, 05:09:32 pm
Quick question. Is there much point to equipping dwarves with more than one masterwork steel chain mail shirt?


******************

As for changing it, I'm not sure.  If children could gain experience in a moodable skill, that would change it, but I'm not sure how you'd trick the game into doing that.

I remembered that Dwarf Therapist has a cheat mode in the options where you can assign labors to children. I made each child work just a little on a forge. Yeah, it's cheating. But personally I think it's fair enough given the uselessness of crafting artifacts.
Title: Re: DF2014 Question and Answer Thread
Post by: Pink Photon on January 23, 2015, 12:29:46 pm
Why is the highest moodable skill of children always some kind of crafter, and is there any way to change that (without dfhack)?

That's just how the game works. I don't know if you can fix it with dfhack, but there's a workaround using Dwarf Therapist. There's an option (default off) to allow labors for children, so you can turn on e.g. weaponsmithing for a child, have them make a single weapon, then turn the labor back off.

EDIT: Wow, somehow did not see the above post. -_-
Title: Re: DF2014 Question and Answer Thread
Post by: My Urist Eternal on January 23, 2015, 06:26:29 pm
How do I stop dwarves from reloading traps? In the middle of an undead invasion, my intricate trap system was going great, until these idiots decided to rush out and reload all the traps that the undead army was in the process of getting hammered by. I tried everything but I couldn't stop my dwarves from rushing to their deaths trying to reload traps.  :-[
Title: Re: DF2014 Question and Answer Thread
Post by: cdombroski on January 23, 2015, 09:26:23 pm
How do I stop dwarves from reloading traps? In the middle of an undead invasion, my intricate trap system was going great, until these idiots decided to rush out and reload all the traps that the undead army was in the process of getting hammered by. I tried everything but I couldn't stop my dwarves from rushing to their deaths trying to reload traps.  :-[
Forbidding the trap once initially loaded is supposed to work.

Quick question. Is there much point to equipping dwarves with more than one masterwork steel chain mail shirt?
It should further reduce edge attacks through deflection and absorbtion. All that steel starts to get heavy though, and it does almost nothing for blunt damage.
Title: Re: DF2014 Question and Answer Thread
Post by: Centigrade on January 24, 2015, 01:58:45 am
One mail shirt and one breastplate will increase your survivability a lot. You can wear up to three mail shirts and six cloaks, and if you go that route then opt for adamantine mail and silk cloaks with your steel breastplate.
Title: Re: DF2014 Question and Answer Thread
Post by: taptap on January 26, 2015, 05:10:30 pm
How do I stop dwarves from reloading traps? In the middle of an undead invasion, my intricate trap system was going great, until these idiots decided to rush out and reload all the traps that the undead army was in the process of getting hammered by. I tried everything but I couldn't stop my dwarves from rushing to their deaths trying to reload traps.  :-[

Civilian alert + burrow. (Or closed doors.)
Title: Re: DF2014 Question and Answer Thread
Post by: Loci on January 27, 2015, 03:13:46 pm
Why is the highest moodable skill of children always some kind of crafter, and is there any way to change that (without dfhack)?

You might try adding "[NATURAL_SKILL:FORGE_WEAPON:1]" to the dwarf creature raws. Theoretically, this should ensure that all dwarves possess a minimal knowledge of weaponsmithing, making weapon-producing moods the effective default.



Does brewing skill have any effect? Booze has no quality - do brewing jobs get done faster by higher skill?

Really?  I was sure that I occasionally got comments in earlier versions of dwarf fortress about having drunk legendary booze lately.

The "legendary booze" thought was based on the value of the entire stack of alcohol. Larger stacks of alcohol (resulting from larger stacks of ingredients) or higher value ingredients would improve happiness, but there is no hidden quality.
Title: Re: DF2014 Question and Answer Thread
Post by: Badger Storm on January 28, 2015, 06:35:04 am
Since I modded the noble bison into my game, I appear to be getting migrant peasants that have literally no skills - not even social skills.  Has such a thing ever happened to anyone else?
Title: Re: DF2014 Question and Answer Thread
Post by: pisskop on January 28, 2015, 10:23:42 am
Noble bison or bison nobles?
  The first, being simply a creature named bison, shouldn't cause any issues.

  The second might, because.  Also, I'd compare your version number.  New versions might be wonkier.  I haven't played anything above 40.19 yet.
Title: Re: DF2014 Question and Answer Thread
Post by: Badger Storm on January 28, 2015, 03:56:29 pm
It's the first, although the second would be far more entertaining.

I tend to have issues with new modded creatures (hoo boy, the fairy dragon caused me no end of grief), for instance, this thing has been giving me stuff in the errorlog about oyster tallow and oyster leather, despite there being no such thing in the raws, even after being modded.  I think I might have to give up modding altogether for my mental health.
Title: Re: DF2014 Question and Answer Thread
Post by: pisskop on January 28, 2015, 03:58:52 pm
Post it in the modding help thread.  It sounds like you're trying to make it do something it shouldn't, or you may have ordered the tags in an order the game doesn't get.
Title: Re: DF2014 Question and Answer Thread
Post by: Pink Photon on January 28, 2015, 03:59:41 pm
I occasionally get migrants with absolutely no skills, so if it's just a couple you're fine. If you're getting a bunch, then you probably broke something.

I have a kunzite forgotten beast in my cavern. Is there a preferred weapon type (blunt/slashing/stabbing) for bringing it down?
Title: Re: DF2014 Question and Answer Thread
Post by: BlackFlyme on January 28, 2015, 04:13:37 pm
Kunzite is a type of gem. It is not amazingly strong compared to something like metal.

Might not want stabbing, as inorganic FBs are a bit large for spears to be overly effective.
Title: Re: DF2014 Question and Answer Thread
Post by: Pink Photon on January 30, 2015, 08:01:01 pm
Is it possible to train vermin and make them pets? The wiki says so, but I can't make it work.
Title: Re: DF2014 Question and Answer Thread
Post by: Bumber on January 30, 2015, 09:11:37 pm
Is it possible to train vermin and make them pets? The wiki says so, but I can't make it work.
You do it at a kennel, IIRC.

Edit: And the vermin must be in a trap, not a cage.
Title: Re: DF2014 Question and Answer Thread
Post by: Burts on January 31, 2015, 04:03:24 pm
I am currently playing a fortress where my parent civilization is dead. After the two hardcoded migrant waves i only got a total of 15 dwarves. Will i get attacked by goblins and the necromancer tower that is nearby?
Title: Re: DF2014 Question and Answer Thread
Post by: ptb_ptb on January 31, 2015, 04:31:54 pm
I am currently playing a fortress where my parent civilization is dead. After the two hardcoded migrant waves i only got a total of 15 dwarves. Will i get attacked by goblins and the necromancer tower that is nearby?
Parent civilizations never entirely die, and probably. Especially if the goblins were at war with your parent civilization.
Title: Re: DF2014 Question and Answer Thread
Post by: Badger Storm on January 31, 2015, 05:54:51 pm
What are the implications of a civ that has no blue things on the map but is not indicated as dead or dying?  I guess by blue things I mean fortresses.
Title: Re: DF2014 Question and Answer Thread
Post by: Baffler on January 31, 2015, 07:50:03 pm
I'm trying to press olives for oil, but my dwarves keep eating them raw. Is there any way to stop this?

Never mind, just removed [EDIBLE_RAW].
Title: Re: DF2014 Question and Answer Thread
Post by: Burts on February 01, 2015, 02:40:32 am
I am currently playing a fortress where my parent civilization is dead. After the two hardcoded migrant waves i only got a total of 15 dwarves. Will i get attacked by goblins and the necromancer tower that is nearby?
Parent civilizations never entirely die, and probably. Especially if the goblins were at war with your parent civilization.



Well, i checked legends viewer, and there is a total of 7 dwarves, 3 humans and 3 elves and 10000 goblins in the world. All the humans, elfs and dwarves are necromancers who do nothing but write books about each other over and over again. So i would say that my parent civ is totally dead.

Title: Re: DF2014 Question and Answer Thread
Post by: Bumber on February 01, 2015, 02:50:30 am
Well, i checked legends viewer, and there is a total of 7 humans, 3 elves, 3 dwarfs and 10000 goblins in the world. All the humans, elfs and dwarves are necromancers who do nothing but write books about each other over and over again. So i would say that my parent civ is totally dead.
I had a world where the only few dwarves left were deities. Large migrant waves still arrived. Either they came out of nowhere or legends viewer is unreliable.
Title: Re: DF2014 Question and Answer Thread
Post by: pisskop on February 01, 2015, 05:34:15 am
They do indeed come from Nowhere.
  Nowhere is the eternal fort.
Title: Re: DF2014 Question and Answer Thread
Post by: Burts on February 01, 2015, 09:38:06 am
Well, i checked legends viewer, and there is a total of 7 humans, 3 elves, 3 dwarfs and 10000 goblins in the world. All the humans, elfs and dwarves are necromancers who do nothing but write books about each other over and over again. So i would say that my parent civ is totally dead.
I had a world where the only few dwarves left were deities. Large migrant waves still arrived. Either they came out of nowhere or legends viewer is unreliable.


Ah yes, after some more playing, i got a pretty big third migrant wave. I assume these are dwarves that are still alive out there. Even though the civ is dead, some dwarves are probaly still alive in the world.
Title: Re: DF2014 Question and Answer Thread
Post by: Aravin on February 01, 2015, 03:36:05 pm
Is the current version stable and mostly bug-free? I'd like to start a fort again and i'd very much appreciate if i didn't have to restart because of some weird bug or awesome new stuff that will be added later.
Title: Re: DF2014 Question and Answer Thread
Post by: ptb_ptb on February 01, 2015, 04:05:56 pm
Is the current version stable and mostly bug-free? I'd like to start a fort again and i'd very much appreciate if i didn't have to restart because of some weird bug or awesome new stuff that will be added later.

The current version is the most stable and bug-free that you are likely to get for a good long while.
Title: Re: DF2014 Question and Answer Thread
Post by: Aravin on February 01, 2015, 04:25:00 pm
Thanks, the fort i am buildin' then  ;D
Title: Re: DF2014 Question and Answer Thread
Post by: §k on February 02, 2015, 12:24:45 am
Do fbs only appear in their own underground region, or do they come to your fort from all over the world?
Title: Re: DF2014 Question and Answer Thread
Post by: Poet-Sirrah on February 02, 2015, 02:21:29 am
I heard the DFHack command vdig was incorporated into vanilla DF, where do I find it?
Title: Re: DF2014 Question and Answer Thread
Post by: Bumber on February 02, 2015, 02:32:09 am
I heard the DFHack command vdig was incorporated into vanilla DF, where do I find it?
On the designations menu press 'a' until it says "a: Automating Ore". Then designate part of a visible vein for mining.
Title: Re: DF2014 Question and Answer Thread
Post by: Aravin on February 02, 2015, 10:59:07 am
Do fbs only appear in their own underground region, or do they come to your fort from all over the world?

I think both - colossal titans and dragons are not cave-dwellers.
Title: Re: DF2014 Question and Answer Thread
Post by: Burts on February 02, 2015, 11:25:58 am
How are migrants generated these days? Do they come out of thin air like before, or are they drawn from the site populations? I remember in 0.34 they were drawn from site populations.


However, the world that has 0 dwarves alive in the world according to legends viewer and my fortress is still getting heaps of migrants..
Title: Re: DF2014 Question and Answer Thread
Post by: Telgin on February 02, 2015, 12:23:47 pm
So far as I know, the game draws from sites where it can, but if it can't get enough migrants then it does generate them from nothing.
Title: Re: DF2014 Question and Answer Thread
Post by: taptap on February 02, 2015, 03:09:26 pm
Is there a way to pre-bury parts of dwarves? (E.g. lost leg.)
Title: Re: DF2014 Question and Answer Thread
Post by: ptb_ptb on February 02, 2015, 03:34:20 pm
Is there a way to pre-bury parts of dwarves? (E.g. lost leg.)
I'm pretty sure there isn't. The best you could do is to dump them on the same square as the coffin and make sure there are doors to stop the miasma spreading.
Title: Re: DF2014 Question and Answer Thread
Post by: pisskop on February 02, 2015, 04:03:57 pm
I have a specific morgue room.  All dwarves and dwarf accessories go in there, and many rot to bone before I bury them, but they do it away from the refuse pit
Title: Re: DF2014 Question and Answer Thread
Post by: §k on February 02, 2015, 09:14:32 pm
Do fbs only appear in their own underground region, or do they come to your fort from all over the world?

I think both - colossal titans and dragons are not cave-dwellers.

Thanks for answering! So bronze colossus, dragon, roc, etc, only appear in the region they settle down, while procedurally generated forgotten beasts come from all over the world? That'd be good.
Title: Re: DF2014 Question and Answer Thread
Post by: pisskop on February 02, 2015, 10:08:31 pm
In Adventure mode at least Ive heard of BCs and Dragons residing in a lair while currently and actively prowling a conpletely different region.
Title: Re: DF2014 Question and Answer Thread
Post by: §k on February 02, 2015, 10:18:29 pm
That's something good to know! There's roc in the other end of the land.

There were 27 forgotten beasts in the world I play. 24 of them are killed. 1 of them works as a webber in Onulked. I'm waiting for the last two!
Title: Re: DF2014 Question and Answer Thread
Post by: taptap on February 03, 2015, 04:13:25 pm
Anyone experience with magma trapping (i.e. trapping magma creatures)? I arranged some traps etc. but is there anything I can do to encourage them swimming into it?
Title: Re: DF2014 Question and Answer Thread
Post by: pisskop on February 03, 2015, 04:15:56 pm
Are they aggressive ones?  Can they leave the magma?

  Consider baiting them with a critter and/or funneling them into your traps placed outside the magma.  And selectively leave a path to your base for them to path for.

In the magma itself . . .  That's water trapping with extra Fun.  As in hard to do even without the burning to death.
Title: Re: DF2014 Question and Answer Thread
Post by: taptap on February 03, 2015, 04:33:44 pm
Are they aggressive ones?  Can they leave the magma?

  Consider baiting them with a critter and/or funneling them into your traps placed outside the magma.  And selectively leave a path to your base for them to path for.

In the magma itself . . .  That's water trapping with extra Fun.  As in hard to do even without the burning to death.

Magma crabs, my traps are submerged as well, all is prepared... but they just don't move into them. And I don't exactly have bait that survives long enough in magma :) Or are they attracted to bait behind a glass window? ... Ok, I am going to test this.
Title: Re: DF2014 Question and Answer Thread
Post by: pisskop on February 03, 2015, 04:40:17 pm
Magma crabs survive out of magma and will path towards your fort, as anyone with magma access in the caverns can attest to.  Construct a 'shortest path' to your fort and trap it.  Else put traps on the edge of the magma.
Title: Re: DF2014 Question and Answer Thread
Post by: taptap on February 04, 2015, 03:09:36 pm
All the clothing nicely listed in the armor stockpile lists is not processed, right? Only the headwear, legwear etc. from finished goods, right?
Title: Re: DF2014 Question and Answer Thread
Post by: Borge on February 04, 2015, 11:37:45 pm
Anyone know the stats on ballista arrows and trap weapons, such as contact area, velocity, penetration etc.
Title: Re: DF2014 Question and Answer Thread
Post by: KingKaol on February 04, 2015, 11:46:36 pm
What's the cause of 'Segfault' during world gen in the current version?

I'm trying to generate a history of ~4000 years on a medium world with 20 civs. Sometimes it goes shorter or longer before reaching a segfault, depending on the history seed (I got to 3000 years at least once). Is it mainly the history length hitting some kind of memory limit?
Title: Re: DF2014 Question and Answer Thread
Post by: ptb_ptb on February 05, 2015, 12:00:36 am
What's the cause of 'Segfault' during world gen in the current version?

I'm trying to generate a history of ~4000 years on a medium world with 20 civs. Sometimes it goes shorter or longer before reaching a segfault, depending on the history seed (I got to 3000 years at least once). Is it mainly the history length hitting some kind of memory limit?

If you're a Windows user did you use Large Address Aware on the DF .exe?
Title: Re: DF2014 Question and Answer Thread
Post by: Bumber on February 05, 2015, 12:03:08 am
What's the cause of 'Segfault' during world gen in the current version?

I'm trying to generate a history of ~4000 years on a medium world with 20 civs. Sometimes it goes shorter or longer before reaching a segfault, depending on the history seed (I got to 3000 years at least once). Is it mainly the history length hitting some kind of memory limit?
If you're a Windows user did you use Large Address Aware on the DF .exe?
I don't think Windows calls them 'segfaults'.
Title: Re: DF2014 Question and Answer Thread
Post by: KingKaol on February 05, 2015, 12:13:00 am
What's the cause of 'Segfault' during world gen in the current version?

I'm trying to generate a history of ~4000 years on a medium world with 20 civs. Sometimes it goes shorter or longer before reaching a segfault, depending on the history seed (I got to 3000 years at least once). Is it mainly the history length hitting some kind of memory limit?
If you're a Windows user did you use Large Address Aware on the DF .exe?
I don't think Windows calls them 'segfaults'.

Yeah, i'm on 64-bit linux

Edit: Well, I tried another seed and made it 4000 years this time.
Title: Re: DF2014 Question and Answer Thread
Post by: taptap on February 05, 2015, 03:34:15 am
Magma crabs survive out of magma and will path towards your fort, as anyone with magma access in the caverns can attest to.  Construct a 'shortest path' to your fort and trap it.  Else put traps on the edge of the magma.

Maybe they move in randomly at some point, but they certainly don't path from the magma sea into my submerged entrance, despite available (trapped) path. Maybe I have to wait longer...
Title: Re: DF2014 Question and Answer Thread
Post by: Telgin on February 05, 2015, 08:36:10 am
What's the cause of 'Segfault' during world gen in the current version?

I'm trying to generate a history of ~4000 years on a medium world with 20 civs. Sometimes it goes shorter or longer before reaching a segfault, depending on the history seed (I got to 3000 years at least once). Is it mainly the history length hitting some kind of memory limit?
If you're a Windows user did you use Large Address Aware on the DF .exe?
I don't think Windows calls them 'segfaults'.

Yeah, i'm on 64-bit linux

Edit: Well, I tried another seed and made it 4000 years this time.

Are you using any mods?  Those can cause world gen to crash too, depending on what they change.

World gen crashes are really hard to debug, but it probably is just a memory limit if you're genning 3000+ years of history.  There's so much stuff to keep track of at that point it wouldn't surprise me at all.  With some seeds it might randomly generate fewer people and events, so sometimes it may work, sometimes not.
Title: Re: DF2014 Question and Answer Thread
Post by: pisskop on February 05, 2015, 09:30:37 am
Magma crabs survive out of magma and will path towards your fort, as anyone with magma access in the caverns can attest to.  Construct a 'shortest path' to your fort and trap it.  Else put traps on the edge of the magma.

Maybe they move in randomly at some point, but they certainly don't path from the magma sea into my submerged entrance, despite available (trapped) path. Maybe I have to wait longer...
They kina meander into, like most wild critters.  Because they throw lava at my dwarves and dogs, I get a little upset :p
Title: Re: DF2014 Question and Answer Thread
Post by: Detros on February 05, 2015, 01:14:30 pm
Anyone know the stats on ballista arrows and trap weapons, such as contact area, velocity, penetration etc.
Some data for trap components is at DF wiki (http://dwarffortresswiki.org/index.php/DF2014:Trap_component# Data & comparison).
Title: Re: DF2014 Question and Answer Thread
Post by: ptb_ptb on February 05, 2015, 02:56:27 pm
Can animated corpses gain 'muscle'? 'Cuz that is just NASTY.
Title: Re: DF2014 Question and Answer Thread
Post by: KingKaol on February 05, 2015, 06:04:05 pm
Are you using any mods?  Those can cause world gen to crash too, depending on what they change.

World gen crashes are really hard to debug, but it probably is just a memory limit if you're genning 3000+ years of history.  There's so much stuff to keep track of at that point it wouldn't surprise me at all.  With some seeds it might randomly generate fewer people and events, so sometimes it may work, sometimes not.

No mods. Custom worldgen, but 20 instead of 40 civs, and a site cap of 401.

I noticed that the world stays in the 'age of myth' a lot longer than in the previous version (I think in 40_10 invasions were always a 'win'). Do civs ever take back sites if a megabeast invades it?
Title: Re: DF2014 Question and Answer Thread
Post by: Bumber on February 06, 2015, 02:37:45 am
Can animated corpses gain 'muscle'? 'Cuz that is just NASTY.
They have NO_PHYS_ATT_GAIN but the tag seems broken (at least for player vampires,) so maybe.
Title: Re: DF2014 Question and Answer Thread
Post by: ptb_ptb on February 06, 2015, 04:44:27 am
Can animated corpses gain 'muscle'? 'Cuz that is just NASTY.
They have NO_PHYS_ATT_GAIN but the tag seems broken (at least for player vampires,) so maybe.

Yeah, I'm pretty sure they do. I dropped one animated dog skeleton on top of 20 live dogs. Result: 20 dead dogs and one incredibly gigantic and muscular animated dog skeleton. :(
Title: Re: DF2014 Question and Answer Thread
Post by: Bumber on February 06, 2015, 06:46:19 am
Can animated corpses gain 'muscle'? 'Cuz that is just NASTY.
They have NO_PHYS_ATT_GAIN but the tag seems broken (at least for player vampires,) so maybe.

Yeah, I'm pretty sure they do. I dropped one animated dog skeleton on top of 20 live dogs. Result: 20 dead dogs and one incredibly gigantic and muscular animated dog skeleton. :(
Apparently they also get a strength boost (and the muscle growth that comes with it) upon animation.
Code: [Select]
[CE_PHYS_ATT_CHANGE:STRENGTH:300:1000:TOUGHNESS:300:1000:START:0]This means an increase of 300% + 1000 in strength and toughness, assuming the wiki is correct about the second parameter. Vampires only get a 200% boost. It is terrifying.
Title: Re: DF2014 Question and Answer Thread
Post by: ptb_ptb on February 06, 2015, 08:18:19 am
So, in Duopoly (http://www.bay12forums.com/smf/index.php?topic=148070.0) DF 0.40.24 I embarked with a fortress for a dead civilization (one with no sites).

I just tried to do the same thing again for Olympus: Dawn of the New Gods (http://www.bay12forums.com/smf/index.php?topic=148304.0) and it didn't work.

Any ideas why?
Title: Re: DF2014 Question and Answer Thread
Post by: Uzu Bash on February 06, 2015, 06:29:07 pm
In impulse elevators, why the down channel behind each track ramp? Wouldn't you just need a wall there? Why not a 2x2 spiral with each ramp a t-junct toward two walls and a track up to the next ramp? Is there something I'm not getting?

Title: Re: DF2014 Question and Answer Thread
Post by: KingKaol on February 07, 2015, 07:22:11 pm
how are civs determined to be neighbors of eachother? can any cross water? mountains?
Title: Re: DF2014 Question and Answer Thread
Post by: ptb_ptb on February 08, 2015, 04:41:08 am
how are civs determined to be neighbors of eachother? can any cross water? mountains?

Water, no. Mountains, yes (I think).

I know the water thing, because you can change the neighbour behaviour of a world tile by making a fortress embark that spans across an ocean gap. You don't need to build an actual bridge, it counts if you just embark then immediately retire.
Title: Re: DF2014 Question and Answer Thread
Post by: Uzu Bash on February 08, 2015, 05:19:55 pm
If I embark on a trade route, will merchants pass through? If I embark between two nations at war, will military pass through?

how are civs determined to be neighbors of eachother? can any cross water? mountains?
They can cross water, even implausibly long fathoms of water, as long as there's a land connection somewhere between both points. If there's no land connection, then even 1 tile of ocean will isolate them.
Title: Re: DF2014 Question and Answer Thread
Post by: KingKaol on February 09, 2015, 03:47:28 am
how are civs determined to be neighbors of eachother? can any cross water? mountains?

Mountains, yes (I think).

It seems like Dwarf sites in isolated mountain valleys are left alone by goblins, but I might be wrong.

This is a long shot, but is there any way to prevent temperate/cold forests from being called "Jungles" in the name generation? It seems like more often than not, forests on the border of tundra bear the name "Jungle" which seems odd to me.
Title: Re: DF2014 Question and Answer Thread
Post by: Detros on February 09, 2015, 04:07:22 am
how are civs determined to be neighbors of eachother? can any cross water? mountains?

Mountains, yes (I think).

It seems like Dwarf sites in isolated mountain valleys are left alone by goblins, but I might be wrong.

This is a long shot, but is there any way to prevent temperate/cold forests from being called "Jungles" in the name generation? It seems like more often than not, forests on the border of tundra bear the name "Jungle" which seems odd to me.
Remove "Jungle" as an option somewhere down in the Name Generator.
Title: Re: DF2014 Question and Answer Thread
Post by: KingKaol on February 09, 2015, 06:29:57 am
This is a long shot, but is there any way to prevent temperate/cold forests from being called "Jungles" in the name generation? It seems like more often than not, forests on the border of tundra bear the name "Jungle" which seems odd to me.
Remove "Jungle" as an option somewhere down in the Name Generator.

I guess there are only two names for NAME_FOREST: JUNGLE or FOREST, so that would make all forests named FOREST. That's too bad, there are a few synonyms I could think of (THICKET, GROVE, WOODS), but they don't all sound right for tropical biome.

I also noticed NAME_HILL has only one value: HILL. I could see adding some synonyms like BLUFF, KNOLL, MOUND, BUTTE
Title: Re: DF2014 Question and Answer Thread
Post by: Uzu Bash on February 09, 2015, 07:15:15 am
Who keeps stealing all my empty bags?! I have 18 in stock, I don't see a single one full, but none are available for any job that requires them. I keep producing them from the precious little leather I've gotten, but I can't locate any of them. The only stockpiles that accept bags are empty.

I know I've had this problem before, and I'm not the only one, but I can't find the answer.
Title: Re: DF2014 Question and Answer Thread
Post by: KingKaol on February 09, 2015, 07:18:49 am
Who keeps stealing all my empty bags?! I have 18 in stock, I don't see a single one full, but none are available for any job that requires them. I keep producing them from the precious little leather I've gotten, but I can't locate any of them. The only stockpiles that accept bags are empty.

I know I've had this problem before, and I'm not the only one, but I can't find the answer.

Seed storage? processed food?
Title: Re: DF2014 Question and Answer Thread
Post by: Uzu Bash on February 09, 2015, 07:49:21 am
Who keeps stealing all my empty bags?! I have 18 in stock, I don't see a single one full, but none are available for any job that requires them. I keep producing them from the precious little leather I've gotten, but I can't locate any of them. The only stockpiles that accept bags are empty.

I know I've had this problem before, and I'm not the only one, but I can't find the answer.

Seed storage? processed food?
Seeds. I dumped all the bags and found them full of I can't believe how many seeds. So I dumped the seeds and reclaimed the bags, gave all the bag-only stockpiles time to replenish, then reclaimed the seeds that have dedicated stockpiles. Maybe they'll consolidate these a little smarter.

What do I do with this damn much alfalfa? No one but the horses eat this much, if only I could switch them off grazing and let them have it.  I can't make booze out of it, so maybe I'll just offload it all on the elves.
Title: Re: DF2014 Question and Answer Thread
Post by: Badger Storm on February 09, 2015, 08:19:45 am
What does increasing the number of "beasts" on worldgen do, exactly?  Is it for (semi)megabeasts, titans, forgotten beasts, or large regular animals?
Title: Re: DF2014 Question and Answer Thread
Post by: Detros on February 09, 2015, 03:04:31 pm
What do I do with this damn much alfalfa? No one but the horses eat this much, if only I could switch them off grazing and let them have it.  I can't make booze out of it, so maybe I'll just offload it all on the elves.
See other ideas on seed usage in this topic (http://www.bay12forums.com/smf/index.php?topic=148095.0).
Title: Re: DF2014 Question and Answer Thread
Post by: pisskop on February 09, 2015, 03:05:51 pm
If shooting it out of a minecart or launching it off a bridge or dropping it 20z levels isn't in that thread . . .
Title: Re: DF2014 Question and Answer Thread
Post by: Detros on February 09, 2015, 03:06:56 pm
What does increasing the number of "beasts" on worldgen do, exactly?  Is it for (semi)megabeasts, titans, forgotten beasts, or large regular animals?
Megabeasts. See more in DF2014:World generation#Number of Beasts (http://dwarffortresswiki.org/index.php/DF2014:World_generation#Number_of_Beasts) at DF wiki.
Title: Re: DF2014 Question and Answer Thread
Post by: taptap on February 09, 2015, 03:28:45 pm
Emotions weirdness, one of my dwarves "felt love talking with mother", yet she is (one of two) mothers in the fort. And the child has the corresponding: "felt love talking with a child". (40.19) Is this still present in current version?
Title: Re: DF2014 Question and Answer Thread
Post by: Badger Storm on February 09, 2015, 03:52:01 pm
As far as I know, yes.  Pretty sure it's a typo.
Title: Re: DF2014 Question and Answer Thread
Post by: Detros on February 10, 2015, 10:03:21 am
Title: Re: DF2014 Question and Answer Thread
Post by: pisskop on February 10, 2015, 10:05:09 am
Migrants will be created to satiate your fort if needed.
AI battles aren't physically fought.
Title: Re: DF2014 Question and Answer Thread
Post by: Detros on February 10, 2015, 10:15:51 am
Migrants will be created to satiate your fort if needed.
AI battles aren't physically fought.
Thanks for fast answer. So what one does to keep his retired fortress defendable? OK, traps are irrelevant. Is equip irrelevant too so you just leave highly skilled military units there? Or even skills are irrelevant, just leave there lots of dwarves and hope for the best?
Title: Re: DF2014 Question and Answer Thread
Post by: pisskop on February 10, 2015, 10:17:54 am
Skills are relevant, but because battles are calculated I'm not sure how; but skills are very relevant/
Equipment is also factored in, I'm sure; due to experiments with goblins and their access to weaponry inworldgen.
Number of combatants (active and considered in the military @ exact time of retirement) also helps when your dwarves do die.
Battles in worldgen/out of sight are fought 1v1.
Title: Re: DF2014 Question and Answer Thread
Post by: Detros on February 10, 2015, 10:22:25 am
Skills are relevant, but because battles are calculated I'm not sure how; but skills are very relevant/
Equipment is also factored in, I'm sure; due to experiments with goblins and their access to weaponry inworldgen.
Number of combatants (active and considered in the military @ exact time of retirement) also helps when your dwarves do die.
Battles in worldgen/out of sight are fought 1v1.
Interesting. So if one has like 30 military dwarves in 100 fort it is good idea to put the rest of 70 to military squads before retiring to help defend it? But aren't worldgen/out of sight sites also calculating their food and other stocks so putting 100 of 100 dwarves into military before retiring may help with defence but in long run will lead to starvation in that site?
Title: Re: DF2014 Question and Answer Thread
Post by: Uzu Bash on February 10, 2015, 12:22:50 pm
What happens to pets when their owners take a cart ride?
Title: Re: DF2014 Question and Answer Thread
Post by: Bumber on February 10, 2015, 09:31:52 pm
What happens to pets when their owners take a cart ride?
Probably the same thing that happens to babies.

Splat.
Title: Re: DF2014 Question and Answer Thread
Post by: pisskop on February 10, 2015, 09:57:48 pm
Does anyone have a 'slime' syndrome or interaction template to give to 'giant floating guts' that will simulate (slow) digestion via contact?

Blisters and swelling are my default, but . . .
Title: Re: DF2014 Question and Answer Thread
Post by: Uzu Bash on February 11, 2015, 12:42:33 pm
Are constructed fortifications climbable? I haven't seen one in adventurer mode to test.
Title: Re: DF2014 Question and Answer Thread
Post by: Loci on February 11, 2015, 03:21:30 pm
Migrants will be created to satiate your fort if needed.

Nope. A truly extinct civilization will not generate migrants beyond the two hard-coded waves, nor will they ever send a trade caravan or liaison. It is currently not known how to distinguish between "extinct" and "nearly extinct" civilizations.
Title: Re: DF2014 Question and Answer Thread
Post by: Mishrak on February 11, 2015, 03:42:13 pm
I have my population cap set to 60, but my fort has continued to get migration waves and I'm now hanging out at 100 dwarves.

What gives?  Is this gonna keep increasing and ignoring my cap?
Title: Re: DF2014 Question and Answer Thread
Post by: pisskop on February 11, 2015, 03:47:48 pm
Migrants will be created to satiate your fort if needed.

Nope. A truly extinct civilization will not generate migrants beyond the two hard-coded waves, nor will they ever send a trade caravan or liaison. It is currently not known how to distinguish between "extinct" and "nearly extinct" civilizations.
[citation needed], especially considering migrants are no longer hard-coded.

I have my population cap set to 60, but my fort has continued to get migration waves and I'm now hanging out at 100 dwarves.

What gives?  Is this gonna keep increasing and ignoring my cap?
Did you restart the fort after changing the cap?  Is your absolute cap set, or just the soft cap?
Title: Re: DF2014 Question and Answer Thread
Post by: Loci on February 11, 2015, 04:42:12 pm
Migrants will be created to satiate your fort if needed.

Nope. A truly extinct civilization will not generate migrants beyond the two hard-coded waves, nor will they ever send a trade caravan or liaison. It is currently not known how to distinguish between "extinct" and "nearly extinct" civilizations.
[citation needed], especially considering migrants are no longer hard-coded.

cite=me: ten+ game years and not a single additional migrant, caravan, or liaison. (I'm pretty sure I'm not the only person to mention experiencing this on the forums either.) Do you have a cite for "migrants are no longer hard-coded"?
Title: Re: DF2014 Question and Answer Thread
Post by: taptap on February 11, 2015, 05:43:24 pm
Glacier embark without non-ice water. Can I melt, partially drain, freeze, remelt - as a "water farm"?
Title: Re: DF2014 Question and Answer Thread
Post by: Culise on February 11, 2015, 10:01:25 pm
Theoretically, yes.  Any depth of water will freeze to a full ice wall, whether it's 1/7 or 7/7, and any ice wall will melt into a full 7/7 depth water, so you can essentially create water in this way.  Cave-ins can force melting behaviour, but aren't easily recyclable. The easiest way is thus probably pumping magma into the floor immediately below it, then letting the magma drain out to re-freeze it, but I've never set up magma melts before. 
Title: Re: DF2014 Question and Answer Thread
Post by: Drengor on February 12, 2015, 12:21:16 am
Is there a utility just for having the game log up on another monitor or in a window outside of the game so you can always see it without using the announcement window? Can't just open it in notepad, because it won't show changes made to it real-time.

  There is.  It's in the current lazy newb pack, called 'Announcement Filter'.  As the name suggests, you can filter which announcements it shows.

  Failing that, you can always get the tail utility and open a command prompt and tail -f the logfile.. that will echo the last few lines of the logfile and continue to display any new lines added to it.
Title: Re: DF2014 Question and Answer Thread
Post by: Drengor on February 12, 2015, 12:38:30 am
I think higher brewing skill means you get more booze from one brewing - I've seen anywhere between 5 and 25 urists of booze in one barrel, and I think you can't put multiple brewings into one barrel because you need an empty barrel or pot to brew in the first place.

  Um, no the variable stack size is 5x the stacksize of what you brewed... if you have good farmers, or fertilize your field, you'll get larger stacks to brew.  Brewing that Fisher Berry[4] will give you 20...

  Higher brewing skill does mean you brew faster, however.  Losing your master brewer may mean you need to build another still and have two brewers going for a while if your fort is large enough.
Title: Re: DF2014 Question and Answer Thread
Post by: Detros on February 12, 2015, 04:24:12 am
Are constructed fortifications climbable? I haven't seen one in adventurer mode to test.
You can try to start new fort, build some walls, fortifications and so on and then switch to adventurer mode and see how it goes.
Title: Re: DF2014 Question and Answer Thread
Post by: taptap on February 14, 2015, 09:19:53 am
Was children deconstructing walls removed from the game - or is this due to using DwarfTherapist at the same time?
Title: Re: DF2014 Question and Answer Thread
Post by: pisskop on February 14, 2015, 09:23:30 am
Was children deconstructing walls removed from the game - or is this due to using DwarfTherapist at the same time?
It was made its own labor, so children and nobles won't do it by default.
Title: Re: DF2014 Question and Answer Thread
Post by: Uzu Bash on February 15, 2015, 01:27:23 pm
How many months of alfalfa meals does it take to reduce fortress obesity?
Title: Re: DF2014 Question and Answer Thread
Post by: Sutremaine on February 16, 2015, 12:19:09 am
Theoretically, yes.  Any depth of water will freeze to a full ice wall, whether it's 1/7 or 7/7, and any ice wall will melt into a full 7/7 depth water, so you can essentially create water in this way.
That's changed for arena mode at least, with the game now keeping track of the pre-freeze water level.
Title: Re: DF2014 Question and Answer Thread
Post by: Antikythera on February 16, 2015, 02:44:11 am
How many months of alfalfa meals does it take to reduce fortress obesity?

I had a good chuckle at that.

then I thought "my dwarves would choose to eat vermin over stinkin' alfalfa"

then I thought "oh crap. is he serious? is fort obesity an actual problem I have to watch out for? my dwarves have been eating lavish meals for years. I hope they aren't all going to drop dead from heart attacks"
Title: Re: DF2014 Question and Answer Thread
Post by: Bearskie on February 16, 2015, 08:48:04 am
How many months of alfalfa meals does it take to reduce fortress obesity?

I had a good chuckle at that.

then I thought "my dwarves would choose to eat vermin over stinkin' alfalfa"

then I thought "oh crap. is he serious? is fort obesity an actual problem I have to watch out for? my dwarves have been eating lavish meals for years. I hope they aren't all going to drop dead from heart attacks"

Oh god Toady please implement this (lifestyle diseases).  Even in a limited form, it would totally change the game.
Title: Re: DF2014 Question and Answer Thread
Post by: Badger Storm on February 16, 2015, 08:52:12 am
Ugh, I'd rather not.  I've struggled with my weight my entire life, and I don't want to be reminded of that in a game I play in order to get away from my troubles.

On topic, what's the difference between a mangled and a mutilated corpse?
Title: Re: DF2014 Question and Answer Thread
Post by: Uzu Bash on February 16, 2015, 09:07:30 am
then I thought "oh crap. is he serious? is fort obesity an actual problem I have to watch out for? my dwarves have been eating lavish meals for years. I hope they aren't all going to drop dead from heart attacks"

Oh god Toady please implement this (lifestyle diseases).  Even in a limited form, it would totally change the game.
Any fort I've ever had, after a few years of lavish meals everyone gets the "hanging rolls of lard" description, even the ones that stay strong and tough. I'm seeing some that are skinny yet fat? I don't think it's a health hazard in gameplay yet, but the weight is probably an occupational hazard for some. It's kind of disgusting watching these rugged frontiersdwarves get bloated and soft with comfort and luxury.
Title: Re: DF2014 Question and Answer Thread
Post by: Detros on February 16, 2015, 11:55:26 am
On topic, what's the difference between a mangled and a mutilated corpse?
Mutilated corpse means it got its parts cut of before death, mangled one got its parts pulped before death. For example: first one died after battle with axeman, the second one after battle with maceman.
See more in DF wiki article (http://dwarffortresswiki.org/index.php/DF2014:Corpse).
Title: Re: DF2014 Question and Answer Thread
Post by: Rusty_knight on February 17, 2015, 08:27:38 am
Why there's no kobolds in the "neighbours" list even if they're present in legends and seemingly not-extinct?
Title: Re: DF2014 Question and Answer Thread
Post by: pisskop on February 17, 2015, 08:31:23 am
They dont have visible sites.  Caves are like that even if dwarves occupy them.

They also shoud come, abiet more rarely than in previous versions
Title: Re: DF2014 Question and Answer Thread
Post by: Rusty_knight on February 17, 2015, 10:11:04 am
Is it possible to put creature (goblin soldier, for example) that was beaten unconscious by military into cage? I mean without some clever methods like dropping it into cage trap.
Title: Re: DF2014 Question and Answer Thread
Post by: pisskop on February 17, 2015, 05:13:34 pm
Drop it onto a cage.  Or let it walk into it.  You can assign the cages and chains once captured, though.
Title: Re: DF2014 Question and Answer Thread
Post by: Bearskie on February 18, 2015, 05:21:30 am
Not sure if it'll work, but build a cage trap where it's lying unconcious?  That is, if your mechanics dont flee asap
Title: Re: DF2014 Question and Answer Thread
Post by: Detros on February 18, 2015, 10:46:17 am
Not sure if it'll work, but build a cage trap where it's lying unconcious?  That is, if your mechanics dont flee asap
Wouldn't it be "creature in construction site, construction suspended"?
Title: Re: DF2014 Question and Answer Thread
Post by: Uzu Bash on February 18, 2015, 11:00:52 am
What causes tears? I imagine walking around with broken bones might, and dwarf might cry after finishing their magnum opus, but I can't figure out an explanation for most of these crying dwarves. It's not just from pain, trauma or bliss, I've seen some physically and emotionally fine, with a history full of "interested" thoughts in their heads, but teary-eyed. Who keeps putting tears on their eyeballs?
Title: Re: DF2014 Question and Answer Thread
Post by: pisskop on February 18, 2015, 11:13:41 am
What causes tears? I imagine walking around with broken bones might, and dwarf might cry after finishing their magnum opus, but I can't figure out an explanation for most of these crying dwarves. It's not just from pain, trauma or bliss, I've seen some physically and emotionally fine, with a history full of "interested" thoughts in their heads, but teary-eyed. Who keeps putting tears on their eyeballs?
  I don't know the specifics though.

   [SECRETION:LOCAL_CREATURE_MAT:TEARS:LIQUID:BY_CATEGORY:EYE:ALL:EXTREME_EMOTION]
Fear, terror, death for sure.

Perhaps eventually joy too.  Or being outcast/punished.
Title: Re: DF2014 Question and Answer Thread
Post by: Sutremaine on February 18, 2015, 06:21:19 pm
then I thought "oh crap. is he serious? is fort obesity an actual problem I have to watch out for? my dwarves have been eating lavish meals for years. I hope they aren't all going to drop dead from heart attacks"
In a previous version, dwarves near the fat limit would eat extra processing power as the game calculated the jittering between maximum and slightly below. Might have been fixed, might not.

Fat dwarves are good. They're better at absorbing blows, and last longer when starving.
Title: Re: DF2014 Question and Answer Thread
Post by: Bumber on February 18, 2015, 10:06:35 pm
then I thought "oh crap. is he serious? is fort obesity an actual problem I have to watch out for? my dwarves have been eating lavish meals for years. I hope they aren't all going to drop dead from heart attacks"
In a previous version, dwarves near the fat limit would eat extra processing power as the game calculated the jittering between maximum and slightly below. Might have been fixed, might not.

Fat dwarves are good. They're better at absorbing blows, and last longer when starving.
Don't they bleed more, at least when burning?
Title: Re: DF2014 Question and Answer Thread
Post by: pisskop on February 18, 2015, 10:37:30 pm
then I thought "oh crap. is he serious? is fort obesity an actual problem I have to watch out for? my dwarves have been eating lavish meals for years. I hope they aren't all going to drop dead from heart attacks"
In a previous version, dwarves near the fat limit would eat extra processing power as the game calculated the jittering between maximum and slightly below. Might have been fixed, might not.

Fat dwarves are good. They're better at absorbing blows, and last longer when starving.
Don't they bleed more, at least when burning?
I think so.  But I've only seen PCs in Adventure mode survive fire, so I don't know if it matters . . .
Title: Re: DF2014 Question and Answer Thread
Post by: Showbiz on February 19, 2015, 08:12:28 am
Is there a guaranteed way to get  sieges in DF2014? It seems I embark constantly on peacful locations.
Title: Re: DF2014 Question and Answer Thread
Post by: Telgin on February 19, 2015, 08:30:53 am
What causes tears? I imagine walking around with broken bones might, and dwarf might cry after finishing their magnum opus, but I can't figure out an explanation for most of these crying dwarves. It's not just from pain, trauma or bliss, I've seen some physically and emotionally fine, with a history full of "interested" thoughts in their heads, but teary-eyed. Who keeps putting tears on their eyeballs?
  I don't know the specifics though.

   [SECRETION:LOCAL_CREATURE_MAT:TEARS:LIQUID:BY_CATEGORY:EYE:ALL:EXTREME_EMOTION]
Fear, terror, death for sure.

Perhaps eventually joy too.  Or being outcast/punished.

I think you can see tears of joy in adventure mode, specifically when you return an abducted child to its parents.  At least some prerelease dev logs from Toady implied that; I've never played adventure mode enough to know.

Either way, I'm guessing that tears of joy don't happen in fort mode yet.
Title: Re: DF2014 Question and Answer Thread
Post by: Showbiz on February 19, 2015, 09:41:50 am
Is there a guaranteed way to get  sieges in DF2014? It seems I embark constantly on peacful locations.
(http://puu.sh/g3EYX/3e1e276ffc.png)
Is that enough to be sure to get sieges? :/
Title: Re: DF2014 Question and Answer Thread
Post by: pisskop on February 19, 2015, 10:17:32 am
Is there a guaranteed way to get  sieges in DF2014? It seems I embark constantly on peacful locations.
(http://puu.sh/g3EYX/3e1e276ffc.png)
Is that enough to be sure to get sieges? :/
In theory, and in previous versions; yes.

Goblins will come eventually.  and if you piss off the humans they will too.
Title: Re: DF2014 Question and Answer Thread
Post by: Detros on February 19, 2015, 11:00:19 am
Is there a guaranteed way to get  sieges in DF2014? It seems I embark constantly on peacful locations.
No. But after more than like 1M of wealth, 100 dwarves and 5 years goblins usually come. And if you angry diplomats/traders of humans or elves, they should come too.
Title: Re: DF2014 Question and Answer Thread
Post by: Uzu Bash on February 19, 2015, 11:18:36 am
Does restricting a workshop prevent haulers from moving items to stockpile from it?
Title: Re: DF2014 Question and Answer Thread
Post by: That Wolf on February 19, 2015, 01:54:23 pm
Does restricting a workshop prevent haulers from moving items to stockpile from it?
I dont believe so I'll check rite now
Nope they haul it.
Haha I made the workshop restricted to a baby.

My Question: its a big one
I made 3 gabbro block rooms stacked ontop of eachother and suspended it above a volcano after I sealed a crew, food, tools, materials, pet trolls and some caged plump helmet men
I dropped it having a lever inside it so an adventurer can use it.
And it deconstructed upon hitting lava killing everyone in flaming glory.
Wtf did I F up
Please help this terranaught
Title: Re: DF2014 Question and Answer Thread
Post by: pisskop on February 19, 2015, 02:11:01 pm
You are not going to be able to construct and drop a diving bell for your dwarves.  It will not work.
Title: Re: DF2014 Question and Answer Thread
Post by: That Wolf on February 19, 2015, 02:16:16 pm
Aww shit.
I had hoped asking here would help.
Thanks pisskop
Not dwarves humans btw.
Would a natural stone room survive a drop? Or is it just how cave ins work?
Title: Re: DF2014 Question and Answer Thread
Post by: Showbiz on February 19, 2015, 03:02:09 pm
Okay, thanks guys!
Title: Re: DF2014 Question and Answer Thread
Post by: Larix on February 19, 2015, 03:49:00 pm
Aww shit.
I had hoped asking here would help.
Thanks pisskop
Not dwarves humans btw.
Would a natural stone room survive a drop? Or is it just how cave ins work?

In short, that's how cave-ins work. If you drop a construction, it deconstructs and you get a jumble of blocks/rocks. If you drop natural rock, it'll compress and fill up all contained open space. Any passengers inside will be killed instantly, no chance of survival. Anyone standing on top of a caving-in construction will fall normally, which is rarely healthy.

More than you ever wanted to know about cave-ins:
http://dwarffortresswiki.org/index.php/DF2014:Cave-in
Title: Re: DF2014 Question and Answer Thread
Post by: Bumber on February 20, 2015, 01:25:52 am
Aww shit.
I had hoped asking here would help.
Thanks pisskop
Not dwarves humans btw.
Would a natural stone room survive a drop? Or is it just how cave ins work?

In short, that's how cave-ins work. If you drop a construction, it deconstructs and you get a jumble of blocks/rocks. If you drop natural rock, it'll compress and fill up all contained open space. Any passengers inside will be killed instantly, no chance of survival. Anyone standing on top of a caving-in construction will fall normally, which is rarely healthy.

More than you ever wanted to know about cave-ins:
http://dwarffortresswiki.org/index.php/DF2014:Cave-in
Cave-ins are, in a word, pancaking. (http://youtu.be/4IXKKotlSuc?t=36s)
Title: Re: DF2014 Question and Answer Thread
Post by: CatKate on February 20, 2015, 03:56:02 am
Hey guys,

in my current game there are no hostile creatures. Or rather, there are, but they are not tagged hostile and behave just like usual wildlife. I read that there was a bug; however this continues now for some version upgrades. Currently have .40.24 and still going on. The fortress started on version 40.15, maybe?

Is there any chance to make these creatures hostile again? Or is the only way to retire and start a new fortress (urgh)?

Thanks for your help!
Cheers,
Cat
Title: Re: DF2014 Question and Answer Thread
Post by: Bearskie on February 20, 2015, 06:03:32 am
Since statue gardens and memorial halls do not have an overall room quality (Royal, Decent, etc), would it be ok to designate all of them in a single room? Perhaps together with the barracks to train observer also.
Title: Re: DF2014 Question and Answer Thread
Post by: taptap on February 20, 2015, 12:44:51 pm
I am in an evil rainless desert biome, slowly colonizing the surface. If I water the aboveground area is there any chance natural growth will occur to start surface farming? (Or an area at z-1?) Sadly elves and humans declared war decades ago for unspecific reasons, so no opportunity to get seeds from them.

Another question: how can I handle wax properly? I have a stockpile for pressed honey bee wax cake, but a lot of wax prefers hanging around in random pots in completely different stockpiles (that wouldn't even accept it).
Title: Re: DF2014 Question and Answer Thread
Post by: drone1230 on February 21, 2015, 01:51:52 am
I've recently been trying to dig some pits for my current fort, but I've run into a major problem. I can't seem to dig one without stranding the miner at the bottom, forcing him to dig himself out, but this isn't always desirable. I have a general idea of how channeling works, but I still haven't been able to solve this problem. Any help would be appreciated.
Title: Re: DF2014 Question and Answer Thread
Post by: Naryar on February 21, 2015, 04:36:05 am
I've recently been trying to dig some pits for my current fort, but I've run into a major problem. I can't seem to dig one without stranding the miner at the bottom, forcing him to dig himself out, but this isn't always desirable. I have a general idea of how channeling works, but I still haven't been able to solve this problem. Any help would be appreciated.

Channel out a pit with an utility stair next to it. Stair should be as tall as the pit.
Title: Re: DF2014 Question and Answer Thread
Post by: Larix on February 21, 2015, 09:22:14 am
I am in an evil rainless desert biome, slowly colonizing the surface. If I water the aboveground area is there any chance natural growth will occur to start surface farming? (Or an area at z-1?) Sadly elves and humans declared war decades ago for unspecific reasons, so no opportunity to get seeds from them.

I haven't dealt with deserts of late, but they have very little natural growth and normally no naturally-occurring shrubs. You might be stuck having to wait for humans and elves to calm down again.

Quote
Another question: how can I handle wax properly? I have a stockpile for pressed honey bee wax cake, but a lot of wax prefers hanging around in random pots in completely different stockpiles (that wouldn't even accept it).

Are those the actual "honey bee wax cake"s? Those definitely belong in food stockpiles under "pressed material". Dwarfs shouldn't put them anywhere else, although they can sometimes be tardy removing them from a barrel after stockpile settings have been adjusted. I find it easy to confuse the pressed wax cakes with "honey bee wax honeycomb", the unpressed item. That one is, strangely enough, a "tool" (finished good) of "wax" material and is frequently crammed into finished goods bins, along with ropes, clothes, crafts and uninstalled hive- and nestboxes.
Title: Re: DF2014 Question and Answer Thread
Post by: Rusty_knight on February 21, 2015, 10:01:05 am
"Mangled" and "mutilated" corpses are non-butcherable?
Title: Re: DF2014 Question and Answer Thread
Post by: Drengor on February 21, 2015, 10:29:57 am
I've recently been trying to dig some pits for my current fort, but I've run into a major problem. I can't seem to dig one without stranding the miner at the bottom, forcing him to dig himself out, but this isn't always desirable. I have a general idea of how channeling works, but I still haven't been able to solve this problem. Any help would be appreciated.

  I'm sure there's lots of ways to do this, but the simplest that comes to mind is to dig stairs down, then remove the stairs starting from the bottom.
Title: Re: DF2014 Question and Answer Thread
Post by: Cryxis, Prince of Doom on February 21, 2015, 10:31:34 am
Ptw
Title: Re: DF2014 Question and Answer Thread
Post by: Loci on February 21, 2015, 02:50:20 pm
I've recently been trying to dig some pits for my current fort, but I've run into a major problem. I can't seem to dig one without stranding the miner at the bottom, forcing him to dig himself out, but this isn't always desirable.

If you're playing the v0.40 branch, your miner *may* climb out of the hole he dug if you let him sit there a while. Make sure you're done digging though; they'll never climb back in to continue work.


"Mangled" and "mutilated" corpses are non-butcherable?

Nope. Corpses of (friendly) stray animals are never butcherable. Corpses of "intelligent" creatures are never butcherable. Corpses of small creatures are sometimes butcherable (depending on whether they are large enough to produce something). A small creature's corpse may become unbutcherable when damaged if it is no longer large enough to produce anything (like a headless buzzard). 
Title: Re: DF2014 Question and Answer Thread
Post by: Detros on February 21, 2015, 04:33:43 pm
I am currently playing one big world and the liaison brought news about one fort. What is the best way to find out where it is located? Legends entry of fort neither includes a map nor names the region. Is there a better way (without 3rd party tools) to find given site then just starting new fort and going around map, checking all forts shown?
Title: Re: DF2014 Question and Answer Thread
Post by: taptap on February 21, 2015, 04:45:06 pm
I haven't dealt with deserts of late, but they have very little natural growth and normally no naturally-occurring shrubs. You might be stuck having to wait for humans and elves to calm down again.

Are those the actual "honey bee wax cake"s? Those definitely belong in food stockpiles under "pressed material". Dwarfs shouldn't put them anywhere else, although they can sometimes be tardy removing them from a barrel after stockpile settings have been adjusted. I find it easy to confuse the pressed wax cakes with "honey bee wax honeycomb", the unpressed item. That one is, strangely enough, a "tool" (finished good) of "wax" material and is frequently crammed into finished goods bins, along with ropes, clothes, crafts and uninstalled hive- and nestboxes.

I once had a desert embark that was just very dry with no rain for ten years, but when it rained the desert started to bloom. (So I tried to force rain with dfhack to test this, but the land remains barren.) Strawberries in the glasshouse grow fine, however.

The wax is honey bee wax cake and a dozen or so was carried to the wax stockpile, but most of it is stuck in a new booze stockpile (with mead allowed).
Title: Re: DF2014 Question and Answer Thread
Post by: Detros on February 21, 2015, 05:55:51 pm
After more then a (game time) year of play I have found my fort is from other dwarven civilization than the intended one. Can fort rebel and change its civilization? What about those insurrection mechanics in Adventurer mode? Or do I need to abandon the fort and reclaim it with group from the desirer civ? Where in reclaim can I then pick which civ I want to use? Or is there an other way?
Title: Re: DF2014 Question and Answer Thread
Post by: Uzu Bash on February 21, 2015, 07:04:28 pm
This is probably a stupid question, but if you build a horizontal axle across a carved track, will the minecart pass through it, or smash it to pieces? Less stupid question: if the latter, would the impact harm any riders?
Title: Re: DF2014 Question and Answer Thread
Post by: BlackFlyme on February 22, 2015, 01:59:46 am
Just tested. It will ride through, which I found disappointing.

Normally if a minecart hits a solid object it will eject the rider.

Now that stupid dwarf is riding down the mountain side like he's at some sort of amusement park. Then he brings it back to its stop and rides down again. Not a bad megaproject idea, actually.
Title: Re: DF2014 Question and Answer Thread
Post by: Detros on February 22, 2015, 04:44:05 am
This is probably a stupid question, but if you build a horizontal axle across a carved track, will the minecart pass through it, or smash it to pieces? Less stupid question: if the latter, would the impact harm any riders?
One can imagine in some mod the rider does need to duck or xe gets hit by that axle and falls out while the minecart continues on. One could train Dodger and Observation skills this way.
Title: Re: DF2014 Question and Answer Thread
Post by: Uzu Bash on February 22, 2015, 10:23:44 am
Actually, that suits what I'm trying to do, thanks. I'm running power lines along a transit system, and a in a few places I don't have room to connect the gears except across the tracks. Conveniently there's a few stretches of rock along the sand floor. I would've tested by now, except my engravers are partying all winter.
Title: Re: DF2014 Question and Answer Thread
Post by: Larix on February 22, 2015, 03:11:15 pm
Minecarts will roll past almost all buildings. Only walls and proper door-type buildings can stop them (doors, floodgates, bridges, grates, hatches; i'm probably forgetting something). Everything else will be ignored completely, even buildings that dwarfs cannot walk through - a dwarf can't _walk_ past a statue or through blocked workshop tiles, but they can _drive_ past/through them.

Thinking of which, that could be a useful way to keep dwarfs out of minecart routes - just set up a pair of statues, one on each end of the interdicted track.
Title: Re: DF2014 Question and Answer Thread
Post by: Detros on February 23, 2015, 06:13:11 am
Thinking of which, that could be a useful way to keep dwarfs out of minecart routes - just set up a pair of statues, one on each end of the interdicted track.
Would using two statues (or other similar walk-blocking drive-allowing object) on each end instead of one be safer? As units can dodge to tile with statue, they could then get out of it on the other side... Would minecart then need more speed to be able to get through this double statue?
Title: Re: DF2014 Question and Answer Thread
Post by: taptap on February 23, 2015, 06:28:17 am
Thinking of which, that could be a useful way to keep dwarfs out of minecart routes - just set up a pair of statues, one on each end of the interdicted track.
Would using two statues (or other similar walk-blocking drive-allowing object) on each end instead of one be safer? As units can dodge to tile with statue, they could then get out of it on the other side... Would minecart then need more speed to be able to get through this double statue?

Doubt Larix puts barracks near minecart tracks :)

Is there any science done on water losses due to evaporation in dwarven reactors? Never see this mentioned anywhere, but it clearly is an issue in my fort (and it is a significant amount).
Title: Re: DF2014 Question and Answer Thread
Post by: San-A on February 23, 2015, 07:30:45 am
Will meat butchered from animals bitten by were-beast infect my dwarves?
Title: Re: DF2014 Question and Answer Thread
Post by: BlackFlyme on February 23, 2015, 02:18:00 pm
No.
Title: Re: DF2014 Question and Answer Thread
Post by: taptap on February 23, 2015, 05:32:28 pm
Refitted my GCS farm for a forgotten beast, but my weaver denies the existence of undisturbed thread. Anyone an idea why?
Title: Re: DF2014 Question and Answer Thread
Post by: ignatzami on February 24, 2015, 01:06:45 am
Sorry if this has been covered, the wiki didn't say much.

I've started a fortress, and have nearly a hundred dwarfs. When I embarked it said the elves were hostile, and I had nearby goblins but I've not yet received a siege, snatchers, or thieves. Has this behavior changed?

Honestly, there's a distinct lack of !FUN!
Title: Re: DF2014 Question and Answer Thread
Post by: Detros on February 24, 2015, 04:10:07 am
Sorry if this has been covered, the wiki didn't say much.

I've started a fortress, and have nearly a hundred dwarfs. When I embarked it said the elves were hostile, and I had nearby goblins but I've not yet received a siege, snatchers, or thieves. Has this behavior changed?

Honestly, there's a distinct lack of !FUN!
In recent versions such attackers are mostly taken from real inhabitants of far sites and not conjured next to your fort from thin air. That means number and power of sieges depends now not only on state of your fort but also on their sites. So if goblins are busy fighting elves and elves busy fighting goblins it may take some time to get their attention and you still can't be sure they will ever come.  Hoarding few millions of wealth seems to work quite well but they still need time to march to you.
TL,DR: Sieges take more time to arrive and there are much less snatchers around.
Title: Re: DF2014 Question and Answer Thread
Post by: ignatzami on February 24, 2015, 12:58:37 pm
Sorry if this has been covered, the wiki didn't say much.

I've started a fortress, and have nearly a hundred dwarfs. When I embarked it said the elves were hostile, and I had nearby goblins but I've not yet received a siege, snatchers, or thieves. Has this behavior changed?

Honestly, there's a distinct lack of !FUN!
In recent versions such attackers are mostly taken from real inhabitants of far sites and not conjured next to your fort from thin air. That means number and power of sieges depends now not only on state of your fort but also on their sites. So if goblins are busy fighting elves and elves busy fighting goblins it may take some time to get their attention and you still can't be sure they will ever come.  Hoarding few millions of wealth seems to work quite well but they still need time to march to you.
TL,DR: Sieges take more time to arrive and there are much less snatchers around.

Thanks! I guess I'll have to clown around to stay entertained.
Title: Re: DF2014 Question and Answer Thread
Post by: Uzu Bash on February 24, 2015, 02:00:53 pm
How do I issue recruits their own copper crutch? I would pick a heavier metal if there was a cheap and plentiful source, but I think that should be heavy enough. It's good training policy to get them to adapt to loss of limbs ahead of time, plus it increases toughness and willpower, so they won't cry when they bleed.
Title: Re: DF2014 Question and Answer Thread
Post by: taptap on February 24, 2015, 02:02:52 pm
How do I issue recruits their own copper crutch? I would pick a heavier metal if there was a cheap and plentiful source, but I think that should be heavy enough. It's good training policy to get them to adapt to loss of limbs ahead of time, plus it increases toughness and willpower, so they won't cry when they bleed.

It doesn't increase toughness and willpower any higher than normal military training does.
Title: Re: DF2014 Question and Answer Thread
Post by: Uzu Bash on February 25, 2015, 01:09:20 pm
It doesn't need to increase it higher, it increases it faster, that's why I would only issue it for the first 3 months. I know from adventurer mode that it greatly speeds up attribute development, even when just walking down the street. In adventurer mode, I start walking with a crutch as soon as I find one and don't put it away until I reach legendary +6. By then I'm crutching at normal walking pace and have superior to superhuman willpower and endurance, and combined with sneaking I can reach a well-rounded bunch of stats within a week. A crutch has no effect when swimming, but that has it's own exercise benefits. So that's my basic training program.
Title: Re: DF2014 Question and Answer Thread
Post by: Larix on February 25, 2015, 01:33:06 pm
It doesn't need to increase it higher, it increases it faster,

Crutch-walking trains attributes much slower than sparring. In addition, it slows movement, hindering sparring.

Anyway, crutches are issued by the healthcare system, not as military equipment. Your dwarfs won't be given any unless their ability to stand is limited.
Title: Re: DF2014 Question and Answer Thread
Post by: Uzu Bash on February 25, 2015, 03:02:13 pm
Crutch-walking trains attributes much slower than sparring.
You have evidence to support this? If not hard evidence, then anecdotal?

Quote
In addition, it slows movement, hindering sparring.
Yup, it slows everything, but the short-term rapid gain makes it worth it. When the crutch no longer hinders, then it doesn't matter how many more weeks you keep the it. Plus if you lose a leg, you're already prepared to take it out, stand back up, and keep fighting.
Title: Re: DF2014 Question and Answer Thread
Post by: Larix on February 25, 2015, 04:13:08 pm
I have a child who lost use of one leg and has been using a crutch ever since, for years. She qualifies as "agile, very slow to tire, has willpower, good kinesthetic sense". That's the gain from something like five years of crutch-walking. It's a notable gain, but not exactly speedy.

Experience from adventure mode also told me that any kind of combat trains attributes much faster than crutch-walking, sneaking or swimming (or all three combined); on a rough estimate, i'd say an hour of wrestling/dodging training with a passing animal gives as much attributes as a full day or two of using one of the "walking around in special mode" skills.

It's largely academic, since dwarfs who have two healthy legs just don't use crutches. If a soldier loses a leg, you could try sending them on a patrol route to build crutch-walking skill, they'll take unreasonably long to advance during normal demonstration/sparring training, because it doesn't entail that much walking.
Title: Re: DF2014 Question and Answer Thread
Post by: Uzu Bash on February 26, 2015, 12:54:22 pm
Experience from adventure mode also told me that any kind of combat trains attributes much faster
My experience from adventurer mode is that combat mode is incredibly risky until you get yourself in shape, unless you gave yourself all the demigod attributes. In adventurer mode, crutching maxes in a week, and doesn't make wrestling particularly difficult. Also, standing around spamming easy wrestling holds may train you, but it's boring. It doesn't get you places. Crutching may be slow, but you travel instead of grinding.

Back on topic:

Where the heck could I have gotten giraffe hair thread? I have yet to get my dyers or looms to pick it up, and I can't figure out which workshop could've made it in the first place. There's no stockpile item for thread made of hair. It don't think it was created in a mood, because none of the artifacts use it.
Title: Re: DF2014 Question and Answer Thread
Post by: tonnot98 on February 26, 2015, 02:27:27 pm
There's a few red pandas on the map and I want to catch them before they become extinct from the biome. How would I go about doing so? So far, I have a single piece of food outside of my fort surrounded by cage traps, and I've only caught one heavily wounded red panda that was attacked before I disabled hunting. The red panda died after a recent goblin ambush, however, and I have only seen a maximum of 2 wandering around afterwards. How should I go about catching them?
Title: Re: DF2014 Question and Answer Thread
Post by: Nikow on February 27, 2015, 12:11:55 pm
Is there any science done on water losses due to evaporation in dwarven reactors? Never see this mentioned anywhere, but it clearly is an issue in my fort (and it is a significant amount).
It depends from your design, some water can go away if you have no blocking walls on your pump level and water just go away on floors aroun… and eveporating. In other case, it should not evaporate too much, my bucked filed generator (http://dwarffortresswiki.org/index.php/v0.34:Water_wheel#Mini_Water_Reactor) is working third year without maintrance. It's deep undergound… Meybe your is on surface and this is reason why your one is losing water?
Title: Re: DF2014 Question and Answer Thread
Post by: taptap on February 27, 2015, 12:23:30 pm
Is there any science done on water losses due to evaporation in dwarven reactors? Never see this mentioned anywhere, but it clearly is an issue in my fort (and it is a significant amount).
It depends from your design, some water can go away if you have no blocking walls on your pump level and water just go away on floors aroun… and eveporating. In other case, it should not evaporate too much, my bucked filed generator (http://dwarffortresswiki.org/index.php/v0.34:Water_wheel#Mini_Water_Reactor) is working third year without maintrance. It's deep undergound… Meybe your is on surface and this is reason why your one is losing water?

I had exactly this setup operating with significant water losses when working with little water (20-25 units), once I topped it up to 35 units of water exactly it is a "standing wave" with 7 water on all 5 accessible tiles, no mist, no water loss and only the input empty. I was worried because it is drainage for swimming experiments and I would hate if it stopped surprisingly.
Title: Re: DF2014 Question and Answer Thread
Post by: Detros on February 28, 2015, 03:54:18 am
So, any ideas about answers to these?
I am currently playing one big world and the liaison brought news about one fort. What is the best way to find out where it is located? Legends entry of fort neither includes a map nor names the region. Is there a better way (without 3rd party tools) to find given site then just starting new fort and going around map, checking all forts shown?

After more then a (game time) year of play I have found my fort is from other dwarven civilization than the intended one. Can fort rebel and change its civilization? What about those insurrection mechanics in Adventurer mode? Or do I need to abandon the fort and reclaim it with group from the desirer civ? Where in reclaim can I then pick which civ I want to use? Or is there an other way?
Title: Re: DF2014 Question and Answer Thread
Post by: Arx on February 28, 2015, 07:24:31 am
I don't know about the first, but as to the second:

You can't rebel. You'd have to abandon and reclaim or something, just bear in mind that abandoning will cause all your items to be strewn around the place at random. You can choose your civ from the embark screen by hitting 'Tab' a few times - it'll eventually cycle through to the civilisation menu on the right.
Title: Re: DF2014 Question and Answer Thread
Post by: Uzu Bash on February 28, 2015, 12:18:18 pm
Is there some consequence to letting tame vermin run loose that I haven't forseen? The wiki says you can't run a silk industry from tame cave spiders because they don't spin webs in cages. So why not uncage them? Can't pasture them for some reason, so I just pit them then unpit them. I haven't caught a spider yet, but olms and cave hoppers are loose and available for adoption, or as a snack for a lazy cat.
Title: Re: DF2014 Question and Answer Thread
Post by: BlackFlyme on February 28, 2015, 10:56:27 pm
Dwarves that don't like vermin getting bad thoughts and dwarves who have vermin pets getting sad when they inevitably die.
Title: Re: DF2014 Question and Answer Thread
Post by: Uzu Bash on March 01, 2015, 12:27:57 am
Sounds manageable. Tame spiders that run free don't still bite, do they?
Title: Re: DF2014 Question and Answer Thread
Post by: hops on March 02, 2015, 03:48:24 am
What happens when a living being is atomsmashed?
Title: Re: DF2014 Question and Answer Thread
Post by: Naryar on March 02, 2015, 11:53:19 am
What happens when a living being is atomsmashed?

Well, it... dies ? And it's corpse and inventory (if it has one) disappears, so it's marked as Missing if it is a pet or a dwarf. Means you can't bury it and if it is a dwarf it will make a ghost eventually.

Try it. It's very simple.

Title: Re: DF2014 Question and Answer Thread
Post by: ragincajun on March 02, 2015, 01:28:44 pm
Did the fruit part of the game get fixed?
Title: Re: DF2014 Question and Answer Thread
Post by: Nikow on March 02, 2015, 01:29:36 pm
uncaged tamed spiders still wave nets, but They die pretty fast (one year), so you just waiting your dwarf life. You need just have closed some mossy area, where your cats will have no enter and spiders will just spawn eventualy. Bites are causing negative though, but not too bad one.
Title: Re: DF2014 Question and Answer Thread
Post by: Rusty_knight on March 02, 2015, 01:46:10 pm
Why my animal trainers doesn't train? I have a zone marked for animal training and also as a pen/pasture, which contains some semi-wild animal children born from semi-wild/trained parents. I mark them for training in the status menu, assign a trainer and wait and just nothing happens. He/they just keep chilling out at a meeting area or wander aimlessly in the burrow. And they succesfully trained animals before (the parents and one of the childs) in the exact same zone.
Title: Re: DF2014 Question and Answer Thread
Post by: Telgin on March 02, 2015, 03:39:20 pm
Did the fruit part of the game get fixed?

Which fruit part are you referring to exactly?  Fruit seem to work for me for the most part.  The only thing that doesn't really work yet is getting edible seeds out of pods.
Title: Re: DF2014 Question and Answer Thread
Post by: TBeholder on March 02, 2015, 04:14:37 pm
uncaged tamed spiders still wave nets, but They die pretty fast (one year), so you just waiting your dwarf life.
...and you need to replace them, and again... too much work for dwarves and too much bother micromanaging this. Especially compared to webslingers silk farm. Then again, when that stopped DF players?  :D
The good side is: constant exercise for your trainers, preparing them for work on more valuable critters.
And since Animal trainer is one of few skills that involves knowing the beast Intuition (other than Appraiser and Judge of intent), training critters all the time may help to keep your broker sharp while doing something useful, too.

You need just have closed some mossy area, where your cats will have no enter and spiders will just spawn eventualy.
...oh, and yes, if they spawn on your map, there also will be wild spiders still spawning - which in itself is a good thing, as you need replacement, but dorfs will go and collect their webs along with that of domesticated spiders and get bitten anyway. Unless you limit web collectors to burrows that don't contain areas where wild spiders may spawn.
So, can be done, but entails more micromanagement.

Bites are causing negative though, but not too bad one.
But cave spider bite causes mild, but permanent syndrome and brown recluse spider bite causes necrosis... phantom spider causes mild temporary syndrome - but it lives in evil forests, which is already bad enough.
Title: Re: DF2014 Question and Answer Thread
Post by: ragincajun on March 02, 2015, 04:45:53 pm
Did the fruit part of the game get fixed?

Which fruit part are you referring to exactly?  Fruit seem to work for me for the most part.  The only thing that doesn't really work yet is getting edible seeds out of pods.
I guess that was it.  Last time I played it was in the game but not fully implemented to be useable.
Title: Re: DF2014 Question and Answer Thread
Post by: Echostatic on March 02, 2015, 07:26:34 pm
So um, my dwarves killed a FB made of "filth". I got to wondering, what is "filth"? Is it something like rotten meat, bones and mud? Or is it poo? Or is there poo in there too? Is there any official definition of filth? Did my dwarves kill a poo man? This is important.
Title: Re: DF2014 Question and Answer Thread
Post by: hops on March 02, 2015, 07:40:33 pm
It's probably made out of elves. :P
Title: Re: DF2014 Question and Answer Thread
Post by: BlackFlyme on March 02, 2015, 07:47:05 pm
Can't be 100% certain, as it is a hardcoded material that is not defined in the raws.

Probably poo.
Title: Re: DF2014 Question and Answer Thread
Post by: Uzu Bash on March 02, 2015, 07:56:31 pm
uncaged tamed spiders still wave nets, but They die pretty fast (one year), so you just waiting your dwarf life.
...and you need to replace them, and again... too much work for dwarves and too much bother micromanaging this. Especially compared to webslingers silk farm. Then again, when that stopped DF players?  :D
The good side is: constant exercise for your trainers, preparing them for work on more valuable critters.
And since Animal trainer is one of few skills that involves knowing the beast Intuition (other than Appraiser and Judge of intent), training critters all the time may help to keep your broker sharp while doing something useful, too.
Tamed vermin in general are like goldfish, you kind of expect them to die. If they run around spinning webs until their expiration date, great, if they keep a dwarf happy for a year in exchange for one negative thought at the end, alright, but I think the animal training experience is what makes the miromanagement worth it. I still have a pretty cramped footprint in this cavern, and yet my loom still hasn't stopped collecting webs here.
Title: Re: DF2014 Question and Answer Thread
Post by: BoredVirulence on March 02, 2015, 08:41:33 pm
So um, my dwarves killed a FB made of "filth". I got to wondering, what is "filth"? Is it something like rotten meat, bones and mud? Or is it poo? Or is there poo in there too? Is there any official definition of filth? Did my dwarves kill a poo man? This is important.
Here is where its "defined" (http://dwarffortresswiki.org/index.php/DF2014:Material_token)
You will note there are 2 filth materials, and you can infer what they are supposed to be.

I do think I remember seeing a quote from Toady mentioning that FB's labeled as "filth" were actually grime, and were, in his mind, swamp creature things. If thats true, it should use grime, and apparently you killed the swamp man. If that's false, well, it must use the filth definitions, and you can guess what that is...
Title: Re: DF2014 Question and Answer Thread
Post by: taptap on March 03, 2015, 02:36:19 am
if they keep a dwarf happy for a year in exchange for one negative thought at the end, alright

One negative thought? (Urist, Bembul and Kol were accosted by cave spiders recently.)

One year? (Must be a fortress without doors, pet vermin dies to doors just like other vermin does.)
Title: Re: DF2014 Question and Answer Thread
Post by: Uzu Bash on March 03, 2015, 08:20:48 am
if they keep a dwarf happy for a year in exchange for one negative thought at the end, alright

One negative thought? (Urist, Bembul and Kol were accosted by cave spiders recently.)

One year? (Must be a fortress without doors, pet vermin dies to doors just like other vermin does.)
Cavern vermin stay down in the cavern level, and there actually aren't any doors, just bridges and hatches. Hatches cover the stairway in and out of the level; could that be why they haven't left? How do I get rid of the ones that aren't cave spiders after catching them? How do I get rid of ones that are already trained?

Cave adaptation is causing many more unhappy thoughts, and there's little I can do about it. Another question: How long does cave adaptation last? I've had my best militia training on a mountainside for over a year and I still see nauseated soldiers and trails of vomit along the entrance.

EDIT: A stray cat answered my question about getting rid of tamed vermin; he managed to pass 4 tightly closed hatches to wipe them all out. Then I remembered I have a pasture full of kittens and several refuse dumps for remains nearby. Now I need to figure out how to keep tamed spiders out of their reach.
Title: Re: DF2014 Question and Answer Thread
Post by: Uzu Bash on March 03, 2015, 11:20:54 am
 :-[
Title: Re: DF2014 Question and Answer Thread
Post by: Uzu Bash on March 03, 2015, 11:21:43 am
doublepost, sorry
Title: Re: DF2014 Question and Answer Thread
Post by: Echostatic on March 03, 2015, 01:40:03 pm
How do we assign war animals to dwarves now? V, prf screen, from what I understand the option should be there. All I can choose is slaughter, or geld for males.
Title: Re: DF2014 Question and Answer Thread
Post by: Uzu Bash on March 03, 2015, 02:20:07 pm
How do we assign war animals to dwarves now? V, prf screen, from what I understand the option should be there. All I can choose is slaughter, or geld for males.
V and pref the dwarf for assign work animals.
Title: Re: DF2014 Question and Answer Thread
Post by: KingKaol on March 04, 2015, 02:21:27 pm
Any reason why only one of my military dwarves is wearing his assigned piece of artifact armor? I have 2 artifact greaves, 2 boots, and 2 gloves assigned to different dwarves, all have a 'check' mark next to the item...but only one of them is wearing his pair of greaves, the rest remain in the armor stockpile :|
Title: Re: DF2014 Question and Answer Thread
Post by: BlackFlyme on March 04, 2015, 02:23:47 pm
Are the others wearing anything in the slots that should hold the artifact gear?

Are they allowed to wear clothes other than their armour?

Sometimes dwarves are just lazy when it comes to gathering their equipment, as annoying as that can be.
Title: Re: DF2014 Question and Answer Thread
Post by: KingKaol on March 04, 2015, 02:55:02 pm
Another one picked up his greaves. The dwarves do have tattered socks and shoes, maybe when they wear out they will replace them.
Title: Re: DF2014 Question and Answer Thread
Post by: Uzu Bash on March 04, 2015, 04:17:17 pm
I might have overproduced clothing. No one has worse than xarticlex quality clothing, and a lot is laying in the shops and around bins. What's a good indicator of when the population in general needs fresh clothing?
Title: Re: DF2014 Question and Answer Thread
Post by: KingKaol on March 04, 2015, 04:29:41 pm
Another one picked up his greaves. The dwarves do have tattered socks and shoes, maybe when they wear out they will replace them.

I think I made the mistake of designating armor 'over clothing', instead of 'replace'. Looks like it's working better now.

I'm also a little bit confused, for items with 2 slots (gloves and boots), do you have to specify twice in the uniform? (leather glove, leather glove)
Title: Re: DF2014 Question and Answer Thread
Post by: Magistrum on March 04, 2015, 06:19:58 pm
One is good.
Title: Re: DF2014 Question and Answer Thread
Post by: Detros on March 04, 2015, 06:28:38 pm
Another one picked up his greaves. The dwarves do have tattered socks and shoes, maybe when they wear out they will replace them.
When I was having such issues when I have tried to make them half clad in metal while keeping the clothes this has worked for me: prepare all items-add uniform-wait-find out they have not equipped it all because of clothes-change equip to replace style-wait for them to drop clothes and equip assigned uniform-change equip to over style-they will wear their clothes again, beside slots filled with armor pieces.
Title: Re: DF2014 Question and Answer Thread
Post by: KingKaol on March 04, 2015, 07:07:59 pm
One is good.

That's strange, they all seemed to be hanging around with one highboot on. Only when I added the 2nd did they go grab another. Maybe it had to do with the extra clothes.

Another question: I just abought a "tame pond turtle" from an elven caravan, is there any way to cook it? The 'slaughter' option is not available in the animals menu :\

http://dwarffortresswiki.org/index.php/DF2014:Pond_turtle (http://dwarffortresswiki.org/index.php/DF2014:Pond_turtle)

"Tame live pond turtles can sometimes be bought from merchants. These cannot be set up to slaughter, and if one gets killed by a cat or caught by a web or closing door, the only result will be pond turtle remains, not a raw pond turtle you can take to a fisherdwarf's workshop and process to get a shell. "
Title: Re: DF2014 Question and Answer Thread
Post by: Uzu Bash on March 04, 2015, 10:15:20 pm
One is good.
That's strange, they all seemed to be hanging around with one highboot on. Only when I added the 2nd did they go grab another. Maybe it had to do with the extra clothes.
I got this problem too. If you don't add a redundant glove, they won't wear the second. I have one unit that only has leather gloves, leather boots and silk socks mandated, to be worn over civilian clothes. They're wearing a leather right glove, leather right boot, and a silk right sock. There's a huge surplus of all of those articles assigned them, and they're wearing pig tail and rope reed on the left side. At least their odd shoes are leather.
Title: Re: DF2014 Question and Answer Thread
Post by: taptap on March 05, 2015, 02:15:58 pm
In my experience pairs work fine for everything but socks. Socks I always assign twice.
Title: Re: DF2014 Question and Answer Thread
Post by: FirmlyLodgedGranite on March 05, 2015, 07:23:45 pm
Questions about spawning mechanics:

So I'm trying to capture trainable animals to level my Animal trainer. I plan to do this using cage traps and bridges in the caves to selectively trap stuff. What I want to know is if the game first decides animals will spawn, then chooses a side/outer tile, or if each side or outer tile has an independent chance to spawn animals. If the first is true walling off all but one side results in a simpler but equally efficient system, if the latter is true I should leave all the empty outer tiles open for the max spawn rate. I know the surface and separate cave levels have different mob caps.
Title: Re: DF2014 Question and Answer Thread
Post by: Uzu Bash on March 05, 2015, 11:12:20 pm
In my experience pairs work fine for everything but socks. Socks I always assign twice.
In my experience, everyone without exception will wear one of any pair if a pair is indicated. The only exceptions I can see are the ones I assigned specific gear to. Even the recruits, wearing full wool uniforms, wear only one wool glove. With all the wool gloves circulating in civilian clothing, not one of them possessed a wool left glove.

It's broken. I suggest you recheck your military's gear.
Title: Re: DF2014 Question and Answer Thread
Post by: taptap on March 06, 2015, 02:30:59 am
In my experience pairs work fine for everything but socks. Socks I always assign twice.
In my experience, everyone without exception will wear one of any pair if a pair is indicated. The only exceptions I can see are the ones I assigned specific gear to. Even the recruits, wearing full wool uniforms, wear only one wool glove. With all the wool gloves circulating in civilian clothing, not one of them possessed a wool left glove.

It's broken. I suggest you recheck your military's gear.

No, I did check. They have pairs of everything paired here.
Title: Re: DF2014 Question and Answer Thread
Post by: KingKaol on March 07, 2015, 03:29:29 am
Does the quality of blocks used to build a room influence the room value?
Title: Re: DF2014 Question and Answer Thread
Post by: Arx on March 07, 2015, 04:29:09 am
Blocks don't have value modifiers (I don't think), but the material does affect the room value. It's also quite possible that using blocks instead of boulders improves value.
Title: Re: DF2014 Question and Answer Thread
Post by: Detros on March 07, 2015, 08:37:11 am
Blocks don't have value modifiers (I don't think), but the material does affect the room value. It's also quite possible that using blocks instead of boulders improves value.
Blocks don't have value modifiers _quality_ modifiers.
"Blocks are more valuable than rocks. Blocks have a base value of 5, compared to the raw material value of 3 for stone, wood or glass. Metal bars already have a base value of 5." (DF wiki (http://dwarffortresswiki.org/index.php/DF2014:Block)).
Title: Re: DF2014 Question and Answer Thread
Post by: Arx on March 07, 2015, 08:47:53 am
I meant quality, whoops. It briefly crossed my mind that it could be confusing; too briefly, apparently.
Title: Re: DF2014 Question and Answer Thread
Post by: Detros on March 07, 2015, 05:07:03 pm
Are minecarts that are moving during retiring of fort able to survive it, aka keep moving unhindered till some later visit of adventurer or a reclaim?
Title: Re: DF2014 Question and Answer Thread
Post by: Uzu Bash on March 08, 2015, 08:20:15 am
No, items get scattered and history won't run or remember hauling routes. The minecart could be sitting anywhere when you come back.

How do you determine an object's ownership? dfhack has a clean utility for it, but I don't see anything that simply shows which dwarf owns it.
Title: Re: DF2014 Question and Answer Thread
Post by: Loci on March 08, 2015, 07:51:53 pm
How do you determine an object's ownership? dfhack has a clean utility for it, but I don't see anything that simply shows which dwarf owns it.

The item details will include a "Owner:<name>" line if the item is owned.

Additionally, DFHack's advanced stocks screen can show items that are owned (though you'd still need to view the item details to determine the owner).
Title: Re: DF2014 Question and Answer Thread
Post by: utunnels on March 09, 2015, 08:58:30 pm
How do I check populations after world gen?
I want to make sure the world is "healthy" before I start to play, so I want to know how many goblins, dorfs, elves and humans does current map have.

Is it normal to play as a goblin in adventurer mode?
Last time I saw the only 2 options were goblin and human outsider. I don't recall I edited raws like that.
Title: Re: DF2014 Question and Answer Thread
Post by: BlackFlyme on March 09, 2015, 09:07:29 pm
Don't know about the first one.

For the second question, it is possible to play as a non-standard race (kobold or goblin) if no other races are available.
Title: Re: DF2014 Question and Answer Thread
Post by: KingKaol on March 09, 2015, 10:06:45 pm
How do I check populations after world gen?
I want to make sure the world is "healthy" before I start to play, so I want to know how many goblins, dorfs, elves and humans does current map have.

When you are finalizing the world there is the option `p: Export info` (or something like that). That will create a text file in the root df directory called `regionX-<year>-01-01-world_sites_and_pops.txt` that will show population totals (totals for uncivilized races are at the end of the file after the sites)
Title: diplomacy
Post by: KingKaol on March 09, 2015, 10:10:42 pm
I bumped an old thread on the topic to ask this but it got buried http://www.bay12forums.com/smf/index.php?topic=145797.msg6088383#msg6088383

How do you get humans and elves to declare war on you?

I've refused the elves requests for limiting lumber production (though I'm on a tundra embark so I can't chop that many trees anyway). It actually seems like the 100-150 tree limit that they ask for is too high for the new big trees (if that means individual trees or is it number of 'logs' produced?).

I also killed the humans' olm man vampire diplomat. No war declared.
Title: Re: DF2014 Question and Answer Thread
Post by: utunnels on March 09, 2015, 10:33:29 pm
Thank you, BlackFlyme and KingKaol.

   20224 Goblins

   Total: 20224

So the goblins rule the world.
Title: Re: DF2014 Question and Answer Thread
Post by: KingKaol on March 10, 2015, 12:07:48 am
Does that mean the world entered the "Age of Goblins", or were there still megabeasts left?
Title: Re: DF2014 Question and Answer Thread
Post by: utunnels on March 10, 2015, 12:19:39 am
It is still Myth, so yeah megabeasts.
Title: Re: DF2014 Question and Answer Thread
Post by: utunnels on March 10, 2015, 12:36:37 am
I generated another world.


Civilized World Population

   6 Dwarves
   10137 Goblins

   Total: 10143


But this time I could only play human outsider.
Title: Re: diplomacy
Post by: Detros on March 10, 2015, 04:31:50 am
I bumped an old thread on the topic to ask this but it got buried http://www.bay12forums.com/smf/index.php?topic=145797.msg6088383#msg6088383

How do you get humans and elves to declare war on you?

I've refused the elves requests for limiting lumber production (though I'm on a tundra embark so I can't chop that many trees anyway). It actually seems like the 100-150 tree limit that they ask for is too high for the new big trees (if that means individual trees or is it number of 'logs' produced?).

I also killed the humans' olm man vampire diplomat. No war declared.
Try angrying their caravans. Offer wood items to elves, seize caravan goods, kill merchants. Also check Legends to find out if nearby Elves and Humans are not busy fighting elsewhere.
Title: Re: DF2014 Question and Answer Thread
Post by: Uzu Bash on March 10, 2015, 04:24:37 pm
How do I turn off 'plant seed' cancellations without turning off every grower's labor? I did expect this at the start of the season, but now with only half a month left, it's driving me up a wall.

Also, according to the wiki, 1 seed is needed per tile. I patchworked together 4 plots of 5 for exactly 20 seeds, enough for one planting for the season. Why are 3 seeds still in a plot?

I also killed the humans' olm man vampire diplomat. No war declared.
I think this is how succession is determined in vampire-ruled nations. Whoever killed the law-giver becomes the next law-giver. You now own the humans.
Title: Re: DF2014 Question and Answer Thread
Post by: utunnels on March 11, 2015, 07:16:39 pm
Cooks don't like royal jelly, and it can't be dumped. I need those jugs to collect honey. So what do I do? I know I can use dfhack, but is there a normal way to get rid of useless jelly quickly?
Title: Re: DF2014 Question and Answer Thread
Post by: Uzu Bash on March 12, 2015, 07:31:27 am
Foist it off on caravans and keep making jugs. Small profit for two commodities you could get rid of; royal jelly and rock.
Title: Re: DF2014 Question and Answer Thread
Post by: Larix on March 12, 2015, 07:49:20 am
Royal jelly can be cooked into meals. The difficulty lies in getting the cooks to actually use it. You need a royal jelly storage close to the kitchen and a no-barrels stockpile of solid foods further away. Milled plant is a good option - flour doesn't rot and produces almost no clutter, so there's no harm if the mill pile overflows and products pile up at the millstone. (Have a dedicated kitchen with give links from the royal jelly and mill pile, if needed.)
Title: Re: DF2014 Question and Answer Thread
Post by: taptap on March 12, 2015, 08:08:39 am
Best thing would be removing royal jelly from the game. It is neither period appropriate nor produced in equal amounts to honey even now. It appears as if it is only in the game to make beekeeping more annoying.
Title: Re: DF2014 Question and Answer Thread
Post by: utunnels on March 12, 2015, 08:54:15 am
Royal jelly can be cooked into meals. The difficulty lies in getting the cooks to actually use it. You need a royal jelly storage close to the kitchen and a no-barrels stockpile of solid foods further away. Milled plant is a good option - flour doesn't rot and produces almost no clutter, so there's no harm if the mill pile overflows and products pile up at the millstone. (Have a dedicated kitchen with give links from the royal jelly and mill pile, if needed.)
Why no-barrels?
Title: Re: DF2014 Question and Answer Thread
Post by: Larix on March 12, 2015, 11:05:09 am
Solid food in barrels is preferred over most other ingredients when cooking. When there's a barrel with twenty stacks of cave fish 200 tiles away and sixty globs of jelly all within ten tiles, the cook will repeatedly walk all the way to take the fish from the barrel before touching the jelly. Consequently, cooking lavish meals will produce five roasts made exclusively from fish and then stops, using none of the jelly. If the fish is outside of barrels and further away than the jelly stockpile, the cook will pick one fish and three jelly per lavish meal, making twenty mixed meals and using up all jelly.
Title: Re: DF2014 Question and Answer Thread
Post by: PDF urist master on March 12, 2015, 01:40:29 pm
My marksdwarves have been training for a while. I just noticed that pretty much all of them are legendary dodgers at this point. To put into perspective, my best melee squad, who have been sparring for about 4 months longer, are only profession dodgers. What makes them such proficient dodgers? is it the individual combat drills?
Title: Re: DF2014 Question and Answer Thread
Post by: KingKaol on March 13, 2015, 03:20:46 am
Do male animals still breed when they are caged? I thought only females couldn't breed if they were caged in the previous version, but i think something changed?
Title: Re: DF2014 Question and Answer Thread
Post by: Bumber on March 13, 2015, 06:30:04 am
Do male animals still breed when they are caged? I thought only females couldn't breed if they were caged in the previous version, but i think something changed?
I think it's always been like that. I remember reading that caging only the males was cautioned against because a single wild animal wandering onto the map could impregnate all your free females at once, not because caged males could still release spores. Breeding isn't done by spores anymore, though.
Title: Re: DF2014 Question and Answer Thread
Post by: Arx on March 13, 2015, 10:18:03 am
Currently I think the deal is that pre-impregnated creatures give birth from inside cages but will not become pregnant.
Title: Re: DF2014 Question and Answer Thread
Post by: Uzu Bash on March 13, 2015, 01:51:41 pm
Can power be transferred through unconnected downstairs with an empty tile beneath? I couldn't find anything specific on this in the wiki.
Title: Re: DF2014 Question and Answer Thread
Post by: Loci on March 13, 2015, 01:55:02 pm
Do male animals still breed when they are caged? I thought only females couldn't breed if they were caged in the previous version, but i think something changed?

Breeding now requires the male and female to be in adjacent tiles. I don't know if anyone has tested whether a caged male can breed with an adjacent, uncaged female.

I remember reading that caging only the males was cautioned against because a single wild animal wandering onto the map could impregnate all your free females at once, not because caged males could still release spores.

Nope. Caged males could breed quite successfully, so caging only the males was completely ineffective.
Title: Re: DF2014 Question and Answer Thread
Post by: Arx on March 13, 2015, 02:02:01 pm
Can power be transferred through unconnected downstairs with an empty tile beneath? I couldn't find anything specific on this in the wiki.

Like this?


-o- Windmill
 <  Down stair
    Empty space
 M  Machine


If so, I don't think so. I'm not sure I understand the question though.
Title: Re: DF2014 Question and Answer Thread
Post by: Uzu Bash on March 13, 2015, 03:47:02 pm
Can power be transferred through unconnected downstairs with an empty tile beneath? I couldn't find anything specific on this in the wiki.

Like this?


-o- Windmill
 <  Down stair
    Empty space
 M  Machine


If so, I don't think so. I'm not sure I understand the question though.
Not exactly, but if you put a vert axle where your empty space is, that's the principle of the question. Will power transfer directly down through an unconnected downstair?

I think I answered my question. I carved a stair over a gear and tried to plant another gear over it. The space was considered  'not at or near machine' until I put another gear beside it on the same level.
Title: Re: DF2014 Question and Answer Thread
Post by: VonCede on March 13, 2015, 04:01:56 pm
My brain hurts, because of the stockpiles.

I want a small cloth and a small thread stockpile next to my hospital without bins (so I can see if I need to make more). Those two stockpiles are set to take from the another two cloth stockpiles from the crafting center where my loom and clothier are. But somehow my dwarfs are not hauling the thread and cloth in the hospital stockpiles.

Ideal situation is that crafting area stockpiles would give the loom and clothier all the stuff they need, so they would leave items in my hospital alone.

Is this possible? Or is the hospital autostocking fixed enough to trust to it?
Title: Re: DF2014 Question and Answer Thread
Post by: Detros on March 13, 2015, 05:02:11 pm
My brain hurts, because of the stockpiles.

I want a small cloth and a small thread stockpile next to my hospital without bins (so I can see if I need to make more). Those two stockpiles are set to take from the another two cloth stockpiles from the crafting center where my loom and clothier are. But somehow my dwarfs are not hauling the thread and cloth in the hospital stockpiles.

Ideal situation is that crafting area stockpiles would give the loom and clothier all the stuff they need, so they would leave items in my hospital alone.

Is this possible? Or is the hospital autostocking fixed enough to trust to it?
If you link a stockpile to "give" to a workshop that workshop should take its ingredients only from such linked stockpiles. Note some reactions need more ingredents, like brewing can ask fro both fruit and barrel. Only when no stockpile are linked workshop try to take from those unlinked.
Title: Re: DF2014 Question and Answer Thread
Post by: jrrocks1 on March 13, 2015, 05:08:46 pm

For some reason my dwarves keep on saying "cancels store item in stockpile: Item inaccessible" is there a way to figure out whats wrong or something i should do? Help......
Title: Re: DF2014 Question and Answer Thread
Post by: Uzu Bash on March 13, 2015, 06:23:41 pm
Not using burrows, not forbidding items or doors, you don't have doors closing automatically? I get this a lot around a hatched ramp with a lot of traffic, due to the hatch closing and someone standing on top for a moment. It's only temporary, the job will resume in another moment.
Title: Re: DF2014 Question and Answer Thread
Post by: Detros on March 13, 2015, 06:51:27 pm
For some reason my dwarves keep on saying "cancels store item in stockpile: Item inaccessible" is there a way to figure out whats wrong or something i should do? Help......
Not using burrows, not forbidding items or doors, you don't have doors closing automatically? I get this a lot around a hatched ramp with a lot of traffic, due to the hatch closing and someone standing on top for a moment. It's only temporary, the job will resume in another moment.
Beside all that, your dwarves are capable of trying to haul some junk item that is lying in some inaccessible area, like tree top. So rarely it won't sort itself out, when they are still able to see such items from time to time.
Title: Re: DF2014 Question and Answer Thread
Post by: jrrocks1 on March 13, 2015, 06:54:30 pm

Ok
Title: Re: DF2014 Question and Answer Thread
Post by: Ifeno on March 14, 2015, 03:55:04 am
Hey guys! So I encountered a strange problem while trying to introduce my GF to the game.  She has two farms, one above ground and one underground planting Prickle Berries and Plump Helments respectively.  This worked fine for a year and her food production was well underway.  Eventually we noticed that she was suddenly down to 1 food and 5 drink.  After checking her seed stocks (as well as the actual food stockpiles) we found that there were still dozens of prickle berry and plump helmet seeds but the dwarves were simply not planting them.  Any idea what the issue is here and how to resolve it?

EDIT:  After further investigation it seems the dwarves are only willing to use a few of the farm plot tiles for farming.  What's going on?

NOTE:  I haven't played the game in about a year or two, so does this have something to do with an update that has occurred since then that I simply don't know about?
Title: Re: DF2014 Question and Answer Thread
Post by: KingKaol on March 14, 2015, 04:33:18 am
i haven't done any above-ground farming, but are all the tiles 'subterranean' for the underground plot and 'above ground' for the above ground plot? i think if a surface tile is removed and then rebuilt it's no longer subterranean.
Title: Re: DF2014 Question and Answer Thread
Post by: Ifeno on March 14, 2015, 05:03:04 am
i haven't done any above-ground farming, but are all the tiles 'subterranean' for the underground plot and 'above ground' for the above ground plot? i think if a surface tile is removed and then rebuilt it's no longer subterranean.

Yes, they're 100% subterranean.  I had her build a 2nd farm plot right next to her original underground farm plot and that one is being used just fine.  What on earth is wrong with that first plot?
Title: Re: DF2014 Question and Answer Thread
Post by: KingKaol on March 14, 2015, 06:41:27 am
and all the the floor tiles are either soil/sand/clay or muddied?

actually i guess you can't even build plots if it's not soil
Title: Re: DF2014 Question and Answer Thread
Post by: Arx on March 14, 2015, 08:35:48 am
Do you have it planting for all seasons? You might only have set it up for whichever season it was when you started.
Title: Re: DF2014 Question and Answer Thread
Post by: Exodus on March 14, 2015, 04:33:58 pm
I've got a question involving the RAWS and creating our own creatures and whatnot.

Is it possible to setup a new creature to only be naturally domestic for one civilization type?
Title: Re: DF2014 Question and Answer Thread
Post by: Uzu Bash on March 14, 2015, 06:01:54 pm
Are named weapons and shields genuine artifacts? The quality modifier disappears from them when they're named. Is the real quality masked, or is it truly artifact quality?
Title: Re: DF2014 Question and Answer Thread
Post by: Larix on March 14, 2015, 06:13:40 pm
When you view a named item individually, the crafting quality will be described normally. It's only the item name that omits it.

AFAIK, named gear performs at its actual crafting quality, being named just makes it harder to get a dwarf to let go of "Kneecutter the *bronze battle axe*" and pick up a steel masterwork and also makes it harder to move these items by hauling.
Title: Re: DF2014 Question and Answer Thread
Post by: KingKaol on March 14, 2015, 08:06:46 pm
I've got a question involving the RAWS and creating our own creatures and whatnot.

Is it possible to setup a new creature to only be naturally domestic for one civilization type?

You might have better luck asking under the modding subforum:

http://www.bay12forums.com/smf/index.php?topic=110027.1260

http://www.bay12forums.com/smf/index.php?topic=140015.2265
Title: Re: DF2014 Question and Answer Thread
Post by: BlackFlyme on March 14, 2015, 09:43:05 pm
I've got a question involving the RAWS and creating our own creatures and whatnot.

Is it possible to setup a new creature to only be naturally domestic for one civilization type?

No. You assign animals in groups, rather than being able to assign specific ones.

For example, you can allow cave animals, but cannot specify a giant cave spider.
Title: Re: DF2014 Question and Answer Thread
Post by: TBeholder on March 15, 2015, 10:19:20 am
Yes, they're 100% subterranean.  I had her build a 2nd farm plot right next to her original underground farm plot and that one is being used just fine.  What on earth is wrong with that first plot?
I'd start with assigning seed mini-stockpiles right next to the respective plots and checking that enough dorfs have planting enabled and they have enough of time from other jobs - if they are busy hauling stone, they are not farming. Give them bedrooms and a meeting zone somewhere close, if necesary.
Then, are seeds good (unrotten, etc)?
If there are no problems with that, maybe making another small farm a dozen tiles away will either help or clear the problem. Maybe a border of biomes? No idea why this would matter for a farm, but who knows.
Title: Re: DF2014 Question and Answer Thread
Post by: Uzu Bash on March 15, 2015, 07:36:39 pm
How many animals can one trainer successfully handle? If not a hard limit, a rule of thumb? I've seen a few fail because of time constraints, other valuable jobs required of them. My best is a Master and doesn't seem to have any problems so far, her only other tasks are animal hauling, burial and trade good hauling, but she's bonded to 6 and is training 3 more. I'm a little concerned about giving her more dangerous creatures because there's no one good enough to pass them on to if she can't succeed.
Title: Re: DF2014 Question and Answer Thread
Post by: Detros on March 16, 2015, 03:20:47 am
How many animals can one trainer successfully handle? If not a hard limit, a rule of thumb? I've seen a few fail because of time constraints, other valuable jobs required of them. My best is a Master and doesn't seem to have any problems so far, her only other tasks are animal hauling, burial and trade good hauling, but she's bonded to 6 and is training 3 more. I'm a little concerned about giving her more dangerous creatures because there's no one good enough to pass them on to if she can't succeed.
I think that is quite a lot of dependant on layout of your fort (distance between training pastures and food storage and so on). The ceiling may be hit when you burrow your trainer to training area with all assigned animals when she has both bedroom and food storage and you do not assign any more jobs to her. I guess having like 1015 animals assigned per trainer should be doable then.
Title: Re: DF2014 Question and Answer Thread
Post by: Pink Photon on March 16, 2015, 11:28:26 am
I want a small cloth and a small thread stockpile next to my hospital without bins (so I can see if I need to make more). Those two stockpiles are set to take from the another two cloth stockpiles from the crafting center where my loom and clothier are. But somehow my dwarfs are not hauling the thread and cloth in the hospital stockpiles.

Does the source stockpile use bins? Dwarves prioritize filling bins, regardless of links. If Stockpile A (with bins) is set to give to stockpile B (without bins), then all the cloth and thread will go into the bins, and only after they're full will loose items end up in stockpile B.

Is this possible? Or is the hospital autostocking fixed enough to trust to it?
I haven't had any problems with it in the recent versions.
Title: Re: DF2014 Question and Answer Thread
Post by: Gelion on March 17, 2015, 01:06:50 pm
I have a quick question. Do forbidden items (stone for example) add to FPS? Also does the rotting algorithm still apply to the forbidden corpses and body parts?
Title: Re: DF2014 Question and Answer Thread
Post by: KingKaol on March 17, 2015, 02:26:39 pm
I have a quick question. Do forbidden items (stone for example) add to FPS? Also does the rotting algorithm still apply to the forbidden corpses and body parts?

I don't think they do, see this post linked to under the 'maximizing fps' wiki article:
http://www.bay12forums.com/smf/index.php?topic=92241.msg3276117#msg3276117

I have a couple questions:

Did putting cabinets/chests in my dwarf's tombs generate a bunch of unnecessary hauling jobs? Would they have just put their items in their rooms otherwise, or is there a limit to how many items they can fit in each container?
Title: Re: DF2014 Question and Answer Thread
Post by: Loci on March 17, 2015, 04:45:03 pm
Is this possible? Or is the hospital autostocking fixed enough to trust to it?
I haven't had any problems with it in the recent versions.

Well, they still love to stock the hospital with adamantine thread, which I find mildly annoying, but it works in general.


Did putting cabinets/chests in my dwarf's tombs generate a bunch of unnecessary hauling jobs? Would they have just put their items in their rooms otherwise, or is there a limit to how many items they can fit in each container?

Yes, yes, and yes. Chests are fine; put them wherever you like. Cabinets are buggy in that dwarves accumulate ever-growing piles of cast-off clothing. There is a maximum amount of storage per cabinet, but for FPS reasons you should probably clean out their cabinets regularly.
Title: Re: DF2014 Question and Answer Thread
Post by: NJW2000 on March 17, 2015, 04:53:48 pm
What is an ideal strategy w/ demigod on adv mode to actually do stuff w/out grinding? Any specif worldgen info?
Title: Re: DF2014 Question and Answer Thread
Post by: Detros on March 18, 2015, 04:16:11 am
What units can get skills upgraded via combat? Humanoids, surely. Werebeasts? Undead? Even wild animals?
Title: Re: DF2014 Question and Answer Thread
Post by: BlackFlyme on March 18, 2015, 08:17:07 am
Anything that has the tags [INTELLIGENT] or [CAN_LEARN] can increase their skills. I don't know about werebeasts, since they are hardcoded and randomly generated. Many humanoid creatures are intelligent though, and undead may be able to, since they are animated version of their base creature, and may retain their learner status.

Most wild animals are not capable of learning combat skills.

Though not all creatures can increase their skills, all creatures can increase their attributes through combat.
Title: Re: DF2014 Question and Answer Thread
Post by: Uzu Bash on March 18, 2015, 09:55:52 am
What causes tragedy/trauma resistance? I have one soldier who is a hardened individual, but I don't see anything in her history that would account for it. Her discipline is as high as anyone in her unit, not as high as the commander, who actually has very low bravery, anxiety and stress resistance and isn't hardened. Her own bravery and anxiety resistance are slightly below.
Title: Re: DF2014 Question and Answer Thread
Post by: PDF urist master on March 18, 2015, 10:28:30 am
first of all, I love that you have a coward as your commander. secondly, I believe tragedy (deaths, injury, etc) causes hardening and the more you're exposed to it, the more you become hardened. I also think that personality traits/emotional attributes can accelerate that process, but I can't really prove that and it's mostly a theory of mine. But it would explain why some people become hardened more quickly than others.
Title: Re: DF2014 Question and Answer Thread
Post by: Sanctume on March 18, 2015, 11:08:54 am
Using DF2014, latest version of LNP 40.24 r7

I can't get my GCS (Wild Animal) to shoot webs.
I followed the wiki, both versions (http://dwarffortresswiki.org/index.php/DF2014:Silk_farming) of silk farming.

I q-j-x the cage with the GCS. Link lever, and Pull to release GCS.

I tried combination of door "forbidden, pass passable" or "forbidden, not pet passable" to no effect.
I tried bridges to raise breaking LOS.
I tried chaining Goose (tame) as bait - no web shooting happens.
I tried chaining Trundle (hostile) as bait - no web shooting happens.
I tried stationing a dwarf as bait - no web shooting happens.


Title: Re: DF2014 Question and Answer Thread
Post by: Loci on March 18, 2015, 02:55:57 pm
Your spider needs to be standing directly next to (the only) fortification, and your bait dwarf needs to move within ~4 tiles of the spider. Using animals as bait no longer works. If you're still having problems, a screenshot would be helpful.
Title: Re: DF2014 Question and Answer Thread
Post by: KingKaol on March 18, 2015, 04:36:22 pm
So my duke became king when my fortress has only 26 dwarves. I thought you needed to be at least 80 dwarves to have a king?

I did an export and my civ still has the other 2 sites besides my own with healthy populations of dwarves and sheep, though they both lost about ~10 dwarves since worldgen.
Title: Re: DF2014 Question and Answer Thread
Post by: Bumber on March 18, 2015, 08:30:39 pm
So my duke became king when my fortress has only 26 dwarves. I thought you needed to be at least 80 dwarves to have a king?

I did an export and my civ still has the other 2 sites besides my own with healthy populations of dwarves and sheep, though they both lost about ~10 dwarves since worldgen.
Not by succession.

The king is dead! Long live the king!
Title: Re: DF2014 Question and Answer Thread
Post by: Number7 on March 19, 2015, 07:11:23 am
Two questions - How to root out Vampires if any shows up at my fort?

and

What is the best mods for improving the combat in the game? not like a massive overhaul but like the old fortress defense mod of ye olde 0.34. More sieges, more enemies (that are harder to kill too!), that kind of thing. i like no trap forts that are only defended by the military and love a challenge
Title: Re: DF2014 Question and Answer Thread
Post by: Sanctume on March 19, 2015, 09:07:14 am
Two questions - How to root out Vampires if any shows up at my fort?

and

What is the best mods for improving the combat in the game? not like a massive overhaul but like the old fortress defense mod of ye olde 0.34. More sieges, more enemies (that are harder to kill too!), that kind of thing. i like no trap forts that are only defended by the military and love a challenge

From various readings thus far, select an embark spot where goblin civs can path to your fortress, no brook/rivers on the way, no mountains probably. 

An instant challenge is necro tower neighbor, but then undead is must more OP. 

Terrifying biomes that reanimate, even sheared sheep wool will re-animate.  Although fun, it's rediculous when dwarves can't hit an animated hair because it's too small.
Title: Re: DF2014 Question and Answer Thread
Post by: Uzu Bash on March 19, 2015, 10:36:52 am
first of all, I love that you have a coward as your commander.
His Bravery is the lowest I've ever seen, but he's always had the highest Discipline, so it doesn't seem to slow him down. He may be terrified and traumatized in combat and horrified by death, but he still moves and strikes decisively and goes right back to training. Discipline really does trump all.
Title: Re: DF2014 Question and Answer Thread
Post by: Number7 on March 19, 2015, 04:34:34 pm
Two questions - How to root out Vampires if any shows up at my fort?

and

What is the best mods for improving the combat in the game? not like a massive overhaul but like the old fortress defense mod of ye olde 0.34. More sieges, more enemies (that are harder to kill too!), that kind of thing. i like no trap forts that are only defended by the military and love a challenge

From various readings thus far, select an embark spot where goblin civs can path to your fortress, no brook/rivers on the way, no mountains probably. 

An instant challenge is necro tower neighbor, but then undead is must more OP. 

Terrifying biomes that reanimate, even sheared sheep wool will re-animate.  Although fun, it's rediculous when dwarves can't hit an animated hair because it's too small.

I haven't played for a little while, but aren't goblins basically food for high caliber dwarves? I'll have to try to see if i can find a goblin civ next to an undead tower though. the combination sounds absolutely !!fun!!
Title: Re: DF2014 Question and Answer Thread
Post by: Uzu Bash on March 19, 2015, 08:10:52 pm
Tiger iron is neither tiger nor iron. So what is this?

(http://1drv.ms/1MSkHDI)(http://www.hongfire.com/cg/data/516/medium/tigeriron.jpg)

A bug or a pun?
(https://onedrive.live.com/redir?resid=D637512A31008C6D!2156&authkey=!AJMG1nOGtiCcHTk&v=3&ithint=photo%2cjpg)
Title: Re: DF2014 Question and Answer Thread
Post by: Number7 on March 20, 2015, 03:30:31 am
is dumping stone to a quantum stockpile much slower than in previous versions? it seems like my dwarves carry slower (can definitely confirm that) and seem to gather with a MUCH lower priority for it, preferring almost every other task in existence. in previous versions they seemed to jump to it a bit more

also:
what do i need to know to run a proper hospital? i've embarked close to two towers and three goblin fortress things, its going to be bloody for my dwarves

EDIT: - how effective are siege weapons against the undead from a necromancer siege? i intend to fight every siege off no matter the numbers and need an equaliser
Title: Re: DF2014 Question and Answer Thread
Post by: Erkki on March 20, 2015, 05:14:26 am
I have several DF2014 related questions. I'm currently playing .19

1) I forgot to make my usual changes to the raws and the Mayor does not have RECEIVE_DIPLOMATS, and Baron and up have the usual excessive number of demands and mandates(I usually mod them all to 0 or 1). Is it possible for me to somehow receive diplomats and/or make peace or war with the Humans without appointing a Baron? I fear that is impossible without modding raws and generating a new world...

2) If I were to upgrade my fort to the latest version, are there any drawbacks or bugs to be expected? I heard theres some bug with armies getting stuck, would the stuck armies become unstuck upon updating; can I expect FPS increase?

3) I play a usual 3x3 embark, 2 caverns, no temperature, I have a bit over 200 Dwarves and FPS between 29-35. Whats up?? I have before managed to run a fort with over 300 Dwarves at FPS 40 to 50 depending on how much stuff I have laying around. Does the simulation of the world outside of the fortress hurt the FPS that much really?
Title: Re: DF2014 Question and Answer Thread
Post by: TBeholder on March 20, 2015, 07:04:55 am
Tiger iron is neither tiger nor iron. So what is this?
Naturally occuring banded gemstone, generally hematite + jasper + tiger's eye / cat's eye. It's even on DF wiki (http://dwarffortresswiki.org/index.php/DF2014:Tiger_iron).
That tools are made of stone - well, it's still better than a barrel of fly brains.  :D

is dumping stone to a quantum stockpile much slower than in previous versions? it seems like my dwarves carry slower (can definitely confirm that) and seem to gather with a MUCH lower priority for it, preferring almost every other task in existence. in previous versions they seemed to jump to it a bit more
The dev logs for last versions show job priority system introduced and then fixed, yes. So that hauling stones won't prevent dorfs from making food and booze, etc.
A mini-stockpile chain with wheelbarrows helps to fine-tune hauling. So does disabling some of other jobs for peasants and season-dependent workers.
As to quantum stockpiles, minecarts simplify it. Then again, they speed up hauling itself, too.
Title: Re: DF2014 Question and Answer Thread
Post by: Uzu Bash on March 20, 2015, 02:19:46 pm
Tiger iron is neither tiger nor iron. So what is this?
Naturally occuring banded gemstone, generally hematite + jasper + tiger's eye / cat's eye. It's even on DF wiki (http://dwarffortresswiki.org/index.php/DF2014:Tiger_iron).
That tools are made of stone - well, it's still better than a barrel of fly brains.  :D
It's not an artifact, and if it were, what kind of mood would produce a weapon/tool made of low grade semi-precious stone? Which craft could conceivably produce this?
Title: Re: DF2014 Question and Answer Thread
Post by: Number7 on March 20, 2015, 05:05:04 pm


3) I play a usual 3x3 embark, 2 caverns, no temperature, I have a bit over 200 Dwarves and FPS between 29-35. Whats up?? I have before managed to run a fort with over 300 Dwarves at FPS 40 to 50 depending on how much stuff I have laying around. Does the simulation of the world outside of the fortress hurt the FPS that much really?

How big was your world gen in the first place? and history? i heard that in the 2014 version a bigger world and longer history have a bigger impact on FPS in the fortress because it keeps updating the world (and has more things to keep track of in the longer history too). I haven't personally confirmed how big a difference it is though. you could also set your G_FPS to 20 or 25 rather than the default of 50 which gives a FPS boost to my memory.

Also DFhack and "cleanowned" and caging all animals that don't have an immediate reason they aren't caged are the best ideas i can think of to help.
Title: Re: DF2014 Question and Answer Thread
Post by: Erkki on March 21, 2015, 06:09:10 am


3) I play a usual 3x3 embark, 2 caverns, no temperature, I have a bit over 200 Dwarves and FPS between 29-35. Whats up?? I have before managed to run a fort with over 300 Dwarves at FPS 40 to 50 depending on how much stuff I have laying around. Does the simulation of the world outside of the fortress hurt the FPS that much really?

How big was your world gen in the first place? and history? i heard that in the 2014 version a bigger world and longer history have a bigger impact on FPS in the fortress because it keeps updating the world (and has more things to keep track of in the longer history too). I haven't personally confirmed how big a difference it is though. you could also set your G_FPS to 20 or 25 rather than the default of 50 which gives a FPS boost to my memory.

Also DFhack and "cleanowned" and caging all animals that don't have an immediate reason they aren't caged are the best ideas i can think of to help.

Hey,

The world was my usual 500 year(I think) medium world, same settings as usually, 2 caverns and so forth. Sadly cleanowned and getting rid of junk wont help yet because its still a new fort in its 3rd year and I'm still far from my preferred population of ~300... Turning temperature off and setting exe priority to highest has given me about 25 FPS more to ~60 FPS and ~40 when entire population cleans siege remains. That does not seem to be the case any more: I'm stuck at 30 already!! But I'll give a try to that FPS setting trick, thanks!
Title: Re: DF2014 Question and Answer Thread
Post by: Potato9999 on March 21, 2015, 04:40:25 pm
How do I deal with swarms of flies inside my base?
Title: Re: DF2014 Question and Answer Thread
Post by: Arx on March 21, 2015, 05:00:43 pm
I'm not certain, but I don't think there's a solution to that except possibly keeping food stockpiles out of traffic to minimise absolute detesters getting squicked.
Title: Re: DF2014 Question and Answer Thread
Post by: utunnels on March 22, 2015, 08:08:03 pm
If your fort is between a goblin site and another civ, will the goblins path through your fort if they send an army to that civ?

Title: Re: DF2014 Question and Answer Thread
Post by: Number7 on March 22, 2015, 09:24:05 pm
If your fort is between a goblin site and another civ, will the goblins path through your fort if they send an army to that civ?

Nah, but it'd honestly be welcome if they did. i don't even get to see the goblins that often
Title: Re: DF2014 Question and Answer Thread
Post by: utunnels on March 23, 2015, 09:04:35 pm
Yeah, I heard of "passing by" sieges, but never saw them.



I always wonder how the dwarves cage already released tame vermins.
They always do the job when I'm not looking. And sometimes they never finish the job.

OK, I saw them carrying the vermin in their inventory, interesting.
Title: Re: DF2014 Question and Answer Thread
Post by: ancistrus on March 24, 2015, 04:40:24 pm
I pressed something and now all my designations display priorities as numbers. How do I make this go away?
Title: Re: DF2014 Question and Answer Thread
Post by: Demonic Spoon on March 25, 2015, 07:29:46 am
If you're fortress can only be accessed from the underground caverns, will migrants still appear on the surface?
Title: Re: DF2014 Question and Answer Thread
Post by: Number7 on March 26, 2015, 03:19:30 am
If you're fortress can only be accessed from the underground caverns, will migrants still appear on the surface?

yep, they wont be able to get in though because they'll spawn on the surface. i've had sealed up completely using walls for an all cavern fort and ive had migrants appear on the surface still. I ended up giving them a tree hugger fortress so now the fort is split between the cavern fort and the tower fort
Title: Re: DF2014 Question and Answer Thread
Post by: Demonic Spoon on March 26, 2015, 05:39:09 am
Thanks Number7!

After embarking on over a dozen different evil regions I've yet to find one that has eyeball or worming tendril grass. What am I missing/doing wrong? Or do they just almost never show up in the latest version?

Finally found an embark that has them.
Title: Re: DF2014 Question and Answer Thread
Post by: Detros on March 27, 2015, 03:19:42 am
Thanks Number7!

After embarking on over a dozen different evil regions I've yet to find one that has eyeball or worming tendril grass. What am I missing/doing wrong? Or do they just almost never show up in the latest version?

Finally found an embark that has them.
Yeah, looking for rarer plants may be tedious after plant explosion in 0.40.0. There is often so many other ones then can be used in site generation  ainstead of that one you are looking for...
Title: Re: DF2014 Question and Answer Thread
Post by: Demonic Spoon on March 27, 2015, 05:30:50 am
Thanks Number7!

After embarking on over a dozen different evil regions I've yet to find one that has eyeball or worming tendril grass. What am I missing/doing wrong? Or do they just almost never show up in the latest version?

Finally found an embark that has them.
Yeah, looking for rarer plants may be tedious after plant explosion in 0.40.0. There is often so many other ones then can be used in site generation  ainstead of that one you are looking for...
I've cut out the majority of the garden vegetables, a couple of the new crops (particularly the useless papyrus sedge) and some grasses from my raws to have a higher chance of interesting things. Oh yeah and a couple of the trees. I wanted a atmospheric evil biome.

Even with all that though it took me more than a dozen embarks before I found one with the evil grasses. Quite a few of them had glumprongs and slivers barbs but no evil grasses.
Title: Re: DF2014 Question and Answer Thread
Post by: KingKaol on March 28, 2015, 07:27:19 pm
Question about deities:

I noticed in the king list for a certain dwarven civ that after the first ruler worshipping a deity listed for that civ ('Medtob'), the remaining sovereigns all worshipped a certain 'Nine Drunkennut the Heliotrope Spring', however that deity doesn't appear anywhere else in any of the other civs. Are there deities that don't belong to any civilization like that? Or is it maybe a 'hidden' deity (I noticed that Kobolds don't list any deities, so I'm guessing either they aren't religious or that information isn't exported.)

Edit: Figured it out

Nine Drunkennut was a Titan that destroyed another dwarven civ in year 1. That particular fortress doesn't have any residents listed in the sites export so I'm not sure where he ended up.
Title: Re: DF2014 Question and Answer Thread
Post by: Magnumcannon on March 29, 2015, 11:22:44 am
Small newbie question about designation priority:

If i set, for example, two mining points, one with 1 priority and other with 9 priority, which one is going to be mined first?
Title: Re: DF2014 Question and Answer Thread
Post by: Detros on March 29, 2015, 06:39:50 pm
Small newbie question about designation priority:

If i set, for example, two mining points, one with 1 priority and other with 9 priority, which one is going to be mined first?
1 because priorities are only 1-7 :D. And also because the lower the number, the more important the job is.

Edit: Though, if the lower number (prioritized) site is currently inaccessible, the other one should be done, of course...
Title: Re: DF2014 Question and Answer Thread
Post by: doublestrafe on March 30, 2015, 12:53:09 am
Has miasma generation been changed to respond to Inside/Outside instead of Above Ground/Subterranean? I'm trying DF2014 out after a long absence, and my standard technique of channeling out a workspace for the kitchen and butcher shop from the surface and slapping a bridge on top led to miasma from the kitchen when I let my prepared food stockpile overflow. The only explanation I can think of is that it's looking at Inside, which is caused by the roof.

Also, do livestock generate vermin? I brought along about 40 turkeys that I stuffed into a 10x10 pasture in a rocky wasteland, and now it's absolutely crawling with lice, ticks, snails, and slugs, sometimes 4 to a tile. I've never seen so many!
Title: Re: DF2014 Question and Answer Thread
Post by: utunnels on March 30, 2015, 01:08:45 am
Once an area is exposed to outside it will stay that way, no matter what you build over it, bridges, floors, walls, etc.

Fowls can generate those worms. I think it is a feature to simulate them pecking vermins from the soil.
Title: Re: DF2014 Question and Answer Thread
Post by: doublestrafe on March 30, 2015, 01:23:36 am
Once an area is exposed to outside it will stay that way, no matter what you build over it, bridges, floors, walls, etc.
Yes, I know. The question is, has the miasma generation procedure changed between 34.11 and 40.24? In 34.11, if you build your kitchen in an "Inside, Light, Above Ground" tile, rotting food won't generate miasma. In 40.24, it appears it did. What changed?
Title: Re: DF2014 Question and Answer Thread
Post by: Mrandom on March 30, 2015, 01:36:20 am
A few questions about v40.24

1. Advanced world creation: Most of my attempts using non-default values for large map (257x257) result in non-responding program after pressing Enter, the map generation/preview interface won't even show up. Is it because the map is being constantly rejected?

2. (Solved)My game crashes quite often when entering "fast travel" interface in Adventure Mode. Specifically upon "off-loading " sites and waiting/sleeping. I don't think it is a problem with my computer cuz it's pretty high-end and plays DF Mode just fine. Is it a bug related issue? Is there anyway I can see crash logs?
--For this one, I turned off DFHack and it never crashed again.

3. How do I find exact quest target location in Adventure Mode? I have found several locations that has white *** indication on upper-left corner, but the target is never there. Does the monster/bandits just roam about and never come back to the site?

Many thanks!
Title: Re: DF2014 Question and Answer Thread
Post by: utunnels on March 30, 2015, 01:43:38 am
Oh, that. Sorry I haven't touched 34.11 for ages.

I build refuse stockpiles inside (above ground and light) in 40.24 but never do I get miasmas. So why kitchen?
Title: Re: DF2014 Question and Answer Thread
Post by: Arx on March 30, 2015, 07:33:07 am
Has miasma generation been changed to respond to Inside/Outside instead of Above Ground/Subterranean? I'm trying DF2014 out after a long absence, and my standard technique of channeling out a workspace for the kitchen and butcher shop from the surface and slapping a bridge on top led to miasma from the kitchen when I let my prepared food stockpile overflow. The only explanation I can think of is that it's looking at Inside, which is caused by the roof.

I'm pretty sure it's still above/subterranean. Are you sure you didn't end up with something just outside the channeled area? It seems unlikely, but I'm pretty sure it hasn't changed otherwise.
Title: Re: DF2014 Question and Answer Thread
Post by: SMASH! on March 30, 2015, 08:06:49 am
Why there is no material selection in mason's/carpenter's/etc. workshops? You can choose material in forges and smelters, so why you can't do it with other workshops without wierd stockpile managment? Any plugins to fix it?
Title: Re: DF2014 Question and Answer Thread
Post by: Detros on March 30, 2015, 10:12:45 am
Why there is no material selection in mason's/carpenter's/etc. workshops? You can choose material in forges and smelters, so why you can't do it with other workshops without wierd stockpile managment? Any plugins to fix it?
Head to Moding board (http://www.bay12forums.com/smf/index.php?board=13.0) rather for these.
Title: Re: DF2014 Question and Answer Thread
Post by: Sanctume on March 30, 2015, 12:21:15 pm
Thanks Number7!

After embarking on over a dozen different evil regions I've yet to find one that has eyeball or worming tendril grass. What am I missing/doing wrong? Or do they just almost never show up in the latest version?

Finally found an embark that has them.
Yeah, looking for rarer plants may be tedious after plant explosion in 0.40.0. There is often so many other ones then can be used in site generation  ainstead of that one you are looking for...
I've cut out the majority of the garden vegetables, a couple of the new crops (particularly the useless papyrus sedge) and some grasses from my raws to have a higher chance of interesting things. Oh yeah and a couple of the trees. I wanted a atmospheric evil biome.

Even with all that though it took me more than a dozen embarks before I found one with the evil grasses. Quite a few of them had glumprongs and slivers barbs but no evil grasses.

What's special about eyeball or worming tendril plants? I've had an embark in a half-terrifying, half-cold woodsland.
Title: Re: DF2014 Question and Answer Thread
Post by: Sanctume on March 30, 2015, 12:26:46 pm
Has miasma generation been changed to respond to Inside/Outside instead of Above Ground/Subterranean? I'm trying DF2014 out after a long absence, and my standard technique of channeling out a workspace for the kitchen and butcher shop from the surface and slapping a bridge on top led to miasma from the kitchen when I let my prepared food stockpile overflow. The only explanation I can think of is that it's looking at Inside, which is caused by the roof.

Also, do livestock generate vermin? I brought along about 40 turkeys that I stuffed into a 10x10 pasture in a rocky wasteland, and now it's absolutely crawling with lice, ticks, snails, and slugs, sometimes 4 to a tile. I've never seen so many!

I do notice these vermins early int he embark. 
Other than pasturing a cat inside there, smooth stone, and a door seems to help control vermin in my turkey pasture.
Except for creepy crawlers, they seem to spawn once cavern is breached in my particular embark. 

Miasma do not travel diagonal, and do not go above 3z, so I make a 5 garbage zone pit with diagonal access.
Title: Re: DF2014 Question and Answer Thread
Post by: KingKaol on March 30, 2015, 03:18:06 pm
1. Advanced world creation: Most of my attempts using non-default values for large map (257x257) result in non-responding program after pressing Enter, the map generation/preview interface won't even show up. Is it because the map is being constantly rejected?

It seems to be my experience that when you have too many rejection criteria worldgen goes a lot slower. I usually end up just specifying required tile counts for a couple specific biomes that I want to have more of, and let the rest be free. There may be some other specific setting that is causing it to not get anywhere, you might be able to check the logs but I don't know for sure how to find out.
Title: Re: DF2014 Question and Answer Thread
Post by: n3bux on March 30, 2015, 04:19:02 pm
how can i set a food stockpile to only accept prepared meals from a kitchen?
Title: Re: DF2014 Question and Answer Thread
Post by: KingKaol on March 30, 2015, 04:39:44 pm
make a food stockpile, block everything, and then activate prepared meals with `u` (it's an option that shows up in the lower right i think, easy to miss)
Title: Re: DF2014 Question and Answer Thread
Post by: i2amroy on March 31, 2015, 01:41:54 am
1. Advanced world creation: Most of my attempts using non-default values for large map (257x257) result in non-responding program after pressing Enter, the map generation/preview interface won't even show up. Is it because the map is being constantly rejected?
It seems to be my experience that when you have too many rejection criteria worldgen goes a lot slower. I usually end up just specifying required tile counts for a couple specific biomes that I want to have more of, and let the rest be free. There may be some other specific setting that is causing it to not get anywhere, you might be able to check the logs but I don't know for sure how to find out.
In general if you are running into infinite rejection problems just turn on rejection logging, let it run a handful of rejections, and then stop and check the log for what problem you are running into.
Title: Re: DF2014 Question and Answer Thread
Post by: vexxice on April 02, 2015, 09:50:36 pm
Hi, a new wave of immigrants has arrived and while sorting through Dwarf Therapist I noticed something strange. One of my immigrants does not have any labors. Including hauling, cleaning, construction, burial, you know the labors every adult is supposed to have. He has absolutely no labors activated. Is this just a glitch or does this mean something like a he has a disease, or is a vampire.
Title: Re: DF2014 Question and Answer Thread
Post by: Pink Photon on April 03, 2015, 09:45:21 am
Only time I've seen someone with no labors is after a child reaches adulthood, so if a migrant grew up right after reaching your fort that would explain it.
Title: Re: DF2014 Question and Answer Thread
Post by: Telgin on April 03, 2015, 05:56:48 pm
What's special about eyeball or worming tendril plants? I've had an embark in a half-terrifying, half-cold woodsland.

Nothing so far as I know, other than the fact that they're a type of "grass" that shows up in evil biomes.  I believe grazers can still eat it without any problem.
Title: Re: DF2014 Question and Answer Thread
Post by: Uzu Bash on April 04, 2015, 07:13:22 pm
Is it my imagination, or does heavier armor increase falling damage regardless of Armor Use skill?
Title: Re: DF2014 Question and Answer Thread
Post by: Demonic Spoon on April 05, 2015, 09:07:30 am
Thanks Number7!

After embarking on over a dozen different evil regions I've yet to find one that has eyeball or worming tendril grass. What am I missing/doing wrong? Or do they just almost never show up in the latest version?

Finally found an embark that has them.
Yeah, looking for rarer plants may be tedious after plant explosion in 0.40.0. There is often so many other ones then can be used in site generation  ainstead of that one you are looking for...
I've cut out the majority of the garden vegetables, a couple of the new crops (particularly the useless papyrus sedge) and some grasses from my raws to have a higher chance of interesting things. Oh yeah and a couple of the trees. I wanted a atmospheric evil biome.

Even with all that though it took me more than a dozen embarks before I found one with the evil grasses. Quite a few of them had glumprongs and slivers barbs but no evil grasses.

What's special about eyeball or worming tendril plants? I've had an embark in a half-terrifying, half-cold woodsland.
They help set the mood. To the best of my knowledge they don't have any other special properties.

So question, do vampires trigger traps when they go on their feeding sessions? I've been considering putting a cage trap in the entrance of every bedroom.
Title: Re: DF2014 Question and Answer Thread
Post by: i2amroy on April 05, 2015, 11:09:07 pm
I don't believe so, no. They are still members of your fortress after all.

Best defense I find against vampires is to have overlapping bedrooms, I tend to do about 8 dwarf bedrooms to a single room with enough fancy stuff to bring the quality up for all of them. Combine it with not having a meeting hall and you'll usually have dwarves hanging around there to catch any vampires. It does have the side effect of meaning you dwarves tend to form more friendships and relationships with those dwarves in their same room, but in general they are still limited to that room without many inter-room friendships going on. (Personally I view that as a benefit since I tend to run generational fortresses, but it's up to you which way it goes).
Title: Re: DF2014 Question and Answer Thread
Post by: Demonic Spoon on April 06, 2015, 08:07:15 am
I have been considering building the bedrooms into notches in the statue garden without doors, so that the dwarves in the meeting area have constant line of sight to the sleeping dwarves.
Title: Re: DF2014 Question and Answer Thread
Post by: oasis789 on April 08, 2015, 06:45:18 pm
If the game world is completely separated by a large mountain range (like so: https://i.imgur.com/cRW75lo.png), and you make a (long) tunnel from one end to the other, will entities know and use it to cross?
Title: Re: DF2014 Question and Answer Thread
Post by: i2amroy on April 08, 2015, 08:02:13 pm
You might not even have to actually build the tunnel, just embark on every single tile in a line to change that particular tile's type to the "fortress" one. I seem to remember hearing stories of people who have bridged the gap to islands before that way, so I know that it used to work, but that was a handful of years back so no idea if it works in the current version.
Title: Re: DF2014 Question and Answer Thread
Post by: Demonic Spoon on April 09, 2015, 05:29:45 am
I really should try to get a vampire so I can test all this stuff myself, but can tame animals identify vampires? Another idea I've been considering is tying up a animal in every dwarf's bedroom.
Title: Re: DF2014 Question and Answer Thread
Post by: tahu16 on April 10, 2015, 07:40:10 am
What are exactly the benefits of burning off the fat, using magma mist?
Title: Re: DF2014 Question and Answer Thread
Post by: Linkxsc on April 10, 2015, 08:18:49 am
Ok so Im just gonna say, I love this series of patches overall. Theres moor wood on every map than ever before. Food production is up. And dorfs can carry more than 1 plump helmet at a time.

I didnt realize when I read the devblog about the item carrying changes, just how drastic of a change it could be when it comes to saving time. Have a bit of an issue though. UristMcForgeworker seems to want to lug around stacks of iron bars.
I had been under the impression that carrying several items only applied to items going into containers. And well, I have no bins.
Any thoughts on what might be going on?


Also how does one do underground tree production? Have been going for 3 years since breaching the first cavern. And I have a nice underground muddied room, with 4z levels of opens space above it before ceiling. Do I need to make that taller for more height or what?
Title: Re: DF2014 Question and Answer Thread
Post by: Pink Photon on April 10, 2015, 10:46:47 am
Also how does one do underground tree production? Have been going for 3 years since breaching the first cavern. And I have a nice underground muddied room, with 4z levels of opens space above it before ceiling. Do I need to make that taller for more height or what?

You only need 2 z-levels for trees to grow. Last I heard, the "-cap" trees give a fixed number of logs regardless of size, so there's no practical benefit from higher ceilings. The non-cap trees give more logs the taller they are, but I have no idea if you get more wood by letting trees grow to their full height or cutting them down as soon as they mature to make room for more.
Title: Re: DF2014 Question and Answer Thread
Post by: Beast Tamer on April 10, 2015, 12:59:29 pm
A human caravan arrived recently. As I waited for them to arrive at the depot I busied myself with construction and coordinating an assault on those annoying giant keas. When I went back to the unit screen after some minutes to check their location I noticed everything but two of their horses had vanished.

Is this supposed to happen and its a feature I haven't noticed yet, or is it a bug?

EDIT: Checked the deceased unit screen and found a wagon, that may explain it. I'll comb the outskirts and see if I can find piles of items.
Title: Re: DF2014 Question and Answer Thread
Post by: Telgin on April 10, 2015, 02:54:04 pm
Even coming under attack can prompt traders to flee I believe, so even if you don't find any other bodies it's possible they just fled from the local wildlife.
Title: Re: DF2014 Question and Answer Thread
Post by: Linkxsc on April 10, 2015, 03:09:32 pm
Oh yes, and I dont recall a devblog of this, but can you now not grow aboveground plants inside of a building with a roof anymore?
Title: Re: DF2014 Question and Answer Thread
Post by: Pink Photon on April 10, 2015, 03:42:07 pm
A human caravan arrived recently. As I waited for them to arrive at the depot I busied myself with construction and coordinating an assault on those annoying giant keas. When I went back to the unit screen after some minutes to check their location I noticed everything but two of their horses had vanished.

Is this supposed to happen and its a feature I haven't noticed yet, or is it a bug?

EDIT: Checked the deceased unit screen and found a wagon, that may explain it. I'll comb the outskirts and see if I can find piles of items.

Known bug. (http://www.bay12games.com/dwarves/mantisbt/view.php?id=7185) I had this happen just from the merchants seeing a corpse on their way in.
Title: Re: DF2014 Question and Answer Thread
Post by: Beast Tamer on April 10, 2015, 03:47:25 pm
Oh yes, and I dont recall a devblog of this, but can you now not grow aboveground plants inside of a building with a roof anymore?

Still works on my fort, but then again I basically dig a ditch, make a farm or two, then cover it with a roof in order to conserve space.
Title: Re: DF2014 Question and Answer Thread
Post by: Bumber on April 10, 2015, 05:42:39 pm
What are exactly the benefits of burning off the fat, using magma mist?
Increased speed, heat resistance.
Title: Re: DF2014 Question and Answer Thread
Post by: Uzu Bash on April 10, 2015, 05:49:40 pm
Why is everything in a roast minced? That's not a roast, that's a slurry.
Title: Re: DF2014 Question and Answer Thread
Post by: Arx on April 11, 2015, 02:26:49 am
Because literally everything has to be minced to be cooked. I think Toady plans to add more ways of cutting stuff in the future.
Title: Re: DF2014 Question and Answer Thread
Post by: Crazy Horse on April 11, 2015, 07:38:36 am
Can a channeled area directly beneath a retracting bridge contain horizontal grates or would they be smashed?

EDIT: Never mind. I've found that the constructions block each other.
Title: Re: DF2014 Question and Answer Thread
Post by: Showbiz on April 11, 2015, 08:04:05 am
(http://puu.sh/h9KZK/99c4a4e6e5.png)

One of my Dwarfs have this odd dream. Have you ever seen such a dream? And how do I fullfill that dream?
Title: Re: DF2014 Question and Answer Thread
Post by: tahu16 on April 11, 2015, 10:30:18 am
What are exactly the benefits of burning off the fat, using magma mist?
Increased speed, heat resistance.

Are there cons for "updating" my soldiers this way?
If there is ‼SCIENCE‼ about this, please share it whit me.
Title: Re: DF2014 Question and Answer Thread
Post by: KingKaol on April 11, 2015, 11:01:47 am
What are exactly the benefits of burning off the fat, using magma mist?
Increased speed, heat resistance.

Are there cons for "updating" my soldiers this way?
If there is ‼SCIENCE‼ about this, please share it whit me.

What does that mean? Is magma mist a non-lethal solution to reduce corpulence?
Title: Re: DF2014 Question and Answer Thread
Post by: Arx on April 11, 2015, 11:15:02 am
If you're careful, you can melt the fat away without killing the dwarf using magma mist. In previous versions, this made the dwarf fireproof, but I don't know if that's still the case.
Title: Re: DF2014 Question and Answer Thread
Post by: miauw62 on April 11, 2015, 12:00:19 pm
I have all of my cats pastured outside in a 3x3 square, yet there have been no kittens. What's up with that?

E:
Quite a few puppies, though.
Title: Re: DF2014 Question and Answer Thread
Post by: Loci on April 11, 2015, 01:59:20 pm
I have all of my cats pastured outside in a 3x3 square, yet there have been no kittens. What's up with that?

http://dwarffortresswiki.org/index.php/Breeding
Title: Re: DF2014 Question and Answer Thread
Post by: Crazy Horse on April 12, 2015, 10:41:06 am
Anyone have experience with the 'No Liason. How curious..' message?

I've googled a bit and it seems it comes only when no one in your civ is left alive is left to be liason or when the liason is killed enroute.

I've had it come for 3 years in a row now without ever seeing one since start. I don't think it could be the first of those reasons as my civ is quite healthy with 7 barons of sub-factions within my civ. A bit unlikey that a liason would be killed enroute 3 times in a row when the caravans seem to come well-manned and intact is it not? Even envoys to Leonidas would have had higher survival rate.
Title: Re: DF2014 Question and Answer Thread
Post by: Telgin on April 12, 2015, 12:06:06 pm
...
One of my Dwarfs have this odd dream. Have you ever seen such a dream? And how do I fullfill that dream?

Yeah, I've seen it before.  It's one of the dreams that can't be realized yet, unfortunately.  Not every dream can be fulfilled right now: mastering a skill and having a family are examples of dreams that can be realized now.
Title: Re: DF2014 Question and Answer Thread
Post by: miauw62 on April 12, 2015, 12:24:26 pm
I have all of my cats pastured outside in a 3x3 square, yet there have been no kittens. What's up with that?

http://dwarffortresswiki.org/index.php/Breeding
That doesn't answer my question. It's all OK.
Title: Re: DF2014 Question and Answer Thread
Post by: Arx on April 12, 2015, 01:27:38 pm
Your issue is probably caused by the massive outstanding bug - i.e. that 25% of animals are reproductively unviable.
Title: Re: DF2014 Question and Answer Thread
Post by: Detros on April 13, 2015, 08:54:08 am
Your issue is probably caused by the massive outstanding bug - i.e. that 25% of animals are reproductively unviable.
Which is in short caused by something like "your tomcats are interested only in other tomcats" thus no kittens.
Title: Re: DF2014 Question and Answer Thread
Post by: Loci on April 13, 2015, 03:24:39 pm
Your issue is probably caused by the massive outstanding bug - i.e. that 25% of animals are reproductively unviable.
Which is in short caused by something like "your tomcats are interested only in other tomcats" thus no kittens.

No. As the wiki page clearly states, 20% of critters will not reproduce due to "commitment issues" (i.e. they are not willing to marry). Only 5% of critters will not reproduce because of their sexuality.
Title: Re: DF2014 Question and Answer Thread
Post by: tahu16 on April 14, 2015, 04:51:17 am
1)Will embarking near a Necromancer tower (or more) ensure the siege amount of the previous versions for, well... let's say 10 years. Are these sieges coming regularly? I heard that many times they are visiting only once, and never come back ever, is this true?

2)Will embarking in a world with ONLY goblin civilizations alive ensure the siege amount of the previous versions? (Of course, right in front of their towns)
Title: Re: DF2014 Question and Answer Thread
Post by: Beast Tamer on April 14, 2015, 10:34:57 am
Just had my first dwarf fall into a depression. What is a good way to bring them out of it, assuming it's possible?
Title: Re: DF2014 Question and Answer Thread
Post by: Linkxsc on April 14, 2015, 09:49:04 pm
Your issue is probably caused by the massive outstanding bug - i.e. that 25% of animals are reproductively unviable.
Which is in short caused by something like "your tomcats are interested only in other tomcats" thus no kittens.

No. As the wiki page clearly states, 20% of critters will not reproduce due to "commitment issues" (i.e. they are not willing to marry). Only 5% of critters will not reproduce because of their sexuality.
Thankfully it seems though that female egglayers will still lay even if they have issues.
Title: Re: DF2014 Question and Answer Thread
Post by: Crabs on April 15, 2015, 01:43:44 am
Quick question for quick reply, probably been ask before a thousand times: Is it planned to lead sieges one day? Like designate  dwarfs with siege weapons, war animals and supplies to attack another site?
Title: Re: DF2014 Question and Answer Thread
Post by: KingKaol on April 15, 2015, 02:08:19 am
yeah, right near the bottom of the page here: http://www.bay12games.com/dwarves/dev.html
Title: Re: DF2014 Question and Answer Thread
Post by: Crabs on April 15, 2015, 02:13:55 am
yeah, right near the bottom of the page here: http://www.bay12games.com/dwarves/dev.html
Totally forgot about the dev goals page . Thanks! So many things to look forward to. :)
Title: Re: DF2014 Question and Answer Thread
Post by: 3x3 on April 15, 2015, 11:38:56 am
My dorfs are not placing bones, tissues, etc in its respective piles. Are they sensitive to dead things or somethings?.
Title: Re: DF2014 Question and Answer Thread
Post by: BlackFlyme on April 15, 2015, 01:14:59 pm
Did you set their orders to allow the collection of refuse?
Title: Re: DF2014 Question and Answer Thread
Post by: rumpel on April 15, 2015, 06:01:07 pm
Is there any way to get rid of all the damn refuse stuff? I don't like having to build huge amounts of huge refuse stockpiles. :/

Also, I noticed that, in DF2014, dwarves won't prioritize the contruction of workshops as high as in DF2012 - is there any way to let them know that I really need those workshops? (same for the bridge, I guess... still not built after ~1,5 years.)

((Awesome! They started building the bridge and a few of the workshops are built as well. :3))
Title: Re: DF2014 Question and Answer Thread
Post by: hops on April 16, 2015, 06:23:30 am
You can always dump the refuse.
Title: Re: DF2014 Question and Answer Thread
Post by: Arx on April 16, 2015, 10:13:14 am
Just had my first dwarf fall into a depression. What is a good way to bring them out of it, assuming it's possible?

Make them happy. Increase room quality, make sure they have clothes, make sure your refuse stockpile isn't next to the highway, etcetera.

Also, I noticed that, in DF2014, dwarves won't prioritize the contruction of workshops as high as in DF2012 - is there any way to let them know that I really need those workshops? (same for the bridge, I guess... still not built after ~1,5 years.)

I think you can increase the priorities of jobs somehow, possibly from 'q'uerying the workshop under construction.
Title: Re: DF2014 Question and Answer Thread
Post by: Loci on April 16, 2015, 03:42:41 pm
Is there any way to get rid of all the damn refuse stuff?

I wish.

I don't like having to build huge amounts of huge refuse stockpiles. :/

Well, you can consolidate it significantly by using a garbage disposal (http://dwarffortresswiki.org/index.php/DF2014:Garbage_disposal). It can take a little work to setup, but not having to constantly worry about refuse stockpile space is well worth it to me.
Title: Re: DF2014 Question and Answer Thread
Post by: rumpel on April 17, 2015, 12:59:17 am
Well, you can consolidate it significantly by using a garbage disposal (http://dwarffortresswiki.org/index.php/DF2014:Garbage_disposal). It can take a little work to setup, but not having to constantly worry about refuse stockpile space is well worth it to me.

That's a thing. Thank you and as well as the others. :)
Title: Re: DF2014 Question and Answer Thread
Post by: Demonic Spoon on April 17, 2015, 08:45:23 am
So something odd I noticed while messing around with a river in a temperate biome in a recent fort of mine, water depths of 1/7 and 2/7 still freeze into icewalls, though the wiki claims they need to be at least depth 4/7 to freeze into icewalls.
Title: Re: DF2014 Question and Answer Thread
Post by: Kishmond on April 18, 2015, 04:23:22 pm
Why can I only find lame tetrahedrite ore? I'm only looking between the surface and first cavern layer. Do I need to go deeper or is it just a bad embark?
Title: Re: DF2014 Question and Answer Thread
Post by: Dunamisdeos on April 18, 2015, 04:41:36 pm
The only way to find out if its a bad embark would be to use dfhack's prospect commands.

That, or actually mine out the map at each Z level, which can take time.
Title: Re: DF2014 Question and Answer Thread
Post by: Kishmond on April 18, 2015, 06:00:52 pm
I guess I need to go deeper, then.
Insert Inception music

EDIT: Nope, the only thing down here is galena (even more useless) and candy. I guess I can always drown the traders and steal their metal.
Title: Re: DF2014 Question and Answer Thread
Post by: Telgin on April 18, 2015, 07:59:36 pm
What kind of biomes do you frequently embark on?  Based on my understanding, iron ores are pretty rare in volcanic or other mountainous biomes, for example.
Title: Re: DF2014 Question and Answer Thread
Post by: Step on April 18, 2015, 09:48:40 pm
So, basically, I can't make any cloth. Sometimes, my weaver will graciously weave one or two pieces before going "Weaver cancels Weave Thread into Cloth: Needs 1 unused collected plant thread", somehow ignoring like 20 pieces of thread in the same bin he just took one out of. Most of the time, the order is just cancelled immediately. Trying to search for a similar problem only brought up results from 3 years ago about needing 15000 units of thread, and none of the pages on the wiki list any bugs related to clothing industry. What's going on here?
Title: Re: DF2014 Question and Answer Thread
Post by: KingKaol on April 19, 2015, 02:16:40 pm
So, basically, I can't make any cloth. Sometimes, my weaver will graciously weave one or two pieces before going "Weaver cancels Weave Thread into Cloth: Needs 1 unused collected plant thread", somehow ignoring like 20 pieces of thread in the same bin he just took one out of. Most of the time, the order is just cancelled immediately. Trying to search for a similar problem only brought up results from 3 years ago about needing 15000 units of thread, and none of the pages on the wiki list any bugs related to clothing industry. What's going on here?

I'm not exactly sure because I don't use bins, but does he haul the bin to the workshop? It might be that bin gets marked for hauling back to the stockpile, so it's now 'unavailable' after he weaves the first cloth.
Title: Re: DF2014 Question and Answer Thread
Post by: Arx on April 19, 2015, 02:19:50 pm
The job priorities update theoretically fixed that, though.
Title: Re: DF2014 Question and Answer Thread
Post by: Loci on April 19, 2015, 02:42:27 pm
The job priorities update theoretically fixed that, though.

No it didn't. The job priorities update just made Urist McWeaver prefer weaving cloth to hauling rock.

There was an item hauling bugfix which would have theoretically prevented this, but it fell short (details below).

somehow ignoring like 20 pieces of thread in the same bin he just took one out of.

When Urist McHauler takes a "store item in bin" job, he no longer carries the bin with him, but he still blocks access to all the other items in the bin until his job is complete (http://www.bay12games.com/dwarves/mantisbt/view.php?id=8755). Don't store your thread in bins and the problem will disappear. (I generally don't even store thread in a stockpile; I just build the web-collection looms and threshing/spinning workshops next to the weaving loom, so all thread is always available for weaving. It takes a massive amount of thread to clutter a workshop.)
Title: Re: DF2014 Question and Answer Thread
Post by: rumpel on April 21, 2015, 04:58:54 pm
Okay, I have a weird issue I can't get solved. I want to build a floor above the room I build (the one on the left at the wall) but when I try to build it, i can only choose logs but no stone. When I did that to the other room on the right I was able to choose stone to build the floor.
What a I doing wrong there? :/

Spoiler (click to show/hide)
Title: Re: DF2014 Question and Answer Thread
Post by: Culise on April 21, 2015, 06:16:02 pm
Okay, I have a weird issue I can't get solved. I want to build a floor above the room I build (the one on the left at the wall) but when I try to build it, i can only choose logs but no stone. When I did that to the other room on the right I was able to choose stone to build the floor.
What a I doing wrong there? :/

Spoiler (click to show/hide)
Does it have an unobstructed, traversable path to a stone stockpile?  I see logs piled up on the top of the wall; if those correspond to the logs on your build materials list, and no other build materials are available, that could be the issue.  To solve it, you would just build a path up, for instance a ramp leading up onto the roof. 
Title: Re: DF2014 Question and Answer Thread
Post by: Step on April 22, 2015, 11:12:43 am
The job priorities update theoretically fixed that, though.

No it didn't. The job priorities update just made Urist McWeaver prefer weaving cloth to hauling rock.

There was an item hauling bugfix which would have theoretically prevented this, but it fell short (details below).

somehow ignoring like 20 pieces of thread in the same bin he just took one out of.

When Urist McHauler takes a "store item in bin" job, he no longer carries the bin with him, but he still blocks access to all the other items in the bin until his job is complete (http://www.bay12games.com/dwarves/mantisbt/view.php?id=8755). Don't store your thread in bins and the problem will disappear. (I generally don't even store thread in a stockpile; I just build the web-collection looms and threshing/spinning workshops next to the weaving loom, so all thread is always available for weaving. It takes a massive amount of thread to clutter a workshop.)
Ah, thanks a lot. I had a feeling that it had something to do with bins when this problem would suddenly disappear every winter and then come back with the next harvest. I bypassed it by mandating hundreds of units of cloth weaved.

Got another question: I've been looking at uncompressed files, and it seems like all procedurally generated creatures have a separate attack trigger. Can I add similar tags to demons and vault inhabitants right into the .sav file and have them drop by, too?
Title: Re: DF2014 Question and Answer Thread
Post by: blue emu on April 24, 2015, 08:14:05 am
What's the safest (ie: the least Dwarfy) way to dig a huge, very deep pit?

I want to prevent my miners from committing suicide by scaling the pit walls when they should be leaving via the exit tunnel.

Should I dig out a huge block of up/down stairs, and then atom-smash it by dropping a constructed floor through it?
Title: Re: DF2014 Question and Answer Thread
Post by: Stormfeather on April 24, 2015, 10:04:03 am
You could just channel out the area one level at a time, which should leave ramps around the current level, then remove them as you keep going down. Although  you'd be pretty much trapping your miners into there for the duration, so you'd wanna finish before any of them start starving/dying of thirst.
Title: Re: DF2014 Question and Answer Thread
Post by: Loci on April 24, 2015, 02:53:04 pm
Should I dig out a huge block of up/down stairs, and then atom-smash it by dropping a constructed floor through it?

A cave-in (http://dwarffortresswiki.org/index.php/DF2014:Cave-in) will not punch through up/down stairs. You can, however, cave-in the up/down stairs to make them disappear. Dig the interior of the pit with up/down stairs. Use down stairs on the top layer, and regular mining on the bottom layer. Install a lever-linked support, then channel all the tiles surrounding the up/down stair core. Finally clear the area and pull the lever to make all the stairs fall and disappear.
Title: Re: DF2014 Question and Answer Thread
Post by: Stormfeather on April 24, 2015, 05:52:06 pm
Oh right, a couple questions myself, now that I'm back to the game after a break:

1) What's up with squash and maize? I bought some squash seeds (and some actual squash which I forbade from being cooked) from a caravan, but I can't find any place to plant them. They don't seem to go either above or below ground. Am I missing something? Likewise I bought a bag of maize, and while it's sitting on my seed tab of my kitchen menu, it doesn't seem to be plantable.

2) Has anyone been able to actually fish successfully from murky pools? Even before my break, this seemed to be pretty much impossible. Or possibly my fish would successfully do it, but only for a very short time before killing all the fish. By the time I get to making a fishing zone, they're just showing up as not available for fishing. This is annoying, since I'm currently in an embark without a river or stream. (And for that matter I don't seem to recall ever having luck fishing from the caverns either.)

Title: Re: DF2014 Question and Answer Thread
Post by: MrKinich on April 25, 2015, 09:52:06 am
Is there any way to remove a tree without cutting it down?  I have a zombie stuck in a tree, and despite having plenty of bolts, my marksdwarfs insist on trying to climb the tree instead of shooting the undead goblin down.  My woodcutters won't go near the thing, and this lone zombie is enough for my fortress to count as besieged.
Title: Re: DF2014 Question and Answer Thread
Post by: Stormfeather on April 25, 2015, 10:03:27 am
Oh man, and I thought pet ducks/geese/whatever climbing (or flying) up into trees was crappy enough. >_<

Only way I've found is to chop the suckers down, but yeah, I can see where that's a problem. Hrm.

If it's a large tree (which it should be if it has a zombie in it), channel over to it and dig out all the roots? I think that makes it collapse.
Title: Re: DF2014 Question and Answer Thread
Post by: KingKaol on April 25, 2015, 12:59:02 pm
light it on fire?
Title: Re: DF2014 Question and Answer Thread
Post by: Loci on April 25, 2015, 01:39:35 pm
1) What's up with squash and maize? I bought some squash seeds (and some actual squash which I forbade from being cooked) from a caravan, but I can't find any place to plant them. They don't seem to go either above or below ground. Am I missing something? Likewise I bought a bag of maize, and while it's sitting on my seed tab of my kitchen menu, it doesn't seem to be plantable.

Which crops are plantable is controlled by the biome of the field--no biome will allow you to plant all possible crops. If your site spans multiple biomes you can try building a field in those other biomes to see if they support your seeds. You can also check the wiki to see what biomes are required (http://dwarffortresswiki.org/index.php/Maize).

 
2) Has anyone been able to actually fish successfully from murky pools? Even before my break, this seemed to be pretty much impossible. Or possibly my fish would successfully do it, but only for a very short time before killing all the fish.

Site populations supposedly refresh slowly, but in my experience fishing is still quite problematic (http://www.bay12games.com/dwarves/mantisbt/view.php?id=2780).


Is there any way to remove a tree without cutting it down?

A ballista bolt to the bole is supposedly enough to obliterate the tree.
Title: Re: DF2014 Question and Answer Thread
Post by: blue emu on April 28, 2015, 11:08:24 am
Should the Marksdwarf uniform include a Shield, a Buckler, or neither one?
Title: Re: DF2014 Question and Answer Thread
Post by: Showbiz on April 28, 2015, 12:13:12 pm
Why not? Dwarven Crossbowmen can equip and use shields while using a crossbow.
Title: Re: DF2014 Question and Answer Thread
Post by: blue emu on April 28, 2015, 12:25:38 pm
It used to be that Marksdwarves would all carry a quiver-full of bolts, plus a spare stack of (usually 25) bolts in their free hand IF NOT carrying a shield. I guess that functionality changed at some point?
Title: Re: DF2014 Question and Answer Thread
Post by: MehMuffin on April 29, 2015, 04:35:35 pm
I just assigned a few war dogs to a soldier already in a fight (endlessly punching an unconscious giant hampster...), but the dogs don't do anything and just have "waiting for conflict" as their action. What I am doing wrong here?
Title: Re: DF2014 Question and Answer Thread
Post by: DeKaFu on May 02, 2015, 12:44:03 am
This may be a stupid question because I haven't had a chance to actually play the game myself since the 2014 release. I'm trying to advise someone who is playing for the first time, and they don't have a lot of patience to mess around with interface-related stuff. I don't currently have access to the game myself.

After testing out the new job priority system, all designations including new ones now have numbers on them indicating their current priority level. Is there a way to return the display to the original state where designations have no numbers?

Title: Re: DF2014 Question and Answer Thread
Post by: Box on May 11, 2015, 09:41:06 pm
I became a night creature in adventure mode and then noticed... there's a lot of life forms in pockets of buildings that are completely inaccessible.  Is this normal?  Is there a way to reach them?  If they're shut out from the world they probably don't do anything to pathfinding for framerate but if they're sapient they could be ruining my framerate anyway simply because crowds of humans, goblins, etc that are stuck in an area NEVER SHUT UP.

http://i.imgur.com/INlI6tX.png

Is there any way to get rid of these? To interpret the image, basically every crowd of life forms (the red spiderwebs in the image) is a group of living things that are sucking down my framerate whenever I try to take a step.
Title: Re: DF2014 Question and Answer Thread
Post by: Bumber on May 12, 2015, 01:27:32 am
I became a night creature in adventure mode and then noticed... there's a lot of life forms in pockets of buildings that are completely inaccessible.  Is this normal?  Is there a way to reach them?  If they're shut out from the world they probably don't do anything to pathfinding for framerate but if they're sapient they could be ruining my framerate anyway simply because crowds of humans, goblins, etc that are stuck in an area NEVER SHUT UP.

http://i.imgur.com/INlI6tX.png

Is there any way to get rid of these? To interpret the image, basically every crowd of life forms (the red spiderwebs in the image) is a group of living things that are sucking down my framerate whenever I try to take a step.
Are they really inaccessible? I see some doors that you haven't opened. Are there doors below the screenshot? Do they have roofs over their heads or are they trapped in an alley of some kind?

If you have DFHack/LNP use the reveal function for a better look.
Title: Re: DF2014 Question and Answer Thread
Post by: Box on May 12, 2015, 07:52:21 am
Pretty much.  Sometimes they're animals, sometimes they're humans.

http://i.imgur.com/wnAvN3d.png  The animals seem to have open rooftops but humans are surrounded on all sides and can't be reached.
Title: Re: DF2014 Question and Answer Thread
Post by: satan on May 13, 2015, 03:38:40 am
A while ago, I caught a dragon in a cage trap. He managed to set the cage on fire before being captured by it. I extinguished the fire with buckets, but now the dwarves are ignoring the cage. They aren't bringing it to the stockpile, the game doesn't give me the option to build it anywhere and when I tell my dwarves to pasture the dragon or deconstruct the trap my orders are ignored. Is my game glitching out? How do I fix this?
Title: Re: DF2014 Question and Answer Thread
Post by: Loci on May 13, 2015, 02:08:41 pm
A while ago, I caught a dragon in a cage trap. He managed to set the cage on fire before being captured by it. I extinguished the fire with buckets, but now the dwarves are ignoring the cage. They aren't bringing it to the stockpile, the game doesn't give me the option to build it anywhere and when I tell my dwarves to pasture the dragon or deconstruct the trap my orders are ignored. Is my game glitching out? How do I fix this?

Re-enable temperature calculations so the tile containing the cage can cool to a survivable temperature.
Title: Re: DF2014 Question and Answer Thread
Post by: satan on May 13, 2015, 04:03:29 pm
A while ago, I caught a dragon in a cage trap. He managed to set the cage on fire before being captured by it. I extinguished the fire with buckets, but now the dwarves are ignoring the cage. They aren't bringing it to the stockpile, the game doesn't give me the option to build it anywhere and when I tell my dwarves to pasture the dragon or deconstruct the trap my orders are ignored. Is my game glitching out? How do I fix this?

Re-enable temperature calculations so the tile containing the cage can cool to a survivable temperature.

how do I re-enable temperature?
Title: Re: DF2014 Question and Answer Thread
Post by: BlackFlyme on May 13, 2015, 05:35:42 pm
Should be in the init file.
Title: Re: DF2014 Question and Answer Thread
Post by: Putnam on May 14, 2015, 01:45:12 am
(DF root)/data/init.txt, that is
Title: Re: DF2014 Question and Answer Thread
Post by: Zem on May 14, 2015, 10:20:02 am
Hi,
I have a bit of a problem with negative thoughts. I'm still kind of new to the game.

I've read a lot about the topic, but never found an answer to my question.

My Peons, who do the hauling in my fortress are getting more and more stressed from beeing horrified while dragging limbs of goblins to the atom smasher.
I've read somewhere that they will eventually get used to those tasks. So far none of my peons is showing signs of "hardening"
My soldiers on the other hand are all "not caring for anything anymore".

So my questions are the following:
Do dorfs get "hardened" by haulig corpses and corpse parts?
What events cause the dwarfs to get the "doesent care about anything anymore" or "is a hardened individual" traits?

Title: Re: DF2014 Question and Answer Thread
Post by: Curious Key on May 14, 2015, 10:25:32 am
Just noticed that in the latest version I haven't had a single baby snatcher in ten years. Do they still exist and are incredibly rare, or am I just insanely lucky? (lucky in this case because I actually want children in my forts, they get to be nobles if they survive to adulthood)
Title: Re: DF2014 Question and Answer Thread
Post by: NJW2000 on May 14, 2015, 01:28:56 pm
Horrifying a dwarf will get it used to tradgedy slower with corpses, then deaths, then them actually killing, I think.

I also think it goes
Least horrifying > animal > sentient e.g. troglodyte> evil civilised> civilised> dwarven/civ > friend > child/spouse/parent or something like that. SO kill people with families.
Title: Re: DF2014 Question and Answer Thread
Post by: Arx on May 14, 2015, 02:07:21 pm
Just noticed that in the latest version I haven't had a single baby snatcher in ten years. Do they still exist and are incredibly rare, or am I just insanely lucky? (lucky in this case because I actually want children in my forts, they get to be nobles if they survive to adulthood)

They do technically exist, but they have the same problem as invasions - i.e. they have to travel, and there aren't necessarily very many available goblins, and you may not be the softest available target.
Title: Re: DF2014 Question and Answer Thread
Post by: Curious Key on May 14, 2015, 02:53:25 pm
Just noticed that in the latest version I haven't had a single baby snatcher in ten years. Do they still exist and are incredibly rare, or am I just insanely lucky? (lucky in this case because I actually want children in my forts, they get to be nobles if they survive to adulthood)

They do technically exist, but they have the same problem as invasions - i.e. they have to travel, and there aren't necessarily very many available goblins, and you may not be the softest available target.

So there's potentially a vast herd of goblin snatchers on a slow pilgrimage to my fortress? :P I can just imagine them being sent to snatch the son of the king... And they turn up, to see him with a graying beard, and one raised eyebrow.
Title: Re: DF2014 Question and Answer Thread
Post by: Putnam on May 14, 2015, 03:07:05 pm
No, armies are actually ridiculously fast. I did a test to see if they would move more slowly if you were to slow down the world ticks; the answer is that they will take more time to start their journey, but they still move fast enough that it takes less than an in-game month to go across a large world.
Title: Re: DF2014 Question and Answer Thread
Post by: Curious Key on May 14, 2015, 03:30:04 pm
No, armies are actually ridiculously fast. I did a test to see if they would move more slowly if you were to slow down the world ticks; the answer is that they will take more time to start their journey, but they still move fast enough that it takes less than an in-game month to go across a large world.

That just gave me an image of a horde of goblins drinking gallons of Red Bull and Irn Bru before racing across the world on a massive sugar high. Thank you. :P
Title: Re: DF2014 Question and Answer Thread
Post by: NJW2000 on May 14, 2015, 04:02:04 pm
Seeing as this thread is so active, I now have a large pile of human corpses from a goblin army. This is fine and need not be explained, but how do I stop dwarves who are reloading traps from getting horrified by all the corpses (there are like 30)?

Also, out of sheer avarice, as there were no good weapons, can I get those lovely goblin clothes without horrifying the new owners? They're forbidden, and I can unforbid them, but there were only like 7 dead, spread out last time I tried, not 30 in a pile...
Title: Re: DF2014 Question and Answer Thread
Post by: Putnam on May 14, 2015, 04:15:50 pm
Destroy the corpses.
Title: Re: DF2014 Question and Answer Thread
Post by: NJW2000 on May 14, 2015, 04:19:16 pm
Without destroying the clothes? How?

Also, will my dwarves get upset if they end up looting skeletons? I can probably wait that long ofr goblinite goodies.
Title: Re: DF2014 Question and Answer Thread
Post by: Putnam on May 14, 2015, 04:22:17 pm
Corpses do not carry clothes with them. Corpses are not containers, and units are stripped of any items they have on them when they die.
Title: Re: DF2014 Question and Answer Thread
Post by: NJW2000 on May 14, 2015, 04:54:49 pm
Naturally. However, the clothes lie *on* the corpse, is there any way to remedy this without freaking my haulers out?
Title: Re: DF2014 Question and Answer Thread
Post by: Arx on May 14, 2015, 04:56:12 pm
Not without dfhack, I don't think. With dfhack, autodump provides a number of options.
Title: Re: DF2014 Question and Answer Thread
Post by: Albedo on May 14, 2015, 06:07:41 pm
Without destroying the clothes? How?

Also, will my dwarves get upset if they end up looting skeletons? I can probably wait that long ofr goblinite goodies.
Yeah, they might well have bad thoughts from the dead.

Also, a one hauling trip for each glove and shoe and loincloth, it's often not worth it. You can {f}orbid the items that are truly worthless, and/or select which items to take and just {d}ump them, then reclaim from that dumpsite.
Title: Re: DF2014 Question and Answer Thread
Post by: Deon on May 14, 2015, 08:40:02 pm
I feel like it's easier to make a small burrow on the battlefield and force a few haulers you don't care about to carry the corpses out, and only then unforbid items. This way less dwarves will see corpses than if they would take items from corpse one by one.
Title: Re: DF2014 Question and Answer Thread
Post by: Albedo on May 14, 2015, 08:46:50 pm
Quick interface question -

What's the key-command to actually see the detail of what a unit is wearing/holding, and/or how wounded each part of them is currently?  Like to see what exactly how a combat is going re specific wounds, or what type of axe your woodcutter is dragging around, or what type of bolts your marksdwarf last picked up, what that thief is trying to steal - ?

tia
Title: Re: DF2014 Question and Answer Thread
Post by: Putnam on May 14, 2015, 08:53:54 pm
v

v->w for wounds

v->i for inventory
Title: Re: DF2014 Question and Answer Thread
Post by: Albedo on May 14, 2015, 08:55:26 pm
Ah, sneaky sub-menus - coolio, THX!
Title: Re: DF2014 Question and Answer Thread
Post by: NJW2000 on May 15, 2015, 12:18:28 pm
So just to confirm, dwarves are horrified by skeletons?

Might have to shift that huge pile of bodies...
Title: Re: DF2014 Question and Answer Thread
Post by: jturnera on May 15, 2015, 01:11:26 pm
Dwarfs are horrified by skeletons too unfortunately. This is how I deal with goblin sieges: I have 6 total military squads, each eight dwarfs strong. Two swordsdwarf squads, and one squad each of marksdwarfs, hammerdwarfs, axedwarfs, and speardwarfs. I generally have these squads on a roughly two-month rotation, so four of them are always training and two are always resting/doing civilian labors. After the goblin siege arrives, I send 3 of my most freshly trained squads to dispatch the invaders, then after the filth has been taken care of, I set all but one of my squads to inactive and change their hauling labors to exclusively refuse hauling, while simultaneously disabling refuse hauling for my civilians. In this way, only the military dwarfs have to see the corpses and carry them off to my secluded stockpile, and since they are all soulless battle-hardened killing machines, they don't get any negative or "horrified" thoughts from doing this. After the corpses are safely removed from the area, I set my squads back to training as normal and reclaim all of the goblinite for my soft-tempered civilian dwarfs to retrieve.

As for storing of corpses: I have my corpse refuse stockpile in a corner that no civilians really ever have any need to travel to. Once I figure out how to get to magma, I will make a magma chute and dump them away forever. If a civilian dwarf stumbles upon your pile of bodies, he's likely to drop quickly to "stressed" as seeing all of these dead bodies unfortunately provides the same negative thought as if he had watched them die in front of him. This is something I didn't figure out until after a few goblin sieges and I'm struggling to keep everyone happy now. My butcher, who makes regular trips to my mass grave, is on the verge of going insane.
Title: Re: DF2014 Question and Answer Thread
Post by: Albedo on May 15, 2015, 01:42:19 pm
My butcher, who makes regular trips to my mass grave, is on the verge of going insane.
I wonder if it'd be worth it to take a semi-seasoned dwarf, perhaps one who is too crippled to fight but not to work, and "retire" them to a Butcher's life?

Alternate would be to give them a life of training recruits and increasing their Teacher/Leadership skill (whichever?) for that purpose - which, admittedly, is equally attractive (if not more?).
Title: Re: DF2014 Question and Answer Thread
Post by: Amperzand on May 15, 2015, 09:47:56 pm
So, I recently obtained a very old Mac computer, {G4 with a PowerPC chip, it's freakin' ancient} and logically assumed that DF, having started existing around that time anyway, would be able to run on it. However, when I try to launch it the usual way {Open the executable labeled "df" with the Terminal}, it says it "Can't run a binary file" and fails. Any thoughts?
Title: Re: DF2014 Question and Answer Thread
Post by: BlackFlyme on May 15, 2015, 09:59:08 pm
Did you download the windows version, and not the mac version by accident?

That's about all I can suggest. Don't know much about macs.
Title: Re: DF2014 Question and Answer Thread
Post by: Amperzand on May 16, 2015, 12:33:24 am
The way the Mac version apparently works is that there's the Windows .exe file, and then another file with no .something tag labeled "df", which somehow allows OSX to run the executable.
Title: Re: DF2014 Question and Answer Thread
Post by: Arx on May 16, 2015, 08:31:17 am
I believe your problem is that DF2014 requires an Intel chip on Mac. I think.
Title: Re: DF2014 Question and Answer Thread
Post by: Putnam on May 16, 2015, 10:29:48 am
x86, but yeah, IIRC PowerPC support was dropped a long time ago (like, maybe 40d# long time ago, if it ever existed at all)
Title: Re: DF2014 Question and Answer Thread
Post by: Detros on May 16, 2015, 02:34:19 pm
So, I recently obtained a very old Mac computer, {G4 with a PowerPC chip, it's freakin' ancient} and logically assumed that DF, having started existing around that time anyway, would be able to run on it. However, when I try to launch it the usual way {Open the executable labeled "df" with the Terminal}, it says it "Can't run a binary file" and fails. Any thoughts?
x86, but yeah, IIRC PowerPC support was dropped a long time ago (like, maybe 40d# long time ago, if it ever existed at all)
In short, if you are trying to use old computer you should use old version of DF from that times and only if that works, try the newer ones, I guess.
Title: Re: DF2014 Question and Answer Thread
Post by: Amperzand on May 16, 2015, 04:09:44 pm
Alright, that's what I figured I'd have to try, thanks for the help.
Title: Re: DF2014 Question and Answer Thread
Post by: smithist on May 16, 2015, 07:59:37 pm
It's probably gonna be somewhat unpleasant to play on anyway :/ My laptop is newer than that, though still quite old, and fps death comes so quickly.
Title: Re: DF2014 Question and Answer Thread
Post by: Amperzand on May 17, 2015, 02:43:32 pm
It does, yes, though I usually play adventure mode, actually. Still can't explore goblin pits or big cities, but hey.
Title: Re: DF2014 Question and Answer Thread
Post by: oasis789 on May 18, 2015, 12:05:11 am
Two related questions:

What is the minimum height of a refuse pit so that miasma does not come out of the top?

What is the minimum height of a magma refuse pit so that mist does not splash out of the top?
Title: Re: DF2014 Question and Answer Thread
Post by: jturnera on May 19, 2015, 12:27:17 am
What is the minimum height of a refuse pit so that miasma does not come out of the top?
I'm not sure, I searched for the answer to this for about 15 minutes and couldn't come up with anything better than one user suggesting that another make their refuse pit "7 deep from the deepest point that you´re planning on using it from, in case of necromancer or more likely, haunted/terrifying embarks." Although this doesn't specifically reference Miasma, I'm sure 7 would be fine and this will also help with necromancers. If you do end up digging this pit out and testing it, please post your results! We can update the Miasma wiki page with the information :)

Source: http://www.reddit.com/r/dwarffortress/comments/1armsy/whats_a_chute_and_how_do_i_make_one/

Edit: In my current fortress, a dwarf who fell down a mineshaft and started to rot is now producing miasma that has risen up seven z-levels. I'm not sure how much further it would go because that's as deep as the shaft goes, but it appears that seven is not sufficient.

What is the minimum height of a magma refuse pit so that mist does not splash out of the top?
According to the wiki (http://dwarffortresswiki.org/index.php/DF2014:Magma_mist): "Mass dumping a whole siege worth of corpses, body parts and assorted trash may generate magma mist clouds 3 z-levels high and wide. A single large corpse (e.g. a troll) is enough to cause a small magma mist cloud, potentially fatal if the magma's surface is just 1 z-level below the dumping point."
Title: Re: DF2014 Question and Answer Thread
Post by: Albedo on May 19, 2015, 04:24:18 am
Miasma moves across z-levels now? Used to be 1-deep was enough - things have changed every way I turn...

But diagonal still stops it, as does outdoors, so Indoors I try to make mine at least 2-deep, with a diagonal access on all levels. Not so much to avoid miasma, but to allow my butcher pod to toss waste down the dump-chute where it lands next to my Bone Crafters and practice-crossbow ammo shops.

-----------------------------------------------

Separate Q:

On embark I took a Dwarf with axe+dodge experience, and made him my Woodcutter, so he carries his trusty ≡ steel axe ≡ wherever he goes. Had an unexpected guest and he was nearby, so activated him as an Axedwarf and sent him in - and was rather annoyed to see him wrestling the target into submission, the axe laying patiently on the ground behind him.

Once the victim was bored to death, I de-activated him, and, his hands now not busy strangling interlopers, he picked up his axe and went about his business.

What went wrong? Did I bump the axe out of his hands during the creation of the squad somehow? Is this un/avoidable?

-------------------

Another quick Q:

Used to be a drinking water cistern needed to be built entirely of constructed material and/or smoothed stone sides, or the water would not be pleasing to dwarves - I checked the wiki (several diff pages - cistern, well, well guide, some others) and none mentioned this. Has this requirement been done away with, or...?
Title: Re: DF2014 Question and Answer Thread
Post by: cdombroski on May 19, 2015, 06:38:48 am

Separate Q:

On embark I took a Dwarf with axe+dodge experience, and made him my Woodcutter, so he carries his trusty ≡ steel axe ≡ wherever he goes. Had an unexpected guest and he was nearby, so activated him as an Axedwarf and sent him in - and was rather annoyed to see him wrestling the target into submission, the axe laying patiently on the ground behind him.

Once the victim was bored to death, I de-activated him, and, his hands now not busy strangling interlopers, he picked up his axe and went about his business.

What went wrong? Did I bump the axe out of his hands during the creation of the squad somehow? Is this un/avoidable?


Woodcutters (and hunters and miners) have their own hidden uniform that conflicts with any assigned uniforms. This means that if you activate a woodcutter into the military they will drop their axe and go look for another one to use to kill things with. Or as in your case, they'll try to wrestle the hostile that's near them.
Title: Re: DF2014 Question and Answer Thread
Post by: Albedo on May 19, 2015, 01:31:42 pm
<sigh> - thanks. Well, one more strategy down in flames.

I should start my own thread just for all the changes since whatever version I last played and knew. It's almost harder to learn this one, so many outdated SOP's that interfere where a fresh start would simply double-check.


Any idea about the well-water? (I did check on that, just double-checking...)
Title: Re: DF2014 Question and Answer Thread
Post by: oasis789 on May 19, 2015, 10:50:37 pm
Edit: In my current fortress, a dwarf who fell down a mineshaft and started to rot is now producing miasma that has risen up seven z-levels. I'm not sure how much further it would go because that's as deep as the shaft goes, but it appears that seven is not sufficient.

Thanks for your data point. >7 z-levels, how annoying.
Title: Re: DF2014 Question and Answer Thread
Post by: NJW2000 on May 25, 2015, 01:42:14 pm
I have around 4000 prepared meals of mostly excellent or better quality, with 9000 in food stocks and 2500 in drink within this. Thus 4000/6500 or 8/13 of my food is prepared meals, generally roasts, as I have many ingredients, stored right next to the tables.

Many of these ingredients are varied, as I have just bought out a caravan.

When I use [t] to spy on my dwarves, however, the last half-dozen dwarves have ALL been eating meat, fish or berries alone, not meals. I have yet to check if this is due to preferences, but it still seems unlikely, and bad thoughts come from too much raw food. Any suggestions - anyone encountered this bug?
Title: Re: DF2014 Question and Answer Thread
Post by: Putnam on May 25, 2015, 01:58:22 pm
I highly doubt it's a bug, more likely a coincidence.
Title: Re: DF2014 Question and Answer Thread
Post by: NJW2000 on May 25, 2015, 02:32:03 pm
I think you might be right... Just saw a dwarf eat a roast. Still, weird.
Title: Re: DF2014 Question and Answer Thread
Post by: rwhite on May 25, 2015, 02:46:27 pm
Why are my Marksdwarves choosing to use melee? A squad, all fully armed with crossbows and ammo, keeps deciding that the best way to take down a web-slinging forgotten beast is to run straight at it. I've tried stationing them some distance away, putting them in a burrow, and restricting an area, but once they see that mangled fur of the giant three-horned opossum they can't help but give it a hug. Is there at least some way to trick them into behaving?
Title: Re: DF2014 Question and Answer Thread
Post by: Amperzand on May 25, 2015, 11:11:59 pm
What, exactly, governs werebeast infection? Bite attacks have some unreliability involved.
Title: Re: DF2014 Question and Answer Thread
Post by: Putnam on May 25, 2015, 11:12:39 pm
Bite attacks.

Syndromes are weird.
Title: Re: DF2014 Question and Answer Thread
Post by: LegCheeseMaker on May 26, 2015, 12:35:43 am
What, exactly, governs werebeast infection? Bite attacks have some unreliability involved.

The bite attack actually has to break skin in order to pass on the curse. If the bite just bruises the dorf, they're fine. Tears and rips, on the other hand, means you should expect Fun.
Title: Re: DF2014 Question and Answer Thread
Post by: LegCheeseMaker on May 26, 2015, 01:23:03 am
Many of these ingredients are varied...

My understanding is that unless the meal actually includes a preferred ingredient, the dwarf will get the same satisfaction from a masterpiece roast as a plain plump helmet. Since most dwarves have culinary preferences I can't match (e.g. Giant buzzards), I see cooks more as money makers than anything else.
Title: Re: DF2014 Question and Answer Thread
Post by: Arx on May 26, 2015, 03:14:30 am
Why are my Marksdwarves choosing to use melee? A squad, all fully armed with crossbows and ammo, keeps deciding that the best way to take down a web-slinging forgotten beast is to run straight at it. I've tried stationing them some distance away, putting them in a burrow, and restricting an area, but once they see that mangled fur of the giant three-horned opossum they can't help but give it a hug. Is there at least some way to trick them into behaving?

Make sure they have combat ammo, and haven't filled their quivers with training ammo too much to add combat ammo. If they have the right ammo, you might be able to fix it by blocking their walking access to the FB.
Title: Re: DF2014 Question and Answer Thread
Post by: pisskop on May 26, 2015, 01:31:01 pm
Is the name 'Kogan' unisex?

Spoiler (click to show/hide)

Because this King of mine has a mommy and daddy whose names are both Kogan.
Title: Re: DF2014 Question and Answer Thread
Post by: NJW2000 on May 26, 2015, 03:03:11 pm
I have an adventurer with High Strength and Agility and Toughness, an archer, and I carry 2 full waterskins, a copper bow, a quiver, though with no arrows, about 4 units of food (meat or berries), and my armour weighs a total of 23+22+9+3+3+2+2+25=89 urists. I seem to recall wearing full iron plate and mail on a superior agility and strength character, so was I experiencing godhood then? Or is there something odd going on?

Oh, wait, it was the iron greaves. Should I get chainmail leggings? Or will I just have to go "unprotected"?
Title: Re: DF2014 Question and Answer Thread
Post by: Putnam on May 26, 2015, 05:26:12 pm
Is the name 'Kogan' unisex?

Spoiler (click to show/hide)

Because this King of mine has a mommy and daddy whose names are both Kogan.

All names are unisex.

I have an adventurer with High Strength and Agility and Toughness, an archer, and I carry 2 full waterskins, a copper bow, a quiver, though with no arrows, about 4 units of food (meat or berries), and my armour weighs a total of 23+22+9+3+3+2+2+25=89 urists. I seem to recall wearing full iron plate and mail on a superior agility and strength character, so was I experiencing godhood then? Or is there something odd going on?

Oh, wait, it was the iron greaves. Should I get chainmail leggings? Or will I just have to go "unprotected"?

What exactly are you asking?
Title: Re: DF2014 Question and Answer Thread
Post by: NJW2000 on May 26, 2015, 05:29:51 pm
Basically, any tips on carrying large amounts of stuff? I'm just not used to having to think about weight problems... I can't walk at 1.000 any more, is this just due to playing as peasant not demigod?
Title: Re: DF2014 Question and Answer Thread
Post by: Putnam on May 26, 2015, 05:39:22 pm
Get stronger, but not too strong. Thankfully, you can't actually get too strong without raising the STRENGTH PHYS_ATT_CAP_PERC.
Title: Re: DF2014 Question and Answer Thread
Post by: NJW2000 on May 26, 2015, 05:43:07 pm
Unfortunately, typing "hit the gym" into the dialogue menu does nothing... how do I get stronger? I've found that weight isn't much of a problem when you get better range, but still, any tips?
Title: Re: DF2014 Question and Answer Thread
Post by: Putnam on May 26, 2015, 06:23:35 pm
Find an echidna, armadillo or similar creature and smack it in the upper body repeatedly with your fists.
Title: Re: DF2014 Question and Answer Thread
Post by: Albedo on May 26, 2015, 11:45:02 pm
Go to the wiki, and find out which Labors pump which Skills with the Attribute(s) you want to boost. I'm guessing things like Miner and Pump Operator might(?) be helpful, but you should make sure. Set a dwarf to that task, make them "Legendary" in that, then move on to the next. Should do the trick.
Title: Re: DF2014 Question and Answer Thread
Post by: Putnam on May 26, 2015, 11:46:46 pm
We're talking adv mode.
Title: Re: DF2014 Question and Answer Thread
Post by: Amperzand on May 27, 2015, 03:58:33 am
Punch stuff while swimming and throwing rocks. You could also find a vampire and infect yourself, instantly doubling your physical stats.
Title: Re: DF2014 Question and Answer Thread
Post by: CometStrike on May 27, 2015, 07:04:43 am
Hi,
I´ve been playing again for the first time in quite a while and now have an issue I´m not sure how to deal with.
One of my dwarves seems to have had a strange mood and one of his demands was not available. Unfortunately - with all the cancelation spam I had going on - I missed that and so he went insane (Berserk to be exact). upon going berserk I managed to lock him into the room (unfortunately there are not only my forges but also my entire metal bar stockpile in there - maybe i should rethink that for my next fortress). While I do have a military, I'd rather not kill him in the middle of the fortress.
So, I´ve a few questions on how to solve this:
- will the dwarf be captured by cage traps? I've seen people answering this with yes, but since these answers referred to v40d I´m not sure this is still true (I`m running the newest version of DF)
- if he can be captured in a cage, will he still die of thrist/starvation?
- assuming I keep him locked in, how long does it take for him to starve to death?
- if I do have to use the military to resolve the situation, what measures should I take to prevent unhappy thoughts from the rest of the population as good as possible?


Also, on a completely different topic:
It used to be possible to have an indoor tree farm by just mining out a space in the soil layer and breaching the caverns. Is this still possible now that trees are larger than 1 tile or do I need to create a cave with several z-layers height and a soil floor in order for this to work?
Title: Re: DF2014 Question and Answer Thread
Post by: Arx on May 27, 2015, 08:03:48 am
I think berserkers can be cage trapped, yes, and if trapped I don't think they'll be fed (dwarves hardly ever seem to remember to feed prisoners, anyway). It takes quite a long time for a dwarf to starve or dehydrate, possibly about a season. If you end up telling your military to kill him to death, just make sure there are no civilians nearby and ideally take the corpse out a back door so as few dwarves see it as possible.

As for the tree farm, it just needs to be several z-levels high. Seven is a number I seem to recall seeing somewhere.
Title: Re: DF2014 Question and Answer Thread
Post by: Arx on May 27, 2015, 08:08:55 am
Sorry, dodgy mobile network.
Title: Re: DF2014 Question and Answer Thread
Post by: Rogue Yun on May 27, 2015, 12:12:48 pm
You can keep a dwarf alive indefinitely while he resides in a cage trap as long as you have dwarves with the feed and water labors enabled. Since I a have an elfish heart, this is my preferred method >.>

As for the tree farm in the upper soul you need to embark somewhere with at least deep soil but better very deep soil to have the minimum 3 z-levels. The more space you give the fungi-trees the more lumber you will get.
Title: Re: DF2014 Question and Answer Thread
Post by: CometStrike on May 27, 2015, 12:35:06 pm
I think berserkers can be cage trapped, yes, and if trapped I don't think they'll be fed (dwarves hardly ever seem to remember to feed prisoners, anyway).
Thanks for the quick help, I did succeed in trapping him. It took 3 tries (first time other dwarves went into the room before he was trapped and were attacked, second time I tried to lure him outside with a military dwarf while restricting the civilians to a burrow but he attacked and was killed quickly)

You can keep a dwarf alive indefinitely while he resides in a cage trap as long as you have dwarves with the feed and water labors enabled.
Is this also true for caged beserk dwarves? Will they eat while caged?
As for the tree farm in the upper soul you need to embark somewhere with at least deep soil but better very deep soil to have the minimum 3 z-levels. The more space you give the fungi-trees the more lumber you will get.
Ok, thanks for the hint. I don´t have much soil and would have to excavate a cave in the current embark anyway, but maybe I´ll go for a very deep farm since I wanted to try out irrigation anyway.
Title: Re: DF2014 Question and Answer Thread
Post by: Rogue Yun on May 27, 2015, 01:15:31 pm
You can keep a dwarf alive indefinitely while he resides in a cage trap as long as you have dwarves with the feed and water labors enabled.
Is this also true for caged beserk dwarves? Will they eat while caged?
Berserk dwarves have the added advantage that they can be caged. Yes, if i recall correctly, you can keep them alive in a cage indefinitely. Ones that go crazy in other ways are not likely to survive sadly, no one seems to feed them and they can't be caged :/
Title: Re: DF2014 Question and Answer Thread
Post by: CometStrike on May 27, 2015, 01:35:47 pm
Thats good to know, I´ll see if that works out.

Another question: I have the remains of a Giant lying in front of my fortress. Now my wood- and plant gathering dwarves are often horrified by the corpse (or whats left of it). I´ve changed the (o)rders to gather refuse from outside, but it is not picked up and brought elsewhere. How do I get rid of the remains?
Title: Re: DF2014 Question and Answer Thread
Post by: Rogue Yun on May 27, 2015, 01:49:53 pm
Funny this guy (http://www.bay12forums.com/smf/index.php?topic=150995.0) had a similar problem. There are disposal methods mentioned which you might want to look into, but I'd say you need to make sure your CUSTOM stockpile (p-t) has Corpses enabled and Refuse>Corpses + Body Parts enabled as well.

It should look something like this:

Spoiler (click to show/hide)

I seem to remember having a similar problem, so I also have my dwarves gather vermin remains as well >.>

Spoiler (click to show/hide)

Make sure that it is not forbidden.

Let us know if you still have the problem.

Good luck!
Title: Re: DF2014 Question and Answer Thread
Post by: CometStrike on May 27, 2015, 02:33:55 pm
I don´t know which part helped, but they now got rid of the stuff. I didn´t have a stockpile like the one you advised, but I had all of the points toggeld on different stockpiled that already existed.
Now I made a new one with corpses+body parts+refuse(remains), changed the vermin order and dedicated a few dwarves to refuse hauling only. It took a while, but then they started hauling some corpses lying on the surface, including the giant.
Title: Re: DF2014 Question and Answer Thread
Post by: NJW2000 on May 27, 2015, 04:14:57 pm
Okaay, so I'm in the city catacombs in adventure mode and outnumber 3:1 an unarmoured but armed "boss" in adventure mode. He is non-hostile, can be persuaded to tell me, as other NPCs have done, that there is a criminal organisation beneath the town we are in. He also seems to keep saying "goodbye" to me.

Last adventure I killed a specially named companion who had killed a vamp, an ettin, and a bandit leader after a fracas in some tunnels where I got the wrong group. I want to advoid being branded a killer this time, so do I attack him?

Or do I keep looking?
Title: Re: DF2014 Question and Answer Thread
Post by: Putnam on May 27, 2015, 04:19:48 pm
You'll be branded a killer if you kill a dragon. It's a purely descriptive thing, not calling you evil for it or anything.
Title: Re: DF2014 Question and Answer Thread
Post by: NJW2000 on May 27, 2015, 04:20:55 pm
Sorry, misspoke,  how do I not get branded a murderer?

As in, can I attack him without peeps spitting in my face? And get the glory fer beating the criminal organisation?

Or would it be better to just walk away?
Title: Re: DF2014 Question and Answer Thread
Post by: Amperzand on May 27, 2015, 08:53:13 pm
I should very much like my totally inactive farmers to actually harvest crops. I have a mostly-empty food stockpile, about four-six farmers with the correct labors enabled, and they just sit around doing nothing, occasionally planting a few more seeds in the partially-planted field.
Title: Re: DF2014 Question and Answer Thread
Post by: KingKaol on May 28, 2015, 12:49:30 am
I should very much like my totally inactive farmers to actually harvest crops. I have a mostly-empty food stockpile, about four-six farmers with the correct labors enabled, and they just sit around doing nothing, occasionally planting a few more seeds in the partially-planted field.

That's weird, you have 'plants' enabled in the food stockpile? Most anyone should be able to harvest crops, I don't think it's a farm related labour, just a hauling job.
Title: Re: DF2014 Question and Answer Thread
Post by: Amperzand on May 28, 2015, 01:24:45 am
Yep. I also have "Dwarves all harvest" turned on, and my farmers all have the right hauling labors enabled.
Title: Re: DF2014 Question and Answer Thread
Post by: NJW2000 on May 28, 2015, 04:04:19 am
Yet another question guys: since I started smelting Gold crafts, trading gems has been a waste of time, and I'm tryin to get my dwarves to put some on finished goods. They will cut gems, but not encrust them, what am I doing wrong here? The labour just NEVER GETS STARTED.
Title: Re: DF2014 Question and Answer Thread
Post by: Arx on May 28, 2015, 06:03:59 am
Make sure you have a dwarf with gem setting as a labour. It's different to the cutting labour.
Title: Re: DF2014 Question and Answer Thread
Post by: NJW2000 on May 28, 2015, 06:08:24 am
All 4 jewellers have gem setting on.
Title: Re: DF2014 Question and Answer Thread
Post by: NJW2000 on May 28, 2015, 12:03:29 pm
Okay, another adventure one: I was followed around by a gobbo swordsman and spearsman. No ambush, though. THe swrodsman ran at my approach, but the spearman has not. When I asked him why he was travelling, I got no option but to change the subject. Now, when I asks him how he is feeling, I get this:

(http://i.imgur.com/8zlaMYA.png?1)

Obviously intended for npcs, I surmise? With the gobbo not replying, I appear to be "alright". I reply to all my questions.

Any ideas/similar experiences? not a problem as such, I just want to know what's going on.

Oh, and he is wearing nothing, but is covered in water. He also holds nothing. Yet he is a SPEARMAN? Oh Armok... And he's named...

(http://i.imgur.com/EPz1dwA.png?1)

This translates to:Nako Towerwraith Harvestbow Quandary, or maybe Nako Towerwraith the Harvested Bow of Quandaries
Title: Re: DF2014 Question and Answer Thread
Post by: Loci on May 28, 2015, 01:18:58 pm
I should very much like my totally inactive farmers to actually harvest crops. I have a mostly-empty food stockpile, about four-six farmers with the correct labors enabled, and they just sit around doing nothing, occasionally planting a few more seeds in the partially-planted field.

Do you have crops withering in the fields? If not, there aren't enough plants to require your farmers to harvest. If you disable "all dwarves harvest" then only your farmers will take the job, if that's what you want.

As for "partially-planted" fields, you should check that all tiles in a field share the same biome and characteristics (e.g. above ground). Farmers will only plant a field up to the first tile which is unable to support the crop; all subsequent tiles are ignored. 


They will cut gems, but not encrust them, what am I doing wrong here? The labour just NEVER GETS STARTED.

If you set a workshop profile to require a certain level of skill, and none of your jewelers have that level of skill in *gem setting* then there is no dwarf capable of taking the job. Remove the workshop profile restrictions to get the work started.
Title: Re: DF2014 Question and Answer Thread
Post by: NJW2000 on May 28, 2015, 01:50:32 pm
Ah, of course, I've been going for dem gem crafts and large gems. Thanks!!!!!

Knew about this mechanic of course - just forgotten. Note to self - you moron.
Title: Re: DF2014 Question and Answer Thread
Post by: Amperzand on May 28, 2015, 04:22:42 pm
I do indeed have plants withered. A good fifteen tiles of plump helmets were wasted just now, actually. I didn't know about the biome thing, but that doesn't seem to be a major problem, they do plant if I leave them to it.

It's also worth noting that this problem has appeared in every fort I've played so far.
Title: Re: DF2014 Question and Answer Thread
Post by: heritage727 on May 28, 2015, 07:56:21 pm
I do indeed have plants withered. A good fifteen tiles of plump helmets were wasted just now, actually. I didn't know about the biome thing, but that doesn't seem to be a major problem, they do plant if I leave them to it.

It's also worth noting that this problem has appeared in every fort I've played so far.

Do you have stockpile space available? If your food stockpiles are full (or set not to accept plants), crops won't be harvested.
Title: Re: DF2014 Question and Answer Thread
Post by: Amperzand on May 28, 2015, 10:39:38 pm
My main food stockpile, a few tiles from the farms, has everything enabled.
Title: Re: DF2014 Question and Answer Thread
Post by: DragonDePlatino on May 29, 2015, 12:16:15 am
Do magma-safe gems exist? If so, which ones? Are any gems not fire-safe?
Title: Re: DF2014 Question and Answer Thread
Post by: Amperzand on May 29, 2015, 12:32:20 am
...I just caught my dedicated brewer harvesting crops. He has nothing but lever pulling and brewing enabled, and he has a ton of other crap to do, and he, instead of my five specialized farmers decides to harvest? What the hell?
Title: Re: DF2014 Question and Answer Thread
Post by: Arx on May 29, 2015, 03:00:16 am
'o'rders -> farmers only harvest.
Title: Re: DF2014 Question and Answer Thread
Post by: Wimopy on May 29, 2015, 03:08:59 am
Do magma-safe gems exist? If so, which ones? Are any gems not fire-safe?

No magma-safe gems exist, according to the wiki. (http://dwarffortresswiki.org/index.php/DF2014:Magma-safe) Also, it seems all gems are fire-safe, but it's safest to check the wiki if you're not sure.
You might want to consider glass as a replacement though. It's fully magma- and fire-safe.

-Ninja'd for the harvest reply-

My main food stockpile, a few tiles from the farms, has everything enabled.

Is this still relevant?
Somehow, the fact that the brewer is harvesting when the farmers don't is strange. You say they can access the farmplot to plant...
Is the stockpile set to take from links only? (q)
Did the brewer take the harvest to the stockpile you wanted?

On another note
Is the farmplot planted partially from left to right, top to bottom or in a seemingly random way?
Title: Re: DF2014 Question and Answer Thread
Post by: Loci on May 29, 2015, 01:28:51 pm
I do indeed have plants withered. A good fifteen tiles of plump helmets were wasted just now, actually. I didn't know about the biome thing, but that doesn't seem to be a major problem, they do plant if I leave them to it.

It's also worth noting that this problem has appeared in every fort I've played so far.

FWIW, this problem has appeared in none of the forts I've ever played.

If you upload a save, someone will take a look at it.
Title: Re: DF2014 Question and Answer Thread
Post by: CometStrike on May 29, 2015, 01:47:39 pm
I´ve never played around much with wall or tower constructions, so I´m wondering how to most effectively build walls several stories high. I know that the last building designation is the one that is done first. Suppose I had build a linear wall and a stair at one end leading to the floor on the level above. How do i have to proceed to make my dwarves build the next level without getting stuck or leaving holes?
Do I have to build the wall tile furthest away, wait for it to be finished, then assign the next one and so on?
Can I build them tile for tile all at once with assigning the one closest to the stair first and the tile on the end last (meaning does the "last designated, first build" principle just start the construction jobs in due order or does ot pick the dwarfs in a way as to allow those really to be finished one after the other)?
What happens if I build the whole top level with a single building command?
Title: Re: DF2014 Question and Answer Thread
Post by: NJW2000 on May 29, 2015, 01:53:04 pm
Building Looooong bridges as scaffold sorts all this out, I think. Top view:

XBridgeBridgeBridgeBridgeBridgeBridgeBridgeBridgeX
WALLWALLWALLWALLWALLWALLWALLWALLWALLWA

Scaffold first, then deconstruct. Side view:

X_____ :)___ :)___X
X_______________X
With  :) being stoneworkers building the wall behind those bits of scaffold.

Safe, quite cheap, less problems in the long run. A good player won't need to do this, and will just use the interface, but anyone who claims to be good at Dwarf Fortress is likely in for a nasty surprise.
Title: Re: DF2014 Question and Answer Thread
Post by: Albedo on May 29, 2015, 02:56:11 pm
. How do i have to proceed to make my dwarves build the next level without getting stuck or leaving holes?

There's also the priority designations, but I've not tested those out enough to comment with authority.

Quote
Do I have to build the wall tile furthest away, wait for it to be finished, then assign the next one and so on?

Well, you can't build a further one after you've built a closer one, that's a dealbreaker. So either you do that, or find a work-around for access. Outside scaffolds are one, interior floors another (so long as you build the "corners first"). Multiple stairs, one the middle of each wall, can let up to 8 workers hit the construction at once, 2 building each wall in toward the stairs while more workers build the stairs up to the next level(s). More stairs = even more workers for longer walls, with pairs of workers building in toward the middle stair location.

Quote
What happens if I build the whole top level with a single building command?

If you build a floor (or a permanent "skyway", a non-retracting "bridge" type floor), the game will take care of itself, since workers can only place where they have access, and floors don't block access.

The hardest is if you're going to build Fortifications around an outside corner - nothing to support that corner Fortification!  So you build a floor, then that fortification, then the Fortification diagonal to the floor to support that extreme corner Fort'n, then remove the floor.  This can be done first or last, but without that corner in place your defense has a diagonal weak spot to enemy archer fire.

+= roof flooring
t = temp floor
F - Fortification
< stair access (assumed somewhere, exact position doesn't matter)

Code: [Select]

++++F
++++     (top level roof, with supported Fortification next to corner location)
+<++

   t
++++F
++++     (w/ temporary floor in place)
+<++

   tF
++++F
++++     (corner Fortification in place)
+<++

    F
rrrrF
rrrr     (temporary floor removed, corner Fortification supported)
+<++

Repeat on every outside corner.
Title: Re: DF2014 Question and Answer Thread
Post by: Amperzand on May 29, 2015, 05:45:26 pm
Save's here; http://dffd.bay12games.com/file.php?id=10894

Thanks in advance to anyone who takes the time to figure this out.
Title: Re: DF2014 Question and Answer Thread
Post by: Loci on May 29, 2015, 08:02:27 pm
Save's here; http://dffd.bay12games.com/file.php?id=10894

You toggled "dwarves ignore food" in the standing orders menu. You also have wheelbarrows and bins assigned to your food stockpile. The bins are merely pointless (no food is stored in bins), but the wheelbarrows will limit the number of storage jobs to the number of barrows (set to 3). Switching back to "dwarves gather food" and removing the wheelbarrows caused your farmers (and 20 other idle dwarves) to haul food to your stockpile.
Title: Re: DF2014 Question and Answer Thread
Post by: Amperzand on May 29, 2015, 08:35:16 pm
How odd, I could swear I looked at that menu. Well, thank you kindly! Didn't know about the wheelbarrows, either.
Title: Re: DF2014 Question and Answer Thread
Post by: NJW2000 on May 30, 2015, 11:40:05 am
My warriors just killed a Titan firebreathing kangaroo. I am not very into butchery, so don't really understand much of it, but the roo corpse is undecayed and lying acessibly outside my fort. When I try to get my butcher to butcher a dead animal, I am told that a nearby butcherable item is needed. There is a partially empty animal stockpile right by the butcher's workshop. How do I get my hands on some roo burgers from where I am now?
Title: Re: DF2014 Question and Answer Thread
Post by: Inevitability on May 30, 2015, 12:19:58 pm
An animal stockpile is for cages, not for corpses.
For corpses you need a refuse stockpile.
You might also need to enable the dwarves gather refuse from outside option in the orders menu.
Title: Re: DF2014 Question and Answer Thread
Post by: NJW2000 on May 30, 2015, 12:52:29 pm
Will dumping get it near enough to be butcherable?
Title: Re: DF2014 Question and Answer Thread
Post by: Rogue Yun on May 30, 2015, 01:46:13 pm
I think you just need a refuse/corpse stockpile available. My dwarves seem to butcher animals they just hunted/killed or animals that have been hauled to a refuse stockpile. I don't remember ever seeing them butcher animals that are just lying around. You shouldn't have to order them to butcher anything, they should butcher things on their own if everything is set up right. This is what the wiki has to say on it.

Quote from: http://dwarffortresswiki.org/index.php/DF2014:Butcher
If the "Auto butcher" order is enabled, then any valid corpse located either in a stockpile or within 43 squares of a butcher's shop will be automatically queued for butchering. During this job, the butcher will pick up the corpse, haul it to the workshop, and then slowly process it into individual parts at a speed based on skill level and clutter (which can take a long time for particularly large creatures such as forgotten beasts). If a hunter successfully kills his target, he will haul the corpse and place it directly inside an appropriate butcher's shop, but unless your butcher happens to be idle at the moment, the corpse will likely be removed from the workshop and placed in a stockpile.
Title: Re: DF2014 Question and Answer Thread
Post by: NJW2000 on May 30, 2015, 02:46:02 pm
Great, thanks! This clears up everything!
Title: Re: DF2014 Question and Answer Thread
Post by: jhxmt on May 31, 2015, 06:13:12 am
Is there any (reliable) way to capture flying wild creatures for training purposes?  My current embark seems to have swarms of ravens everywhere, and I wouldn't mind having my own trained murder flying around.  :P  Capturing them seems unlikely, though.
Title: Re: DF2014 Question and Answer Thread
Post by: NJW2000 on May 31, 2015, 06:20:31 am
If they nick stuff, putting it on cage traps might work. Dumping items in 1 block high tunnels is also a good strategy, if you fill them with cage traps or have a fast raising bridge.
Title: Re: DF2014 Question and Answer Thread
Post by: jhxmt on May 31, 2015, 06:29:44 am
Unfortunately they seem to be the non-nicking kind of bird.  Oh well, possibly just trading for already-captured ones (if the humans/elves already have any) might be an easier way to go.
Title: Re: DF2014 Question and Answer Thread
Post by: NJW2000 on May 31, 2015, 06:45:29 am
Just wondering, guys, what kind of FPS do you usually run DF on? WHat is the cutoff point for playing?
Title: Re: DF2014 Question and Answer Thread
Post by: jhxmt on May 31, 2015, 07:18:45 am
My fortresses usually die of my own boredom and desire to try something new before the FPS really becomes an issue.  I did struggle on with a very low-FPS fort once (down to about 10-15 FPS for business-as-usual stuff), but that was purely because it was my first attempt playing around with livestock breeding when that became a thing.

Turns out several hundred critters all getting busy really knocks your FPS down a notch.  :P

Unrelated: is is expected behaviour that two dwarves can simultaneously make ash and make charcoal at the same wood furnace?  I thought they (and all workshops) were exclusive used by one dwarf at a time?  I mean, I'm not complaining - parallel processing and all that - but struck me as odd.
Title: Re: DF2014 Question and Answer Thread
Post by: Rogue Yun on May 31, 2015, 07:35:50 am
Is there any (reliable) way to capture flying wild creatures for training purposes?  My current embark seems to have swarms of ravens everywhere, and I wouldn't mind having my own trained murder flying around.  :P  Capturing them seems unlikely, though.
I tend to catch birds at random in normal cage traps. Just put a lot of them outside and you should be able to catch a few.

Just wondering, guys, what kind of FPS do you usually run DF on? WHat is the cutoff point for playing?
My forts usually suffer FPS death when it drops below 4-6. I set my default FPS between 40-80, it depends on how patient I'm feeling at the time and it allows for my slow thinking. I've seen people play the game at 200-400 FPS, and I've even heard of people that keep playing at 4 FPS. Here is my take on it.

Setting the game slower allows you to micro manage more things within a shorter space of game time and trains your patience for the inevitable FPS drop. Setting the FPS higher allows you to do more in a shorter space of real time but can leave you vulnerable in the game (It's easier to make mistakes). I have respect for both.

Unrelated: is is expected behaviour that two dwarves can simultaneously make ash and make charcoal at the same wood furnace?  I thought they (and all workshops) were exclusive used by one dwarf at a time?  I mean, I'm not complaining - parallel processing and all that - but struck me as odd.

Sounds like a bug to me.
Title: Re: DF2014 Question and Answer Thread
Post by: NJW2000 on May 31, 2015, 08:54:17 am
Will my FPS rise again when my populace is not so busy running round the caverns? And will slaughtering animals and prisoners more animals help?
Title: Re: DF2014 Question and Answer Thread
Post by: Rogue Yun on May 31, 2015, 10:30:22 am
FPS is pretty intense stuff. I know I did a ton of reading on it when I was playing on my older and slower computer. The general KISS rule of thumb applies. Sealing off the caverns/outside/unused areas and destroying/forbidding/properly organizing items can do wonders for FPS. The goal is to clean up pathfinding as much as possible. Making point "A" a direct path to point "B" and try to limit alternate routes, columns, paths, exits, etc. From what I understand, it would be fine if every tile were passable, where every tile was an up/down stair, but that is generally not the case with fort design.

The best way I know of to deal with low FPS is to kill off a large portion of your population to prevent them from running worthless pathfinding calculations. Pasturing pets, livestock, and burrowing helpless cheesemakers under an atom smasher is a quick fix, but you can do some other more tedious things. I'm tempted to create a thread all about low fps fort designs and see what people come up with. I'm sure there are some ingenious designs out there that are beyond my comprehension.

Also.. avoid playing with liquids as much as possible >.>. *Sigh*

FPS is always a sad topic for me as it is like reading a list of things you "can't do" when dwarf fortress is all about removing limitations. My biggest recommendation is don't let FPS govern what you can and can't do. Just do stuff and try to be as patient as possible when the FPS begins to drop. It can be frustrating at times... but so can moody dwarves... the end products are worth it.

If FPS is still an issue, you can try the Modest Accelerated Mod (http://www.bay12forums.com/smf/index.php?topic=148265.0). I switch between using it and vanilla.
Title: Re: DF2014 Question and Answer Thread
Post by: CometStrike on May 31, 2015, 01:25:37 pm
I've a question about my military.
I´ve designed a custom Uniform which includes various pieces of my newly produced, shiny steel armor, a wooden shield and an axe.
I´ve created a squad a while ago to start training and during the production process I´ve assigned the uniform to this squad. Now my problem is that they ignore the newly produced armor and do not don it. I´ve tried reassigning th uniform to them, to no avail. More specifically, they don´t don the high boots, gauntlets, helms and greaves. They do wear shoes, mittens, caps+hoods and steel leggins.
Which of these parts are mutually exclusive? Which is the best combination of armor items and how do I force them to don them (just change the uniform accordingly and reassign that?)?
Title: Re: DF2014 Question and Answer Thread
Post by: Loci on May 31, 2015, 02:51:26 pm
More specifically, they don´t don the high boots, gauntlets, helms and greaves. They do wear shoes, mittens, caps+hoods and steel leggins.

Boots conflict with shoes, gauntlets conflict with mittens+gloves, helms conflict with caps, and greaves conflict with leggings. Most of those conflicts are caused by clothing, which generally shouldn't be assigned in a uniform. If you toggle your dwarves to "replace clothing" they will remove their caps, shoes, etc. and pick up their armor instead. You can toggle them back to "over clothing" after they are equipped and they'll pick up whatever clothing does not conflict with their uniform.
Title: Re: DF2014 Question and Answer Thread
Post by: Rogue Yun on May 31, 2015, 02:57:31 pm
I'm a little late to the show... but I might as well post what I have written.

I would make sure you have [r]eplace clothing instead of over clothing.

The wiki has a ton of useful information on uniforms.

My uniforms look something like this, though I know it isn't the best combination, it is the one I generally use for role playing sake.

(Armor)
tunic
mail shirts
breastplates
cloaks
(Legs)
trousers
leggings (or greaves but I have been told that they aren't necessary with chainmail)
(Helm)
helms
hoods
(Gloves)
gauntlets
mittens
(Boots)
socks
high boots (or low boots)
(Shield)
wooden or silver shield (more than one can be equiped, something like 5, but I think that is a bit of an exploit...)
(Weapon)
Your choice.

I am pretty sure order is important. Things like mittens should go before gauntlets and socks before high boots, though I am not too sure, the order I have above seems to work well for me, so I leave it alone.

*edit* Modified uniform example based on information written below.
Title: Re: DF2014 Question and Answer Thread
Post by: Loci on May 31, 2015, 03:10:49 pm
Unless you are assigning specific items, items which come in pairs should only be included once. That is, if you assign "steel gauntlets" your dwarves will pick a pair; if you assign a specific steel gauntlet then you need to assign a specific one for the other hand as well.

Assigning clothing in a uniform isn't very helpful, but does cause problems. As the clothing wears, the uniformed dwarves won't automatically replace it, leaving them to experience steadily-worsening thoughts from tattered clothing. If you toggle them back to "over clothing" after they are equipped, they'll pick up clothing just like a civilian (and replace it automatically when it wears).

Also, mittens are a "cover" layer, so they should go over gauntlets--if this uniform works it implies order is not actually important.
Title: Re: DF2014 Question and Answer Thread
Post by: Rogue Yun on May 31, 2015, 03:18:29 pm
Interesting, my dwarves seem to change out their clothes frequently, grabbing the better stuff over time. I never had the problem with unhappy thoughts or tattered uniforms... but I imagine that if I had a fort last a while eventually their masterwork clothes would wear out. I'll keep that in mind for the future.
Title: Re: DF2014 Question and Answer Thread
Post by: CometStrike on June 01, 2015, 10:43:56 am
Thanks for the help, I´ll look into the civilian clothing issue.

On another note: I´ve done some explatory mining on one level, which turned out to be the topmost z-layer of the upper cavern. Now when I come back there I see more and more webs from GCS all over the place. It only occurs on this particular level, I´ve never seen a GCS in the units screen (which I check regularly) and I´m very sure that there is no path from the caverns into my fort (except through forbidden floor hatches sealing off the staircase that breached the caverns).
Where do those spider webs come from?
I have to admit that earlier in that game I cheated one GCS web into place in my fort via DFHack, when a very important dwarf was hit by a mood and required silk which I didn´t have.
Title: Re: DF2014 Question and Answer Thread
Post by: Rogue Yun on June 01, 2015, 11:33:45 am
Are you sure it is Giant Cave Spider webs and not just the regular Cave Spider (http://dwarffortresswiki.org/index.php/DF2014:Cave_spider)?
Title: Re: DF2014 Question and Answer Thread
Post by: Wimopy on June 01, 2015, 11:47:22 am
Is there any (reliable) way to capture flying wild creatures for training purposes?  My current embark seems to have swarms of ravens everywhere, and I wouldn't mind having my own trained murder flying around.  :P  Capturing them seems unlikely, though.

Cage traps catch them, so long as they enter the tile it's on. You could try making a tunnel-like structure with some bait in the middle and cage traps at the entrances. Anything that forces them on the ground might be effective. If you have a web-shooting something, then having it web them would force them down. A similar solution would be having a few crossbowmen who need training shoot at them. These would probably making it more messy than effective though.

I typically place cage traps in a few random places outside the fort. Just make sure to stop them from being reset during a siege.
Title: Re: DF2014 Question and Answer Thread
Post by: CometStrike on June 01, 2015, 12:08:42 pm
Are you sure it is Giant Cave Spider webs and not just the regular Cave Spider (http://dwarffortresswiki.org/index.php/DF2014:Cave_spider)?
Oh, you were right. I have never seen those before, so I must have read it wrong on purpose. The wiki states that they bite and may cause problems. If I do not want to set up any silk production, how can I get my pets to kill them (only have a few animals in my fortress, but there´s 2 pet dogs and a pet cat among them)?
Title: Re: DF2014 Question and Answer Thread
Post by: Rogue Yun on June 01, 2015, 02:05:50 pm
Your cat should do fine, you can also trade for more cats from your home (or a peregrine falcone (http://dwarffortresswiki.org/index.php/DF2014:Peregrine_falcon) from the elves if you are very lucky). If you want him to hunt vermin in a specific location you can always make a pen/pasture (http://dwarffortresswiki.org/index.php/DF2014:Pasture).

Cat's are one the few things I cheat on in Dwarf Fortress. I can't stand dwarves owning pets and having too many cats that I can't butcher around I find a bother. I go into the creature_domestic.txt raw and change [ADOPTS_OWNER] to (ADOPTS_OWNER). It saves me the headache of having to atom smash it when FPS begins to drop, and allows me to revert to the more profitable and humane method of butchering it.
Title: Re: DF2014 Question and Answer Thread
Post by: CometStrike on June 02, 2015, 02:36:01 am
Thanks, I´ll keep an eye out for trouble with that cave spider and will keep the pasture tip at hand for times of need.
My military is now equipped properly, toggling replace instead of over clothing helped.

Yesterday I had my biggest siege yet, about 40 goblins and 5 trolls. While I managed to break it pretty easily, a few questions arose:
- both squads of crossbowdwarves have the same assignments for ammunition (take metal bolts for combat, any bolts for training), however the newer of the two squads was happily firing away at the invaders, while the more experienced one was just sitting there. I saw that they didn´t have any ammo, while a stockpile with more than metal 100 bolts was just a few tiles away on their platform. How can I force them to grab ammo and fire?
- When about 20 goblins and 2 trolls were left (rest caged or shot), I tried luring the rest in deeper towards the waiting melee squads. However, one of them rushed out to meet the invaders. While I had worries about them, the little guys happily massacred the whole army in mere moments whithout getting hurt at all. The Squad consists of 3 iron short sword dwarves with skill 11-13 and 3 silver mace dwarves with skill 10-12, they have shield skill around 10 and armor around 5. They do have iron mail shirts and iron helms and wear a collection of leather and metal armor parts otherwise. As they seemed very strong, how many standard goblin foes can such a squad take on? 20 seems like no problem, could they also defeat 40 foes or even more?
- After the siege I saw that many military dwarves were unhappy about seeing a goblin being killed. So I guess that means that the fight lowered their happyness. Can I somehow get them used to the killing to prevent that?
- I tried reading up on how to process all the stuff left behind by the goblins effectively. I don´t have magma (didn´t dig that deep yet and haven´t ever used anything but a magma forge directly at the magmas location) and am not really sure how to build something to use water to get rid of the remains. Also, I don´t really want to redesign my fort entrance to allow for both trade access, traps and atomsmashers to get rid of the remains. Is the only other option to dump all their stuff and atom smash the garbage dump afterwards?
- How can I find out where I did place garbage dumps before?
Title: Re: DF2014 Question and Answer Thread
Post by: NJW2000 on June 02, 2015, 02:50:46 am
As far as anyone can tell, horror is less damaging than heavy rain to the Dwarven psyche. But a nice barracks wouldn't hurt.... the more death they see, the more insensitive they'll be to it.
Title: Re: DF2014 Question and Answer Thread
Post by: NJW2000 on June 02, 2015, 03:36:24 am
Oh, I have another question of my own: is there anywhere I can get the FPS boost of Accelerated DF/ Masterwork without all the fixes and changes, with the game staying complex and anal as hell, just the way I like it?
Title: Re: DF2014 Question and Answer Thread
Post by: Rogue Yun on June 02, 2015, 09:18:29 am
Modest Mod and Accelerated Fortress don't change the gameplay very much at all as far as I can tell. It's still the same Dwarf Fortress, just without redundancies, added fluff, and some bugs... So I am not sure what you are asking. Generally if something wanted was removed, it isn't too hard to mod it back from the vanilla and still being able to keep the majority of the FPS boost given by the modified raws.
Title: Re: DF2014 Question and Answer Thread
Post by: NJW2000 on June 02, 2015, 09:26:03 am
So there's nothing without wide open caverns, different menus, etc?
Title: Re: DF2014 Question and Answer Thread
Post by: Rogue Yun on June 02, 2015, 10:04:29 am
Caverns can be removed and modified in Advanced World Generation (http://dwarffortresswiki.org/index.php/DF2014:Advanced_world_generation). Modded menu's are something in the realm of dfhack if I understand you correctly.
Title: Re: DF2014 Question and Answer Thread
Post by: NJW2000 on June 02, 2015, 10:12:17 am
Without. Modest+ accelearated seem to do these for me, which I dislike.
Title: Re: DF2014 Question and Answer Thread
Post by: Rogue Yun on June 02, 2015, 11:21:25 am
Forgive me, I am having trouble following you. Are you saying that Modest+Accelerated has removed caverns and included random menus?

Or that you want a disto of Dwarf Fortress that has open caverns and menus?

Could you give an example or a screenshot of what exactly you mean? It might help clear up my misunderstanding.
Title: Re: DF2014 Question and Answer Thread
Post by: NJW2000 on June 02, 2015, 11:32:54 am
Well, what the Mod includes is, among others, these:
Spoiler (click to show/hide)


Is this the FPS saving stuff? Or could I have the higher rate without it?

Also, this suggests that caverns hurt pathfinding. Will having a lotta dwarves in the caverns hurt pathfinding more than having them open but unused?
Title: Re: DF2014 Question and Answer Thread
Post by: Rogue Yun on June 02, 2015, 12:27:28 pm
Spoiler (click to show/hide)
~Marksdwarves are complex for me... and I barely mess with them though I am making progress that direction. This guide (http://www.bay12forums.com/smf/index.php?topic=150494.msg6207177#msg6207177) is probably worth reading in your case.
~I'd say yes. Well trained and armored set of dwarves can take on many foes...
~I recommend having melee military kill the local ground based fauna with extreme prejudice in the early stages of your fort to help in their coping with death.
~Setting a custom Refuse Stockpile (http://dwarffortresswiki.org/index.php/DF2014:Stockpile#Refuse) under the stuff will cause a portion of it to deteriorate over time (clothes, armor, and corpses) it takes a bit of time though, but it is handy to place them where you know a lot of bodies will wind up. I use a Minecart Stop (http://dwarffortresswiki.org/index.php/DF2014:Exploit#The_Minecart_Stop) in conjunction with refuse stockpiles so that that my trash is all out of the way and in one spot. I also build a atom smasher one tile away with a garbage dump so that I can destroy items efficiently.
~You should be able to open the (i) Zones menu and see where your zones are. I believe you can stack zones on top of each other but I wouldn't recommend it, if you do you can your change view of them with (v).

I hope that answers your questions... But if not let me know.

Well, what the Mod includes is, among others, these:
Spoiler (click to show/hide)


Is this the FPS saving stuff? Or could I have the higher rate without it?

Also, this suggests that caverns hurt pathfinding. Will having a lotta dwarves in the caverns hurt pathfinding more than having them open but unused?

These are mostly FPS changing things by helping the CPU do less work by removing items that are more or less worthless or duplicates of other items. Some things help improve FPS by a heck of lot (things like turning off the temp) but detract from realism (goblins and goblinite no longer are destroyed in magma, IIRC). Some things help speed up world generation as well.

From what I understand about FPS having any open space may cause dwarves to calculate paths in that direction. Digging extra unused rooms, doors, tunnels, will all hurt FPS as creatures will try to calculate those paths. Digging big open rooms is better than digging a bunch of small ones because (in theory) they path directly before branching their path calculations. Long single thin tunnels are better than wider ones as the pathing is forced to be small (there are cons to this as dwarves now pause when they pass over each other). Having lots of doors and tunnels connecting one room to another causes increased work in pathfinding. From these principles applied to caverns here is what I understand. No Cavern>Closed/Sealed Cavern>Completely Open Cavern>An Open Cavern with Lots of Pillars and Tunnels. Working in and living in the cavern would be little or no different than working in and living outdoors and having a tunnel leading to the cavern. Closing off your tunnel to the outdoors and upper z levels (and forbidding all the stuff above the sealed area) would be similar to the reverse (living outdoors w/ sealed cavern) and may boost your FPS a bit of you decide to live down there... but you would have problems with migrants and caravans still.

There are others that know better about these kinds of things, and if I am wrong in what I say I hope they correct me, but this is what I understand from what I have read. There are threads where more knowledgeable people discuss FPS in great detail. I have read some of them, but I can't recall their names and searching for them would be a hassle. Maybe someone knows what they are called and has a link you could ask for.

Aside from FPS open caverns can be dangerous. Having a way to close off caverns (like a raised bridge linked to a lever) will help protect your fort from invasion (And boost FPS) and allow you the power to do some exploration at your leisure. The same things applies to liquids. Always have a way to shut off the flow. I just imagine pathfinding as a sort of invisible flow that likes to path directly but if not it will branch out like bad gas >.>

I hope that was helpful (and if its not accurate let us hope a greater mind will correct me).
Title: Re: DF2014 Question and Answer Thread
Post by: IRON_GAUNTLET on June 02, 2015, 06:38:46 pm
I have a question regarding death and going-missing causes. In my fortress, I have several walls surrounding the fortress, with the entrances beeing trapped by cage-and weapontraps. Even patrouls are sceduled to walk routes along the outer walls, ensuring to spot stealthed creatures before they even come close to the entrance.

Yet, despite all these safety measures, my animals that are beeing held on the surface, safely surrounded by walls, have been starting to mysteriously go missing. Even stranger, a handful of chickens have spontanously died on the spot, with even DFhack not beeing able to discern a possible death cause. The fortress has been going for around 5 years now, but these weird events have just now started to occur. Can somebody clue me in to what the reason is that my animals suddenly die and vanish?
Title: Re: DF2014 Question and Answer Thread
Post by: falcn on June 02, 2015, 08:18:34 pm
I have tons of cut gems, but "Encrust" option is greyed out. Why?

(http://i.imgur.com/TqPTCjN.png)


Update: I queued single encrust task via Manager screen, and now I can encrust with all my available stones from the workshop. Options no more greyed out.
Title: Re: DF2014 Question and Answer Thread
Post by: PFunk on June 02, 2015, 11:02:42 pm
Is embarking nearish to the edge of the map strategically or tactically bad for any particularly reason?
Title: Re: DF2014 Question and Answer Thread
Post by: Putnam on June 02, 2015, 11:07:12 pm
No.
Title: Re: DF2014 Question and Answer Thread
Post by: falcn on June 03, 2015, 12:47:12 am
(http://i.imgur.com/bRlxHaZ.png)
(http://i.imgur.com/pkIGiPB.png)
(http://i.imgur.com/57Bw7qV.png)

Why, why!?

----
The answer is: if you tell some stockpile to "Give" items to a specific workshop, it will not look for any missing ingridients outside of that stockpile.
Title: Re: DF2014 Question and Answer Thread
Post by: Loci on June 03, 2015, 10:01:57 pm
is there anywhere I can get the FPS boost of Accelerated DF/ Masterwork without all the fixes and changes, with the game staying complex and anal as hell, just the way I like it?

Buy a faster computer. ("Faster" in this context means a computer with more memory throughput, not a faster n-core processor.)


my animals that are beeing held on the surface, safely surrounded by walls, have been starting to mysteriously go missing. Even stranger, a handful of chickens have spontanously died on the spot, with even DFhack not beeing able to discern a possible death cause. The fortress has been going for around 5 years now, but these weird events have just now started to occur. Can somebody clue me in to what the reason is that my animals suddenly die and vanish?

Dwarf Fortress, where death-by-old-age is completely unexpected.

Alternatively, scared animals will climb up and out of your "secure" area quite readily if possible, and grazers that are outside of an active civilian alert burrow will starve themselves to death.
Title: Re: DF2014 Question and Answer Thread
Post by: Putnam on June 03, 2015, 11:31:21 pm
Faster n-core processor may help as well, since some CPUs are better at dealing with cache misses etc. than others. A Core i5 will likely run far better than an AMD FX. I speak from experience; I have a computer with each of these in my room right now, and the i5 runs DF way better from my tests.

Of course, the i5 is quad-core and the FX-8320 is supposedly 8-core, so obviously that shouldn't be taken into account.
Title: Re: DF2014 Question and Answer Thread
Post by: falcn on June 04, 2015, 09:39:44 am
My marble bridges and marble hatch melted after being exposed to magma.
My marble wall did not.
Marble is listed as magma-safe on Wiki.

Why did this happened?

Update: Marble is not magma-safe according to Marble (http://dwarffortresswiki.org/index.php/DF2014:Marble) wiki page, but it is listed as magma-safe material on Magma Safe (http://dwarffortresswiki.org/index.php/DF2014:Magma-safe) wiki page.

But the question still stands: why marble walls didn't melt but marble bridges do?
Title: Re: DF2014 Question and Answer Thread
Post by: Culise on June 04, 2015, 10:17:01 am
Constructions will deconstruct only in very rare circumstances: producing obsidian on the same tile (in the case of passable tiles like floors, downward stairs, or ramps) and cave-ins, but temperature alone will do nothing.  If you could establish the necessary materials, you could build magma cisterns out of constructed wood or ice walls to no ill effect.  Bridges will only melt if the area they can cover is filled with magma; a raised bridge is treated like a constructed wall, and will not deconstruct unless the area the bridge *would* occupy when open is covered in magma.  According to the wiki article you linked, doors and floodgates apparently aren't affected unless magma is actively flowing through or over the same tile as that which they occupy, which surprises me a little, but that's because I usually use bridges to seal my water and magma cisterns. 

Basically, if you only have marble and need to build a magma cistern sealed by it, either use a one-tile bridge or build your bridge to open outside the cistern, rather than into it.  Oh, and absolutely keep it raised. 
Title: Re: DF2014 Question and Answer Thread
Post by: falcn on June 04, 2015, 11:06:19 am
Thank you for explanation.
I just noticed that I misinterpreted "found in: marble" as "marble is magma safe".
My mistake.
Title: Re: DF2014 Question and Answer Thread
Post by: CometStrike on June 04, 2015, 01:04:31 pm
@Rogue Yun: thanks for the help, the marksdwarves guide was very helpful. For some reason they still don´t always carry ammo (and don´t get new ammo when there are foes to be shot), but all in all my military is ready for action now.

What I didn´t get is how to find previously assigned activity zones. In the (i) menu I can scroll through them (though it does show me the number of the zone) and in the "View rooms/buildings" (R) menu they are not included either. The only way I can seem to find them is going into the zone menu and then checking all possible places for flashing zone symbols.

edit: I´ve just had an "uninvited guest" turn up:
Ngud Tustongtur Umstosumung, Roc
A bird of prey so large and ferocious it dwarves many dragons. All beneath its mighty wings should fear the sky. He is gigantic yet weak and skinny. His feathers are white. His skin is black. His eyes are black.

While I was still busy getting everyone inside and my marksdwarves into position Ngud managed to trap himself in a cage trap. According to the wiki, only Titans/FBs are announced with such a message and they are supposedly immune to traps. Is Ngud not a titan or are titans not immune to traps?
Title: Re: DF2014 Question and Answer Thread
Post by: Inevitability on June 04, 2015, 03:11:44 pm
It is a roc, not a titan.
Titans and FBs are both procedurally generated, you might for example get a webspewing quadruped made from sand or something.
Rocs, dragons, hydras, cyclopses, minotaurs, ettins, giants and werebeasts all generate this type of announcement.
Title: Re: DF2014 Question and Answer Thread
Post by: DwarfOfTheLand on June 04, 2015, 06:54:32 pm
How do stepladders work?

I cannot seem to find them in the (b)uildings, so I assume there's some secret, mysterious keybind for it.

Any help at all is appreciated greatly.
Title: Re: DF2014 Question and Answer Thread
Post by: Salmeuk on June 04, 2015, 10:31:44 pm
How do stepladders work?

I cannot seem to find them in the (b)uildings, so I assume there's some secret, mysterious keybind for it.

Any help at all is appreciated greatly.

If you have assigned a gathering/picking zone through the 'i' menu, have constructed stepladders, and the fruit to be harvested is in season, your dwarfs will automatically grab and use the stepladders. There is no way to construct them manually.

Title: Re: DF2014 Question and Answer Thread
Post by: conein on June 05, 2015, 09:18:08 am
How do i butcher wild animals killed by military? I killed a tiger but my butcher says there is no butcher-able animal.
Title: Re: DF2014 Question and Answer Thread
Post by: NJW2000 on June 05, 2015, 09:36:59 am
Get it dragged within 47 squares of workshop. I sometimes set up corpse stockpile, but you get manky goblin corpses, so dumping is better.
Title: Re: DF2014 Question and Answer Thread
Post by: towerdude on June 05, 2015, 05:16:36 pm
I've forgotten my bold pronouncement...

All my adventurer can do is to say this nonsense, when trying to take over an abandoned town

Outcasts can't get villages?
Title: Re: DF2014 Question and Answer Thread
Post by: falcn on June 06, 2015, 04:40:43 am
What you usually do with caverns that consist mostly of water and stone/gem pillars (little to none walkable space)?
Do you drain them or leave them as they are?

Example: http://imgur.com/qadpmmP
Title: Re: DF2014 Question and Answer Thread
Post by: NJW2000 on June 06, 2015, 05:05:53 am
Gem output looks fairly rubbish. How about a safe fishing zone?
Title: Re: DF2014 Question and Answer Thread
Post by: falcn on June 06, 2015, 05:48:47 am
I already source all food and drinks from caravans, thanks to unlimited sand -> glass production.

So, it's ok to skip flooded cavern(s), there no good use for them? I thought maybe I'm missing something.
Title: Re: DF2014 Question and Answer Thread
Post by: Arx on June 06, 2015, 05:53:07 am
Cavern animals, wood cutting, and sometimes revealed veins, but draining it wil be a ton of work, so if you'v egot plenty of food and wood I wouldn't bother.
Title: Re: DF2014 Question and Answer Thread
Post by: NJW2000 on June 06, 2015, 06:07:10 am
I only evern seem to get 1 log from 2 or even 4 z lvl high cavern trees. Is this normal?
Title: Re: DF2014 Question and Answer Thread
Post by: Albedo on June 06, 2015, 06:18:49 am
Cavern animals, wood cutting, and sometimes revealed veins, but draining it wil be a ton of work

Not so much work, would it? A quick tunnel off the map below the cavern lake, carve fortifications at the end to let the water out, dig stairs up to the bottom of the cavern water (miner should outrun the "flood"), and let time take it's course. Wider tunnel = faster.

Just make sure you have a hatch in place to lock down after the miner clears out, to keep the water pressure from pushing up where it's not wanted, AND/OR have carved diagonals to reduce the pressure to "level" w/ the diagonals.
Title: Re: DF2014 Question and Answer Thread
Post by: falcn on June 06, 2015, 06:24:55 am
I've opened a cavern that was rampaged by Forgotten beast for a couple of years. It's covered in blood and gore, and dwarves intend to clean it all.
Is there a way to tell them to not clean cavern except by using burrows or disabling cleaning for everyove?
Title: Re: DF2014 Question and Answer Thread
Post by: NJW2000 on June 06, 2015, 06:35:52 am
Not entirely sure, but try th
Title: Re: DF2014 Question and Answer Thread
Post by: falcn on June 06, 2015, 07:01:10 am
Not entirely sure, but try th
  • rders menu.
First thing I did. Nothing about cleaning.
Title: Re: DF2014 Question and Answer Thread
Post by: DwarfOfTheLand on June 06, 2015, 07:30:56 am
Any easy way to get water out from where you are digging?

Like, say I want to dig down but there is water underneath the earth. Anything I could do?
Title: Re: DF2014 Question and Answer Thread
Post by: Arx on June 06, 2015, 07:35:48 am

Water will continue to flow on from the edges of the map indefinitely though, and I think their lake connects to the map edge on multiple sides, so draining the entire cavern would involve digging drains all the way around the area they want drained.

...

Draindraindrain.



@DwarfOfTheLand
If it's an aquifer, consult the wiki page on piercing aquifers and pray to the deity of your choice. If it's just a puddle, screw pumps should work or using water source and pond zones to make your dwarves bail it out.
Title: Re: DF2014 Question and Answer Thread
Post by: Wimopy on June 06, 2015, 08:03:05 am
@Falcn: Things to try:
Set the area traffic to restricted.
Try forbidding the contaminants? Not sure if that works or what it does.
Seal off the area.
Let a small bit of water into that cavern area. It shoud clean away everything far more efficiently than any dwarf.

Or, if it's really bothering you, DFHack has a clean command (been a while since I used it, but I doubt it changed). You can choose specific tiles or the entire fort. Depends on if you consider it too much of a cheat or not.
Title: Re: DF2014 Question and Answer Thread
Post by: falcn on June 06, 2015, 08:15:40 am
I believe DF took care of it somehow(?), since I don't see any more "Clean" jobs for the cavern. Dwarves probably cleaned only tiles adjacent to ones that they dug out.
Title: Re: DF2014 Question and Answer Thread
Post by: Loci on June 06, 2015, 10:40:21 am
I've opened a cavern that was rampaged by Forgotten beast for a couple of years. It's covered in blood and gore, and dwarves intend to clean it all.
Is there a way to tell them to not clean cavern except by using burrows or disabling cleaning for everyove?

Dwarves only initiate the "clean" task when they are idle near a mess on the same z-level. If you disable the cleaning task on any dwarves that have a reason to be in the cavern, they won't try to clean it, and neither will your other dwarves since they won't be idle in the cavern.
Title: Re: DF2014 Question and Answer Thread
Post by: falcn on June 06, 2015, 10:46:56 am
Dwarves only initiate the "clean" task when they are idle near a mess on the same z-level. If you disable the cleaning task on any dwarves that have a reason to be in the cavern, they won't try to clean it, and neither will your other dwarves since they won't be idle in the cavern.
Thank you, that explains it.

I have another question.
I had an incident with magma mist while dumping trash into incinerator.
Now I have !!Urist Machauler's corpse!!

Should I provide some safety measures for this area, like water reservoir and buckets? Will dwarves extinguish fires, or filling the room with 4/7 water is my only option?

Also, should I worry about this? (result of cleaning cavern that FB inhabited for a while)
Spoiler (click to show/hide)
Now almost everyone has 60+ "horrified" emotions.
Title: Re: DF2014 Question and Answer Thread
Post by: Albedo on June 06, 2015, 11:22:27 am
Also, should I worry about this? (result of cleaning cavern that FB inhabited for a while)
Spoiler (click to show/hide)
Now almost everyone has 60+ "horrified" emotions.

That ~alone~ is not what you should be looking at - look at their overall happiness. If they are still happy(ish), np.

If they are not happy, then, yes - you have to start projects to get them back in the party line. Misters, upgrading common areas like dining rooms to Legendary, designed workshops, bridges and wells, and/or zoos, statue gardens, personal furniture (esp bed) or foods, esp if they fit personal preferences - all these will add up to counter-act the effects.
Title: Re: DF2014 Question and Answer Thread
Post by: NJW2000 on June 06, 2015, 11:31:25 am
Horror is more to do with mentality then feelings in some way: if they run away from skeletons, if they "care about anything anymore", etc.

People have had dwarves who have seen piles and piles and piles of corpses, get keep on trucking, while others have gone psycho over being in the rain for a few weeks. Dwarves dislike death, but HATE rain.
Title: Re: DF2014 Question and Answer Thread
Post by: falcn on June 07, 2015, 01:56:40 am
What's the biggest Goblin siege that you saw in DF2014?
Title: Re: DF2014 Question and Answer Thread
Post by: NJW2000 on June 07, 2015, 02:54:41 am
Me? Third siege was like 30 armed goblins... I also had like 35 unarmed human recruits, as a goblin siege. Only 3 sieges in.

Anyone have any idea why whenever I try to cut down an underground tree, it doesn't ever drop more than 1 log?
Title: Re: DF2014 Question and Answer Thread
Post by: Inevitability on June 07, 2015, 06:09:32 am
About 80, led by a troll axeman. The jerks killed an axe lord with a lucky arrow to the neck  >:(. At least in the 40.24.
In some older versions of DF 2014 I had about 120 once, I think.
Title: Re: DF2014 Question and Answer Thread
Post by: CometStrike on June 07, 2015, 07:15:48 am
I´ve just had an announcement stating:
'The Human Luki Pidudthefin has come! A medium-sized creature prone to great ambition.'
In the units menu he was listed as friendly. What would a human who is not a trader want? Unfortunately I can´t find out myself, because the stupid longleg spawned right in my moat and drowned immediately
Title: Re: DF2014 Question and Answer Thread
Post by: SMASH! on June 07, 2015, 07:17:22 am
Do were-fliers exist? It would be cool to transform into eagle or crow in adventurer mode.
Title: Re: DF2014 Question and Answer Thread
Post by: NJW2000 on June 07, 2015, 07:33:01 am
I´ve just had an announcement stating:
'The Human Luki Pidudthefin has come! A medium-sized creature prone to great ambition.'
In the units menu he was listed as friendly. What would a human who is not a trader want? Unfortunately I can´t find out myself, because the stupid longleg spawned right in my moat and drowned immediately

Odd bug. Werebeast that failed to transform somehow. Can't be more specific, but could've be a threat @ full moon.
Title: Re: DF2014 Question and Answer Thread
Post by: CometStrike on June 07, 2015, 08:21:54 am
Well, he appeared on 8th Moonstone, so a little after the full moon.
Title: Re: DF2014 Question and Answer Thread
Post by: Arx on June 07, 2015, 08:40:53 am
I´ve just had an announcement stating:
'The Human Luki Pidudthefin has come! A medium-sized creature prone to great ambition.'
In the units menu he was listed as friendly. What would a human who is not a trader want? Unfortunately I can´t find out myself, because the stupid longleg spawned right in my moat and drowned immediately

Odd bug. Werebeast that failed to transform somehow. Can't be more specific, but could've be a threat @ full moon.

That's not a bug, that's a feature. Werebeasts are only dangerous at full moon.
Title: Re: DF2014 Question and Answer Thread
Post by: NJW2000 on June 07, 2015, 08:59:58 am
What, late werebeasts failing to attack in time then hanging around trying to remember why they're naked in a weird place? Cool.

Any ideas on the wood thing?
Title: Re: DF2014 Question and Answer Thread
Post by: CometStrike on June 07, 2015, 11:39:04 am
I´ve just had an announcement stating:
'The Human Luki Pidudthefin has come! A medium-sized creature prone to great ambition.'
In the units menu he was listed as friendly. What would a human who is not a trader want? Unfortunately I can´t find out myself, because the stupid longleg spawned right in my moat and drowned immediately

Odd bug. Werebeast that failed to transform somehow. Can't be more specific, but could've be a threat @ full moon.

That's not a bug, that's a feature. Werebeasts are only dangerous at full moon.
Does that mean that whenever some create is announced separately which does not appear to be a real threat, it is likely to be a werebeast and will bring fun at the next full moon?
Title: Re: DF2014 Question and Answer Thread
Post by: NJW2000 on June 07, 2015, 11:40:50 am
Erm.. unless it's a werehuman, if that can even happen, probably?

Could this knowledge have come sooner :P
Title: Re: DF2014 Question and Answer Thread
Post by: Arx on June 07, 2015, 11:43:59 am
As far as I know, yes they will transform later. I somehow doubt humans are on the vanilla list of beasts to be cursed into, but you never know.
Title: Re: DF2014 Question and Answer Thread
Post by: Wimopy on June 07, 2015, 03:27:32 pm
I'm pretty sure only creatures considered 'animals' are considered for the curse. Land animals, even. I don't recall hearing of any werecarp or wereraven. Or weredragon for that matter.

Oh, this sounds like so much Fun though...
Title: Re: DF2014 Question and Answer Thread
Post by: Albedo on June 08, 2015, 12:59:40 pm
I somehow doubt humans are on the vanilla list of beasts to be cursed into, but you never know.

Were-elfs. Oh, the horror, the shame, each one more than the other.
Title: Re: DF2014 Question and Answer Thread
Post by: NJW2000 on June 08, 2015, 01:26:22 pm
Actually, wiki says only animals, but some stuff not even in game e.g. iguanas.
Title: Re: DF2014 Question and Answer Thread
Post by: CometStrike on June 08, 2015, 02:02:05 pm
Next question  ::)
I´ve ordered some "copper chains" to be forged. I have 3 forges, an ample supply of fuel and copper and at least 2 dwarves each with furnace operating, armoring, weaponsmithing, blacksmithing and metalcrafting active (according to the wiki, metalcrafting seems to be the correct job). The forge does not have a specific profile, no burrow is active and all other jobs before were performed as expected. Jobs at the other forges are performed normally. A few electrum crafts were also made earlier. However, no one ever makes those chains. What else could I check to find out why this is the case?
Apparently, one just has to rant long enough and finally UristMcSlow decides the wait has been long enough and starts with the chains.
Title: Re: DF2014 Question and Answer Thread
Post by: Albedo on June 08, 2015, 02:24:20 pm
Chains are made by a metal-crafter, as are most small trinkets and "tools". (Blacksmithing makes most furniture (not chains, nor animal traps). "Metalsmith" is a profession, not a labor/skill.)

I´ve ordered some "copper chains" to be forged.

You "ordered" this at the forge itself, not thru the Manager, right? (If the latter, then it may take some time for him to organize things if you have a very busy fort). 

Most other labors turned off for the smiths in question.

Make sure you didn't somehow [f]orbid the stone/block that the forge was built with.

Sometimes the job gets lost (for lack of a better term) - try re-inputing a new "make chain" order, and hitting [n] to jump it to the top of the queue.
Title: Re: DF2014 Question and Answer Thread
Post by: SiO2win on June 09, 2015, 09:14:54 pm
Alligator have killed my useless fisherdwarf and legendary clothmaker. Their corpses lay on the bottom of a huge cavern murky pull. I have engraved the names of the heroes, but anyway, I want to bury them properly. Is there any way to do it not too complicated? Seems due to tree crown, screw pump does not work close to the corpses. Also I do not want to dry the whole pull out.
Title: Re: DF2014 Question and Answer Thread
Post by: Albedo on June 09, 2015, 09:24:16 pm
You need to get the water down to no deeper than a mix of 3/7 and 4/7 to even have a chance to recover them with dwarfs. (You can toggle how you view liquids - somewhere, forget how. But easy w/ DFHack - twaterlvl.)

If it's a murky pool, you could drain it and then patch the drain (with floor) and then refill it - it might even be better than "murky" after you're done!

If the pool is filling from off-map - a LOT tougher.

Quote
Seems due to tree crown, screw pump does not work close to the corpses.

Not sure what you mean here. Screw pumps are not affected by items (like corpses).
Title: Re: DF2014 Question and Answer Thread
Post by: SiO2win on June 10, 2015, 05:54:14 am
Not sure what you mean here. Screw pumps are not affected by items (like corpses).
Its not an item. Cave underwater trees generate few "brunches" levels above a water surface. It allows to walk over it and also blocks any water related activity like fishing, or pumping. I have choped the tree. Sure the price was a dwarf woodcutter sacrifice to the Drowned God.
If it's a murky pool, you could drain it and then patch the drain (with floor) and then refill it - it might even be better than "murky" after you're done!

If the pool is filling from off-map - a LOT tougher.
Yeah, seems only magma have a chance to do it safe.
Title: Re: DF2014 Question and Answer Thread
Post by: CometStrike on June 10, 2015, 07:45:36 am
In the last 3 migration waves I saw that the babies coming along were puking all the way into the fortress. Their health screen didn´t show anything amiss and I didn´t see them being treated while in the fortress. What could be the reason for this? And does it have any consequence other than 3 trails of vomit leading from the entrance of my fortress to different edges of the map?
Title: Re: DF2014 Question and Answer Thread
Post by: NJW2000 on June 10, 2015, 09:41:13 am
They could just be normal, non-psychotic/emotionless/hyperintelligent puking babies. But this is DF, so we can probably safely ignore that option.

Consequences? None, except that the toads will visit you.
Title: Re: DF2014 Question and Answer Thread
Post by: SiO2win on June 10, 2015, 11:41:24 am
Ok, I have tried to isolate deadly part of my cave pull by a constructed walls cave in. When I send the miner to dig out an unused rump around a cap of tower-cap, it apparently happened... No the walls were still floating in the air. The mushroom-tree, had crashed down. Does all the mushroom-trees sticked to the ceiling?
Title: Re: DF2014 Question and Answer Thread
Post by: NJW2000 on June 10, 2015, 11:45:31 am
I get this, only like 1 log from mushrooms... I think it's a thing, but I'm not sure...
Title: Re: DF2014 Question and Answer Thread
Post by: NJW2000 on June 10, 2015, 01:10:44 pm
Double post, as I have a question: if I designate a corpses stockpile on top of a FB corpse, will I be able to order it butchered from anywhere?
Title: Re: DF2014 Question and Answer Thread
Post by: taptap on June 13, 2015, 08:37:19 am
I have a minecart magma loading facility that works perfectly when pushing minecarts in a 2-tile straight track ramp pit (with 7 magma) ... now I have tried many variations to gain similar speed starting from a minecart going at just below 50k, but to no avail. Even if arguably slower than a pushed one, it does not take magma. What happens here?
Title: Re: DF2014 Question and Answer Thread
Post by: CometStrike on June 13, 2015, 10:46:29 am
In my most recent wave of migrants two dwarves are reported to have lost their vision by Dwarf Therapist. However, neither in the wounds screen of those dwarves nor in the health screen anything hinting to impaired vision can be found. Also, they go about their jobs without any issue as far as I can tell until now. Is this a possible bug in DT or does it know more than is shown in the game?
Somehow related: can I somehow look up the "health record" of all dwarves (i.e. when was a diagnosis ordered and done, what was found, what was done)?

edit: I´ve just noticed that I´ve designated one of the possibly blind dwarves mining duty and this is not carried out. So DT may be right. But why is there no sign of this ingame?
Title: Re: DF2014 Question and Answer Thread
Post by: Arx on June 13, 2015, 10:51:38 am
The 'History' screen in the medical section thing should do that.
Title: Re: DF2014 Question and Answer Thread
Post by: CometStrike on June 14, 2015, 03:37:01 am
Hm, I don´t have a history screen there, does that mean that there is no history as of yet (I currently don´t have a save where I could look this up with definately injured dwarves) ?
Also, how would I have been able to find out about the loss of vision without Dwarf Therapist?

edit: hm, now that I´ve reloaded, DT stopped showing the vision loss. I´ll try to get them to do some real work that they didn´t do last time
edit2: they now go about mining, doing mechanics and cooking, so I guess they are healthy. Must have been a bug in DT, then...
Title: Re: DF2014 Question and Answer Thread
Post by: Arx on June 14, 2015, 05:57:40 am
Do you have a Chief Medical Dwarf?
Title: Re: DF2014 Question and Answer Thread
Post by: CometStrike on June 14, 2015, 12:06:11 pm
Yes, I have appointed a medical dwarf.
I´ve now found the medical history (I was looking in the 'z' health screen, thinking about a fortress wide log, not in the individual persons health screens). None of the supposedly blind dwarves seem to have ever received a treatment or sustained any wounds.
Title: Re: DF2014 Question and Answer Thread
Post by: JAFANZ on June 14, 2015, 12:39:29 pm
New to DF2014, using the LNP, Dwarf Therapist is willing to tell me some of my animals are non-breeders (Asexual/Homosexual, turns out I didn't get a free breeding pair of horses after all).

Where I have more than oneof a given Animal/Gender ('cos I'd read here on the forums that non-breeders can put a cramp in your plans), how do I identify in-game which ones aren't going to reproduce & can therefore be sacrificed on the altar of butchery?
Title: Re: DF2014 Question and Answer Thread
Post by: taptap on June 14, 2015, 01:17:38 pm
New to DF2014, using the LNP, Dwarf Therapist is willing to tell me some of my animals are non-breeders (Asexual/Homosexual, turns out I didn't get a free breeding pair of horses after all).

Where I have more than oneof a given Animal/Gender ('cos I'd read here on the forums that non-breeders can put a cramp in your plans), how do I identify in-game which ones aren't going to reproduce & can therefore be sacrificed on the altar of butchery?

Non-breeders have their benefits, e.g. steady wool production without ever getting too much sheep. See also gelding.

Imo, animal husbandry is one of the areas where you profit most from DwarfTherapist. I don't change job assignments very often, but I have to slaughter dozens of animals every year and need to distinguish between them. -> You can order slaughtering in DwarfTherapist.
Title: Re: DF2014 Question and Answer Thread
Post by: JAFANZ on June 14, 2015, 02:22:51 pm
New to DF2014, using the LNP, Dwarf Therapist is willing to tell me some of my animals are non-breeders (Asexual/Homosexual, turns out I didn't get a free breeding pair of horses after all).

Where I have more than oneof a given Animal/Gender ('cos I'd read here on the forums that non-breeders can put a cramp in your plans), how do I identify in-game which ones aren't going to reproduce & can therefore be sacrificed on the altar of butchery?

Non-breeders have their benefits, e.g. steady wool production without ever getting too much sheep. See also gelding.

Imo, animal husbandry is one of the areas where you profit most from DwarfTherapist. I don't change job assignments very often, but I have to slaughter dozens of animals every year and need to distinguish between them. -> You can order slaughtering in DwarfTherapist.
Yeah, I was planning to keep the non-breeding females, at least initially, when it comes time for culling that'll be a criterion though.

But for my grazers I'd really prefer to get rid of the non-breeding males, at least initially, since it's going to be a while 'til I breach the caverns.

Speaking of which, accordingo to the wiki grazers (well, sheep at least), look to have different grazer values than in DF2012, meaning the old listing of Pasturage requirements is probably not entirely helpful, has the relationship between the current formula & tiles of cave moss needed been established yet?

Also, is it still recommended for pastures to be on up-stairs for prevention of tree growth?
Title: Re: DF2014 Question and Answer Thread
Post by: NJW2000 on June 14, 2015, 03:20:27 pm
What on earth is it with animal sexuality and DF? I'm not a farmhand or biologist, but I was really quite sure that spiders were not homsexual, generally.
Title: Re: DF2014 Question and Answer Thread
Post by: Baffler on June 14, 2015, 03:25:12 pm
What on earth is it with animal sexuality and DF? I'm not a farmhand or biologist, but I was really quite sure that spiders were not homsexual, generally.

Animals, when not specifically made otherwise, will have the same sexual tendencies as dwarves and other sapient creatures. The only silver lining is that marriage isn't a thing among animals, so animals that "like" but won't "marry" the opposite sex will still have children. It's absurd, yeah, and a pain to mod out, but it can be changed in-game if you're having trouble with a specific animal. Doing so won't affect any extant creatures unfortunately, so your gay jabberer will never be anything else, but newly born creatures will have the new definitions.

My question is, if a dwarf chained in a jail cell can reach the chair, but not the table, will they still use it for dining?
Title: Re: DF2014 Question and Answer Thread
Post by: NJW2000 on June 14, 2015, 03:28:24 pm
My question is, if a dwarf chained in a jail cell can reach the chair, but not the table, will they still use it for dining?

They will use the chair over nothing, but I'm not sure if they'll use the table, as I think they task the roast too it, and don't think dwarves can operate w/ something like a lever without being on it. But actually, that doesn't make much sense, as you sit at a table. So I guess that all I can say is that you shouldn't think in terms of them putting it on a table, but of them interecting with the table.
Title: Re: DF2014 Question and Answer Thread
Post by: CometStrike on June 14, 2015, 04:01:27 pm
When I try to build a construction all of a sudden the second material shown (first is last used due to DFHack i guess) is
Item          Dist   Num
claystone  -67500/991

I'm using DF40.24 (started from Lazy Newb Pack) without Mods, only DFHack is running along. I´m not registered for the bug tracker, so I can´t post there.
Is there a way to fix that? Didn´t notice any negative effects yet, though
Apparently just a temporary hiccup
Title: Re: DF2014 Question and Answer Thread
Post by: Loci on June 15, 2015, 05:55:43 pm
In my most recent wave of migrants two dwarves are reported to have lost their vision by Dwarf Therapist. However, neither in the wounds screen of those dwarves nor in the health screen anything hinting to impaired vision can be found. Also, they go about their jobs without any issue as far as I can tell until now. Is this a possible bug in DT or does it know more than is shown in the game?

The "Health" screen is two "pages" wide, and vision impairment is on the second page. Any creatures with a condition on the other page will show a yellow arrow at the edge of the screen. You need a Chief Medical Dwarf with a fair level of Diagnostics to see all the health details.

Vision impaired dwarves can perform all the jobs that normal dwarves do; they just suffer a significant penalty to the quality of the results. There are syndromes that can cause temporary (or permanent) blindness, and wouldn't necessarily show up in combat logs or (possibly) the wounds screen.

The only silver lining is that marriage isn't a thing among animals, so animals that "like" but won't "marry" the opposite sex will still have children.

That is the opposite of what actually happens. Animals that are "unwilling to marry" refuse to breed, and that is responsible for roughly 80% of "unproductive" animals. This "animal birth control" feature is presumably a bug.
Title: Re: DF2014 Question and Answer Thread
Post by: CometStrike on June 16, 2015, 12:00:21 pm
question regarding stockpile linking:
If I link stockpile A to give to stockpile B (and both accept identical items), which of the following will occur?
- as long as there are items in stockpile A and stockpile B has empty space items are transported until B is full
- items are only transported to B once A is filled
- items are transferred whenever some idle dwarf feels like it
will the result change if take from anywhere vs. take from links only is toggled?
I thought it would be option 1, but in my recent fort I have some issues with this (I noticed it first when I set up 2 ammo stockpiles to take from the main stockpile, but no ammo was ever stored there)
Title: Re: DF2014 Question and Answer Thread
Post by: Arx on June 16, 2015, 12:08:48 pm
1) is true. 2) is false. 3) is true, but it's a standard 'Store item in stockpile' job so they're pretty likely to feel like it.

The result won't change, but B will only ever fill from A.
Title: Re: DF2014 Question and Answer Thread
Post by: taptap on June 17, 2015, 01:40:20 pm
I used to be able to construct with raw clay - now I collected tons of it in a new embark in 40.24, but can't simply can't select clay during wall construction. Am I missing something obvious?
Title: Re: DF2014 Question and Answer Thread
Post by: Arx on June 17, 2015, 02:00:15 pm
I think you must be. The wiki says it's still usable as a construction material. Is it accessible from the wall?
Title: Re: DF2014 Question and Answer Thread
Post by: Rogue Yun on June 17, 2015, 02:01:57 pm
I just built a wall from some gathered fire clay. It works still...
Title: Re: DF2014 Question and Answer Thread
Post by: CometStrike on June 17, 2015, 02:20:08 pm
Question regarding deliberate cave-ins:
I wanted to use a cave-in to create a decently sized underground tree farm without having to bother with irrigation and saving lots of digging time. Therefore, I dug out a layer of silty clay (as I understood that the uppermost layer would survive a cave-in and become the new floor) and then channeled along a nice rectangle (I think 70x40 tiles) for several z-layers deep. On the lowest level I dug out nearly all of the rectangle, installed a support, dug out the rest, let the support be destroyed via lever and all that happened was that the whole block crashed one level down instead of everything being crushed to dust.
Did I misunderstand the mechanics of cave-ins in that everything only crashes down until some part of the collapsing heap touches the ground? Or did I do something wrong? I have some digging inside the cube that was falling earlier, but no supporting constructions were left behind, I'm sure it was completely detached.
For some reason one line of tiles (6 tiles in from the corner, along the shorter axis) is destroyed all the way up. The floor at this spot is still the original floor where the cave-in was supposed to fall to.
Title: Re: DF2014 Question and Answer Thread
Post by: taptap on June 17, 2015, 02:28:37 pm
I think you must be. The wiki says it's still usable as a construction material. Is it accessible from the wall?

Ok, i figured it out. Fire clay works. Other clay does not, it needs to be processed into bricks before building. At least in my embark. (I did read the wiki before asking here, it is often far from correct btw.)
Title: Re: DF2014 Question and Answer Thread
Post by: Arx on June 17, 2015, 02:32:06 pm
Question regarding deliberate cave-ins:
I wanted to use a cave-in to create a decently sized underground tree farm without having to bother with irrigation and saving lots of digging time. Therefore, I dug out a layer of silty clay (as I understood that the uppermost layer would survive a cave-in and become the new floor) and then channeled along a nice rectangle (I think 70x40 tiles) for several z-layers deep. On the lowest level I dug out nearly all of the rectangle, installed a support, dug out the rest, let the support be destroyed via lever and all that happened was that the whole block crashed one level down instead of everything being crushed to dust.
Did I misunderstand the mechanics of cave-ins in that everything only crashes down until some part of the collapsing heap touches the ground? Or did I do something wrong? I have some digging inside the cube that was falling earlier, but no supporting constructions were left behind, I'm sure it was completely detached.
For some reason one line of tiles (6 tiles in from the corner, along the shorter axis) is destroyed all the way up. The floor at this spot is still the original floor where the cave-in was supposed to fall to.

The issue is that natural walls will fall as a block and support each other. It works to clean out a lot of floors very quickly, as a falling tile will punch through any number of floors, but not walls. It also works for constructions, which deconstruct in the cave-in process.

You could drop the whole thing in the magma sea, but itnd be difficult to farm trees in that.
Title: Re: DF2014 Question and Answer Thread
Post by: CometStrike on June 17, 2015, 04:24:35 pm
Too bad, I had hoped to save a ton of work. Oh well, I guess that means back to good ol' digging and maybe I can still preserve the uppermost floor and just cave that down.
On a different note: I know that raising bridges can basically used as floodgates. Do they also work over 1 z-layer, i.e. stopping the flow from above (at the position of the "raised wall") when closed and allowing flow when open?
Another question is what would happen to a caged goblin in an animal stockpile if I threw magma on it? I plan to build a magma chamber for unwanted guests, hoping that it will leave only magma safe materials behind and incinerate everything else and to avoid having to build the cages, I`d just place an appropriate stockpile in that room.
Title: Re: DF2014 Question and Answer Thread
Post by: Albedo on June 17, 2015, 06:02:42 pm
Magma destroys anything and everything that is not magma-proof.  If the gobbo is in a m-p cage... dunno, but I sure hope he'd die.
Title: Re: DF2014 Question and Answer Thread
Post by: Bumber on June 17, 2015, 11:11:10 pm
For some reason one line of tiles (6 tiles in from the corner, along the shorter axis) is destroyed all the way up. The floor at this spot is still the original floor where the cave-in was supposed to fall to.
Did you have a staircase there?
Title: Re: DF2014 Question and Answer Thread
Post by: CometStrike on June 18, 2015, 02:13:18 am
For some reason one line of tiles (6 tiles in from the corner, along the shorter axis) is destroyed all the way up. The floor at this spot is still the original floor where the cave-in was supposed to fall to.
Did you have a staircase there?
Originally I did, but the result didn´t change when I channeled it out, only ramps and natural walls/floors were left in my final try

edit: the position of the staircase was not where the fracture happened, but further in. At the former staircase position (channeled out during the cave-in) a few tiles immediately next to it crashed down one z-level further at the top, otherwise nothing happend
A tunnel I had dug out partly through the cube somewhere in the middle perpendicular to the fracture survived the whole cave-in as a whole
Title: Re: DF2014 Question and Answer Thread
Post by: Radradrobot on June 20, 2015, 01:10:01 pm
Hi.  Just wondering if the many skull tattoos on my drake and bull have any meaning in the game.  Tried to breed more of them but didn't get very far before my game was ended via stronger forces.  The bull was born in my new game.  The drake came from the beginning on my last game.  However it turns out its pretty cool, and scarier if I can get my drakes to have it then attack the invading forces ;)
Title: Re: DF2014 Question and Answer Thread
Post by: BlackFlyme on June 20, 2015, 01:16:03 pm
Sounds like it's a mod you are using. That doesn't exist in normal DF. I believe I've heard a similar question before though. Masterwork, I believe.

If I remember correctly, it was a custom description for strong creatures, having rippling muscles covered in tattoos or something to that effect.
Title: Re: DF2014 Question and Answer Thread
Post by: NJW2000 on June 21, 2015, 05:39:36 am
Will trading about 40 cave creatures to the humans bring down lag much? I have about 160 animals, and 120 dwarves. ALso, will a trogodyte have much value? I'm pretty sure it won't have any, but...
Title: Re: DF2014 Question and Answer Thread
Post by: Witty on June 21, 2015, 08:51:31 am
You can't trade wild animals. The dwarves will just release them from their cages when assigned to bring them to the depot.

If they are trained to some extent however, they'll be tradeable . And it will help a smidge with the lag. From what I've gathered, large swaths of aboveground trees seem to be the biggest source of lag as of this version.

A creature's trade value is determined by their pet value, IIRC. And trogs don't have a pet value - probably because they're sentient. I could be wrong, but I think creatures with an undefined pet value will only go for 1 Urist.
Title: Re: DF2014 Question and Answer Thread
Post by: Albedo on June 21, 2015, 10:33:46 am
Best "value" is to make an arena, do some live training with militia.
Title: Re: DF2014 Question and Answer Thread
Post by: NJW2000 on June 21, 2015, 01:14:03 pm
I tried to use a pressure plate to make a nice little drop chamber... yet to test it. Might also use them to find out how well weapon traps really work...
Title: Re: DF2014 Question and Answer Thread
Post by: NJW2000 on June 21, 2015, 01:24:57 pm
Double post as question. Will my cooks cook blood and/or ichor into prepared meals? I have a lot of useless blood, if not.

I may also be bothered to make a custom reaction for blood, into bloodhoney, bloodmead, etc, if not, so not a total waste, I guess.
Title: Re: DF2014 Question and Answer Thread
Post by: Witty on June 21, 2015, 01:49:20 pm
You'll need to add the EDIBLE_COOKED tag to the blood and ichor material templates to have them be cookable in prepared meals.
Title: Re: DF2014 Question and Answer Thread
Post by: nimbus25 on June 21, 2015, 06:07:34 pm
Is there a decent way to boost FPS? Haven't touched a screw pump (although going to try and install a magma pump eventually), but now I'm chugging along at 20 fps 20 gps inside the main floor of my base, 20-25/20 underground in general, and 7/7 above ground. 117 dwarves might have something to do with it, but last night was fine, and I've only gotten maybe 1-2 waves since then.
Intel i5-4670K processor, so it's not like it's a stupidly old CPU
Title: Re: DF2014 Question and Answer Thread
Post by: Radradrobot on June 21, 2015, 07:10:07 pm
Sounds like it's a mod you are using. That doesn't exist in normal DF. I believe I've heard a similar question before though. Masterwork, I believe.

If I remember correctly, it was a custom description for strong creatures, having rippling muscles covered in tattoos or something to that effect.

Ah, I was playing Masterwork.  Good guess with my poor description by the way.  Thank you for revealing the secret of the many tattooed creatures in my forts :) Now I know I can breed them without having to stamp the skulls on terribly weak war beasts, and sell them to the elves at the price one would pay for prized animal.  Silly elves!  Thank you again BlackFlyme!
Title: Re: DF2014 Question and Answer Thread
Post by: chichom27 on June 21, 2015, 08:08:48 pm
Are dead shrubs a threat to my underground pastures? I dont know how to get rid of dead shrubs and I dont know if grazers will just eat shrubs or not. Thanks.
Title: Re: DF2014 Question and Answer Thread
Post by: CometStrike on June 22, 2015, 04:36:06 am
I know that sieges got much less frequent than in earlier versions, but is there a way to check if I will ever get a goblin siege? I´m nearing the end of my 3rd year and no goblin has shown up yet. Since that particular fort is located on the embark of the latest captain_duck video tutorials and he did get sieges, I´m quite sure that some possibility exists.

Is there a (non-DFhack) way to clean a dwarven bathtub of blood? I build one at the entrance to my hospital and for some time now there has been some blood in it. Is any dwarven bathtub useless once it is contaminated or is there a way to "reset" it? The only way I can think of is flooring it over, but then the usefulness of such a device would be very limited (or one would need a very long corridor to allow for new ones to be dug out each time the last one is contaminated.

Do raising bridges work as floodgates in z-direction (closed=no flow from above, open=flow from above)?
Title: Re: DF2014 Question and Answer Thread
Post by: conein on June 22, 2015, 04:58:35 am
I heard that this version calculates how much far is the goblin city that wants to attack you, and this could cause them to not come if they are blocked by mountains
Title: Re: DF2014 Question and Answer Thread
Post by: Bumber on June 22, 2015, 05:30:15 am
Is there a (non-DFhack) way to clean a dwarven bathtub of blood? I build one at the entrance to my hospital and for some time now there has been some blood in it. Is any dwarven bathtub useless once it is contaminated or is there a way to "reset" it? The only way I can think of is flooring it over, but then the usefulness of such a device would be very limited (or one would need a very long corridor to allow for new ones to be dug out each time the last one is contaminated.
Magma? Drain the tub and send in the hazmat cleaners? Any contaminated walls can't be cleaned without demolishing them (if even,) but I think those are harmless.

Quote
Do raising bridges work as floodgates in z-direction (closed=no flow from above, open=flow from above)?
Fairly certain they do.
Title: Re: DF2014 Question and Answer Thread
Post by: nimbus25 on June 22, 2015, 01:47:59 pm
Does power transfer through floor grates?
For example, if I was to build a pump stack, and put a floor grate over the channel underneath the dark green half, would power still travel through?
Code: [Select]
+++++
++.++
+++++

+++++
++H++
+++++

++x++
++X++
+++++
+ = floor, . = space, H = hatch, x = light green pump, X = dark green pump
Title: Re: DF2014 Question and Answer Thread
Post by: Pink Photon on June 22, 2015, 02:25:55 pm
Are dead shrubs a threat to my underground pastures? I dont know how to get rid of dead shrubs and I dont know if grazers will just eat shrubs or not. Thanks.

I'm pretty sure that dead shrubs and saplings never go away, and grazers only eat grass, so over time your effective pasture size will decrease. You can clear shrubs and saplings by building a dirt road on top of them. Plants will start growing on the road sooner rather than later.
Title: Re: DF2014 Question and Answer Thread
Post by: Bumber on June 22, 2015, 11:40:59 pm
Does power transfer through floor grates?
For example, if I was to build a pump stack, and put a floor grate over the channel underneath the dark green half, would power still travel through?
No, power only transfers through axles or other machine components. It can't skip tiles.

The requirement is that the impassible (dark green) tile cannot be built on a floor tile. A floor grate cannot be built in place of this floor because the pump already occupies the space.
Title: Re: DF2014 Question and Answer Thread
Post by: CometStrike on June 23, 2015, 04:16:36 am
Is there a (non-DFhack) way to clean a dwarven bathtub of blood? I build one at the entrance to my hospital and for some time now there has been some blood in it. Is any dwarven bathtub useless once it is contaminated or is there a way to "reset" it? The only way I can think of is flooring it over, but then the usefulness of such a device would be very limited (or one would need a very long corridor to allow for new ones to be dug out each time the last one is contaminated.
Magma? Drain the tub and send in the hazmat cleaners? Any contaminated walls can't be cleaned without demolishing them (if even,) but I think those are harmless.
Would more dangerous contaminants (like secretions) be washed away when draining the tub or does only a floor covering help in this case? Unfortunately, I would have to dig out a new spot to try this with draining (and find a not-so-nice FB).
What would happen, if I´d obsidianize the bathtub and dug it out anew?

btw, the goblins finally made it to the map, only to run into a Cyclops, who did have some fun with them :)

Title: Re: DF2014 Question and Answer Thread
Post by: Bumber on June 23, 2015, 09:26:26 am
Magma? Drain the tub and send in the hazmat cleaners? Any contaminated walls can't be cleaned without demolishing them (if even,) but I think those are harmless.
Would more dangerous contaminants (like secretions) be washed away when draining the tub or does only a floor covering help in this case? Unfortunately, I would have to dig out a new spot to try this with draining (and find a not-so-nice FB).
What would happen, if I´d obsidianize the bathtub and dug it out anew?
The contaminants don't drain with the water. I'm not sure if flooring over actually gets rid of contaminants or not, likewise for obsidian.

As I said, magma might clear contaminants, given that it can destroy engravings. The alternative is to seal in a squad of armored (leather is fine) hazmat dwarves and not let them out until they've cleaned the area, and then themselves. They can clean themselves once the tub has been refilled or you can have a special room for this purpose. Cleaning jobs occur more reliably in DF2014 than in previous versions. I personally set a meeting zone over the area so they idle there, but burrows might work as well.
Title: Re: DF2014 Question and Answer Thread
Post by: CometStrike on June 23, 2015, 02:16:42 pm
I didn´t watch the dwarves doing it, but while a dusting/pile of mud is left in the bathtub, they did clean the blood, the water is clean again...

I've just opened a cavern with lots of bodies inside. Now I had to dig a little breach to allow my miner to come back out, however several dwarves went to retrieve some body parts before I could close the cavern again. I immediately gave the order to "ignore bodies", but they went on anyway. How can I make them stop instantaneously? Forbidding everything in the caverns (and undo after closing the breach)? Any other method?
Title: Re: DF2014 Question and Answer Thread
Post by: Detros on June 23, 2015, 03:24:10 pm
Strange mood of "fell" type is said (http://dwarffortresswiki.org/index.php/DF2014:Strange_mood#Fell) to make mooded dwarf go out of workshop and kill the nearest dwarf. Is it possible for this attacked dwarf to stop / kill the mooded one? Does killing either way lead to loyalty cascade?
Title: Re: DF2014 Question and Answer Thread
Post by: NJW2000 on June 23, 2015, 03:30:44 pm
a) Unlinkely at least, b) no.
Title: Re: DF2014 Question and Answer Thread
Post by: Tygroux on June 23, 2015, 04:08:08 pm
So, I embarked on a mountainous wasteland, standard "not even grass grow above ground" environment.
So, I immediately breached the cavern, witch had a lot of plant life (so spores), and dug out some clay and sand area for tree farming and pasture.

Except it's been almost 3 months now, my beasts are starving and still no green spots in sight, anywhere.

I can always throw the yaks in the cavern as a temporary solution, even if they risk getting killed by random wildlife (still better than starving to death I guess).

But I don't understand why cave moss doesn't grow? I have white sand and silt loam, I have working plump helmet farm on them, so it's not my ground.
Did the spore contamination mechanic changed my any chance? Or is there additional prerequisite than simply breaching the caverns that I don't know about?
Title: Re: DF2014 Question and Answer Thread
Post by: Tygroux on June 23, 2015, 04:09:31 pm
I didn´t watch the dwarves doing it, but while a dusting/pile of mud is left in the bathtub, they did clean the blood, the water is clean again...

I've just opened a cavern with lots of bodies inside. Now I had to dig a little breach to allow my miner to come back out, however several dwarves went to retrieve some body parts before I could close the cavern again. I immediately gave the order to "ignore bodies", but they went on anyway. How can I make them stop instantaneously? Forbidding everything in the caverns (and undo after closing the breach)? Any other method?

In the "U"nit screan, you should have a "cancel job" button.
Title: Re: DF2014 Question and Answer Thread
Post by: Bumber on June 24, 2015, 03:45:38 am
I didn´t watch the dwarves doing it, but while a dusting/pile of mud is left in the bathtub, they did clean the blood, the water is clean again...

I've just opened a cavern with lots of bodies inside. Now I had to dig a little breach to allow my miner to come back out, however several dwarves went to retrieve some body parts before I could close the cavern again. I immediately gave the order to "ignore bodies", but they went on anyway. How can I make them stop instantaneously? Forbidding everything in the caverns (and undo after closing the breach)? Any other method?
In the "U"nit screan, you should have a "cancel job" button.
If that doesn't work then use a Civilian Alert.
Title: Re: DF2014 Question and Answer Thread
Post by: Albedo on June 24, 2015, 04:37:17 am
...But I don't understand why cave moss doesn't grow?...

Did the spore contamination mechanic changed my any chance? Or is there additional prerequisite than simply breaching the caverns that I don't know about?

I popped the caverns and stuff started to grow everywhere almost immediately.

Did you mod anything?
Title: bridges during cave in
Post by: Uggh on June 25, 2015, 09:52:47 am
Will a retracted or raised bridge be destroyed by a cave in falling through the space it occupies in the non-retracted state?
Title: Re: DF2014 Question and Answer Thread
Post by: someone12345 on June 25, 2015, 03:46:35 pm
How do you get growths off of whole plants? For example, how do I take strawberries off of the strawberry plant? Also, how do I check what version I have? I downloaded dwarf fortress with a mod.
Edit: Also, 2 of my dwarves are not feeling anything about good things happening to them. They include a miner and an axedwarf. Why is this?
Title: Re: bridges during cave in
Post by: Loci on June 25, 2015, 09:00:29 pm
Will a retracted or raised bridge be destroyed by a cave in falling through the space it occupies in the non-retracted state?

Yes.


How do you get growths off of whole plants? For example, how do I take strawberries off of the strawberry plant?

Your dwarves will automatically harvest one of the usable products of a crop. If they choose to pick the plants and discard the berries there's currently nothing you can do about it (except remove the [EDIBLE] tag from the strawberry plant in the raws).


Also, how do I check what version I have?

The version number is shown in the lower right corner of the title screen (e.g. "v0.40.24").


Edit: Also, 2 of my dwarves are not feeling anything about good things happening to them. Why is this?

Emotions are influenced by personalities... some dwarves are just prone to gloom and doom. You can coddle them with "safe" jobs to minimize their negative thoughts, or just recruit them to "welcome" the next uninvited guest.
Title: Re: DF2014 Question and Answer Thread
Post by: Detros on June 26, 2015, 06:19:15 am
Is there way to sort out sand in stockpiles? I am unable to find it in any menu.
Title: Re: DF2014 Question and Answer Thread
Post by: Ghills on June 26, 2015, 02:18:54 pm
How to increase the amount of text shown in a menu?

I'm trying to make a trifle pewter block, and the text is cut off so the options are indistinguishable. Using TrueType didn't make a difference. 
Title: Re: DF2014 Question and Answer Thread
Post by: Loci on June 26, 2015, 02:40:23 pm
Is there way to sort out sand in stockpiles? I am unable to find it in any menu.

http://dwarffortresswiki.org/index.php/Sand

How to increase the amount of text shown in a menu?

<Tab> can increase the size of the side menu. If you still can't see all the text, you can use the manager interface to assign the correct job.
Title: Re: DF2014 Question and Answer Thread
Post by: Ghills on June 26, 2015, 04:18:05 pm
Is there way to sort out sand in stockpiles? I am unable to find it in any menu.

http://dwarffortresswiki.org/index.php/Sand

How to increase the amount of text shown in a menu?

Tab worked! Everything is awesome!
<Tab> can increase the size of the side menu. If you still can't see all the text, you can use the manager interface to assign the correct job.
Title: Re: DF2014 Question and Answer Thread
Post by: someone12345 on June 26, 2015, 08:31:45 pm
Why are my dwarves so fast? They have mined out a lot, and it is only midsummer. I do not remember dwarves being do fast in 0.34. Are they running, now that running has been implemented, or have I just forgot the speed of dwarves?
Title: Re: DF2014 Question and Answer Thread
Post by: Arx on June 27, 2015, 01:33:08 am
Dwarves dig sand quickly, that might be it.
Title: Re: DF2014 Question and Answer Thread
Post by: conein on June 27, 2015, 04:18:48 am
When they mine sand and clay they are pretty fast, when they mine other stuff they aren't.
Title: Re: DF2014 Question and Answer Thread
Post by: someone12345 on June 27, 2015, 08:22:12 am
They have been mining in sand some, but mostly in stone. One of my miners is now legendary, and it is only early autumn.
Title: Re: DF2014 Question and Answer Thread
Post by: BesorgterZwerg on June 27, 2015, 08:22:23 am
So i read that a champion will train my military.
But how does it exactly work? Does the champion need to be in a squad?
Title: Re: DF2014 Question and Answer Thread
Post by: taptap on June 27, 2015, 05:41:16 pm
Bridge trouble: Is it possible that a bridge tied to a *working* edge detector (fluid based) simply occasionally stays open? Why would that be? And if there is some design mistake, why does it happen only occasionally? Weirdly the door linked to the same plate (internally) does close, so an off-signal was definitely sent.
Title: Re: DF2014 Question and Answer Thread
Post by: Larix on June 28, 2015, 02:41:26 am
That's the design using two pressure plates, right? On each "edge", one sends the "on", the other the "off" signal. There's always a chance that they end up slightly out of sync and the "off" fires a few steps too early for a bridge (bridges ignore all signals that come during their reaction delay of 100 steps).

So while the design works without trouble for doors, hatches, gear assemblies, spikes and track stops, it's not fully fit for the long-reaction buildings bridge, installed bars, floodgate and grate. You might need a one-plate "edge detector" for those, making sure the plate's activity condition is fulfilled for two steps at least.  The lowest-tech version for that is probably a minecart guided or pushed across a pressure plate (needs judicious depart condition juggling, so convenience is a bit lacking):
S1═^═S2
Cart gets pushed/guided from Stop 1 (S1) to Stop 2 (S2) or vice versa when a signal pulse is desired. The pressure plate produces the signal. Only needs one pressure plate, one minecart, a few engraving jobs and a designated hauling route.
Title: Re: DF2014 Question and Answer Thread
Post by: taptap on June 28, 2015, 03:37:08 am
That's the design using two pressure plates, right? On each "edge", one sends the "on", the other the "off" signal. There's always a chance that they end up slightly out of sync and the "off" fires a few steps too early for a bridge (bridges ignore all signals that come during their reaction delay of 100 steps).

So while the design works without trouble for doors, hatches, gear assemblies, spikes and track stops, it's not fully fit for the long-reaction buildings bridge, installed bars, floodgate and grate. You might need a one-plate "edge detector" for those, making sure the plate's activity condition is fulfilled for two steps at least.  The lowest-tech version for that is probably a minecart guided or pushed across a pressure plate (needs judicious depart condition juggling, so convenience is a bit lacking):
S1═^═S2
Cart gets pushed/guided from Stop 1 (S1) to Stop 2 (S2) or vice versa when a signal pulse is desired. The pressure plate produces the signal. Only needs one pressure plate, one minecart, a few engraving jobs and a designated hauling route.

It is the low-water-door-plate-door design with internal link (simply the better design I believe), it should deliver a short interval between ON and OFF with little variance. Since the bridge is only linked to a single pressure plate, I wonder, how exactly it would be possible, that a plate w/ its delay equal to the bridge can be fast enough for the OFF not to be registered, but apparently it is *occasionally*. (Some build order magic? It must depend on single ticks.)
Title: Re: DF2014 Question and Answer Thread
Post by: Larix on June 28, 2015, 05:55:51 am
<sfx>Skkkrriiitch

EDIT: skip that, it really should be a minimum activation time of the pressure plate, i.e. the trigger condition is only fulfilled for a single turn. This might really be an effect of having a too good water supply (multiple pumps, water dropped from above) or pure weird luck. Slowing down the water supply a little bit might help.
Title: Re: DF2014 Question and Answer Thread
Post by: PintOfBass on June 28, 2015, 12:08:29 pm
Is selecting mineral occurrence to 'everywhere' in world gen still causing various bugs?   
Title: Re: DF2014 Question and Answer Thread
Post by: NJW2000 on June 28, 2015, 12:14:28 pm
What is bismuth like as an armour material? Or what do its stats suggest, as I can't understand them.
Title: Re: DF2014 Question and Answer Thread
Post by: PintOfBass on June 28, 2015, 12:19:59 pm
What is bismuth like as an armour material? Or what do its stats suggest, as I can't understand them.

Bismuth alone can't make armor or weapons, it can be used to make a type of bronze.  Bismuth bronze has much more value then normal bronze but as I recall it has the same combat effectiveness as regular bronze.  Its better then copper by a good amount but not as good as iron.  Its not as good as silver for warhammers but a good deal better when making edged weapons then silver.
Title: Re: DF2014 Question and Answer Thread
Post by: NJW2000 on June 28, 2015, 12:24:54 pm
Artifact. What is bismuth like, I can't comprehend material properties on the wiki.
Title: Re: DF2014 Question and Answer Thread
Post by: BlackFlyme on June 28, 2015, 12:28:52 pm
Bismuth ain't very good by itself. If it was bismuth bronze, it would be alright, but pure bismuth has a duller edge than silver and its impact values are sub-par.
Title: Re: DF2014 Question and Answer Thread
Post by: locustgate on June 28, 2015, 02:54:02 pm
I've currently always have "Clear Rain Snow" at the bottom left of my screen when it rains or snows and "Clear Snow" when it's clear.
Title: Re: DF2014 Question and Answer Thread
Post by: NJW2000 on June 28, 2015, 03:04:06 pm
So bad armour?
Title: Re: DF2014 Question and Answer Thread
Post by: BlackFlyme on June 28, 2015, 03:09:16 pm
Not going to hold up against edged weapons, but it may be able to take a blow or two from blunt ones. It is fairly dense, but I wouldn't want to rely on it.

Depending on the type of armour it is, you may still be able to have someone wear it though.
Title: Re: DF2014 Question and Answer Thread
Post by: NJW2000 on June 28, 2015, 05:01:06 pm
So a bismuth breastplate won't be much use? Ok, I can put it with the other artifact armour on my blingy war hero crippled guard captain who's only ever killed a few magma crabs and crawls everywhere.
Title: Re: DF2014 Question and Answer Thread
Post by: taptap on June 28, 2015, 06:07:52 pm
<sfx>Skkkrriiitch

EDIT: skip that, it really should be a minimum activation time of the pressure plate, i.e. the trigger condition is only fulfilled for a single turn. This might really be an effect of having a too good water supply (multiple pumps, water dropped from above) or pure weird luck. Slowing down the water supply a little bit might help.

Yes, this is it - the randomness was a hint this was about the water. Even w/ only two ticks active conditions (usually it were 3-5, never more in the test run) it works fine, but just in my last test run I found a single tick activity phase. One tick it was still 034 next tick 777 and the bridge stays open. (I already were contemplating to propose putting low water plates on 1-6 instead of my custom 1-4, but this would not have mattered here.) I spent fortress years to build that water battery and the cell is just in the lowest level of that battery... and now it is too fast. Without pressure, however, fluid logic is too sluggish, realised that much in my experiments with diagonally connected wave repeaters, they repeat fine, but it takes ages for the flooding (= turning off) to propagate.

It was a fun debugging session, which produced plenty of obsidian as well. Obsidian mechanisms available at discount in Subtlehammers, if anyone is interested. :)

P.S. Even with minecarts this can be a problem or a feature, when operating fast minecarts while forcing single turn visits on a plate. News at least to me.
Title: Re: DF2014 Question and Answer Thread
Post by: Ghills on June 29, 2015, 11:16:08 am
A strange mood is stalled on "blocks...bricks", but I've made the preferred items with block options and no dice. The blocks are out of the workshop that created them, so the moody dorf should have spotted them, right?

Anyone have ideas what to try supplying next?  Preference list:

Amber
Emerald
Trifle pewter (have blocks)
Obsidian (have blocks)
Armor Stands
Leather Armor
Mules
The color buff
Pineapple Wine
Pig Cheese

She also wants logs, but has no wood preferences.  Logs are available, so it's likely the blocks are what's blocking the mood.
Title: Re: DF2014 Question and Answer Thread
Post by: NJW2000 on June 29, 2015, 11:28:12 am
Try a coupla wood blocks, and normal stone like gabbro, I'm not sure how usual obsidian is. Probably won't work, but just in case.
Title: Re: DF2014 Question and Answer Thread
Post by: Detros on June 29, 2015, 11:32:25 am
A strange mood is stalled on "blocks...bricks", but I've made the preferred items with block options and no dice. The blocks are out of the workshop that created them, so the moody dorf should have spotted them, right?

Anyone have ideas what to try supplying next?  Preference list:

Amber
Emerald
Trifle pewter (have blocks)
Obsidian (have blocks)
Armor Stands
Leather Armor
Mules
The color buff
Pineapple Wine
Pig Cheese

She also wants logs, but has no wood preferences.  Logs are available, so it's likely the blocks are what's blocking the mood.
That villager of yours wants all your emerald blocks :D
Title: Re: DF2014 Question and Answer Thread
Post by: Ghills on June 29, 2015, 11:41:22 am
Try a coupla wood blocks, and normal stone like gabbro, I'm not sure how usual obsidian is. Probably won't work, but just in case.

I've got a bunch of other rock blocks. I made a couple of wood blocks, but also no dice.

Does DF have buff colored stone?

EDIT: NVM, she's melancholy.  Poor woman - she was an up and coming glassmaker, had just fulfilled her dream of having a kid, then BAM a random craving for some unknown block type and she's a goner.
Title: Re: DF2014 Question and Answer Thread
Post by: pisskop on June 29, 2015, 12:28:59 pm
what cloth creation fetches the best base price?


I ran into a hill chock fullo spiderman silk and think Ill actual care about cloth for a change.
Title: Re: DF2014 Question and Answer Thread
Post by: Loci on June 29, 2015, 01:50:43 pm
A strange mood is stalled on "blocks...bricks", but I've made the preferred items with block options and no dice. The blocks are out of the workshop that created them, so the moody dorf should have spotted them, right?

I don't think I've ever seen a dwarf insist on a specific type of block... obsidian should work just fine. It's more likely that she wants more of the previous item, e.g. wool cloth, cut gems, or some other item that isn't readily available. 
Title: Re: DF2014 Question and Answer Thread
Post by: Ghills on June 29, 2015, 03:44:38 pm
A strange mood is stalled on "blocks...bricks", but I've made the preferred items with block options and no dice. The blocks are out of the workshop that created them, so the moody dorf should have spotted them, right?

I don't think I've ever seen a dwarf insist on a specific type of block... obsidian should work just fine. It's more likely that she wants more of the previous item, e.g. wool cloth, cut gems, or some other item that isn't readily available.

There were multiple items of the base material available, and she only grabbed one.  *shrug*  There's a reason we call them dorfs and have the What Would Urist Do thread. The baby survived OK and she wasn't the only glassmaker in the fort, so I'm not too fussed about it.
Title: Re: DF2014 Question and Answer Thread
Post by: Putnam on June 29, 2015, 08:36:44 pm
Dwarves do not take preferences into account for moods AFAIK.
Title: Re: DF2014 Question and Answer Thread
Post by: Loci on June 29, 2015, 08:56:27 pm
Dwarves do not take preferences into account for moods AFAIK.

Dwarves with a preference for a type of metal that has been smelted at your fortress will demand that metal for metalsmithing moods (unless adamantine is available). Dwarves with a preference for a type of shell supposedly demand shells in bonecarving moods. Specific types of cloth and glass can also be required. The wiki Mood page (http://dwarffortresswiki.org/index.php/Mood#Demands) is rather comprehensive.
Title: Re: DF2014 Question and Answer Thread
Post by: Putnam on June 29, 2015, 09:30:43 pm
Is that actually true anymore?
Title: Re: DF2014 Question and Answer Thread
Post by: Albedo on June 30, 2015, 11:34:14 am
Question -

In a "dwarven shower", is it the water or just the mist that cleans dwarves walking under it?

The important diff is whether I have to force the path directly under the fall, or just adjacent to it (perhaps with a statue 1-level up to better disperse the mist).


Is that actually true anymore?

I want to say that it's not, but I'm not 100% sure. I seem to remember dwarves grabbing alternatives to their preference without a blink, but I wouldn't bet the farm on it.

Title: Re: DF2014 Question and Answer Thread
Post by: pisskop on June 30, 2015, 11:57:38 am
The water cleans the dwarves.  1/7 of falling water will do it.  But the mist is what gives the happies.

Just put a grate on the ground where the water falls, and the mist will randomly disperse in a small radius.
Title: Re: DF2014 Question and Answer Thread
Post by: Loci on June 30, 2015, 01:46:06 pm
Dwarves with a preference for a type of metal that has been smelted at your fortress will demand that metal for metalsmithing moods (unless adamantine is available). Dwarves with a preference for a type of shell supposedly demand shells in bonecarving moods. Specific types of cloth and glass can also be required. The wiki Mood page (http://dwarffortresswiki.org/index.php/Mood#Demands) is rather comprehensive.

Is that actually true anymore?

Yes. I have experienced demands for specific metal bars several times in v0.40. If they demand steel bars, they won't substitute anything (including adamantine).
Title: Re: DF2014 Question and Answer Thread
Post by: Albedo on June 30, 2015, 05:06:38 pm
But is that demand tied to preference, and with such a preference is it a predictable demand?
Title: Re: DF2014 Question and Answer Thread
Post by: Uggh on July 01, 2015, 02:20:00 am
I never had a dwarf demand any specific material. Never, and that means at least a hundred moods.
I also always use dfhack showmood as I cannot be bothered with looking it up in the wiki.

Another question:
I plan moving from my temporary fort in the surface dirt into the third cavern. For the removal I want to use a long shaft and gravity. Are there any items that could be damaged by a 60z fall, besides corpses (living as well as dead)?
Title: Re: DF2014 Question and Answer Thread
Post by: Larix on July 01, 2015, 09:06:17 am
No items take damage from falls, not even (properly de-animated) corpses.

Re: moods
Specific metal bar demands only apply to the _base_ material of a mood and can thus only occur in smithing moods. I've only had few moods where this came into play in DF2014, but it still appears to be the case.
Dwarfs in a smithing mood will demand their(or a) preferred metal as base material if
1 - you already made bars of this metal on your site and
2 - no adamantine wafers are currently available.
This demand doesn't care whether you currently have the metal on hand.

If adamantine wafers are availalbe (afaik that means present and unforbidden) the moment the demands are generated, smithing moods will always demand that as base material, regardless of other metal preferences. If you make (or unforbid?) adamantine wafers after the demands are formulated, the dwarf shouldn't substitute adamantine for their already-picked preferred metal (see Loci's post).

Once again, such specificness _only_ applies to the base material, not to the metal a dwarf uses to stick menacing spikes on a gabbro mug.
Title: Re: DF2014 Question and Answer Thread
Post by: locustgate on July 01, 2015, 11:32:42 am
Do civilizations have a range, 4 goblins civs but there is an area in my current world where they aren't showing up. The entire world is connected and there are no islands. If I settle in that area will I still get kidnappers and gobo sieges?
Title: Re: DF2014 Question and Answer Thread
Post by: Albedo on July 01, 2015, 12:56:46 pm
Yes, the range is roughly 20* region tiles. However, that is not "as the crow flies", but will be routed around big water and mountain ranges.

(* from personal observation)

When you have an embark/region selected pre-Embark, you can hit [tab] a few times to see what civs are/not "neighbors".
Title: Re: DF2014 Question and Answer Thread
Post by: Detros on July 01, 2015, 12:59:08 pm
Do civilizations have a range, 4 goblins civs but there is an area in my current world where they aren't showing up. The entire world is connected and there are no islands. If I settle in that area will I still get kidnappers and gobo sieges?
See wiki (http://dwarffortresswiki.org/index.php/DF2014:Siege): civilizations have 30-tile operating radius from their sites, necromancer towers have 10-tiles in vanilla DF. Note in lat versions sieges are not generated on your doorstep but they need to take units from existing enemy sites. This means there are hardly any kidnappers at all and sieges generally need more time to build up. If other civilizations are stronger, goblins may get exhausted fighting at other sites and for few years not even visit your fort.

As in recent versions is the outer world still developing, even when you settle at some place without nearby enemies, I think they can still in few years settle closer to you and eventually visit your site.
Title: Re: DF2014 Question and Answer Thread
Post by: Uggh on July 02, 2015, 07:46:52 am
No items take damage from falls, not even (properly de-animated) corpses.
Thanks. I was under the impression that I once threw unicorn corpses down a shaft to maximize unicorn bone craft production, but maybe they were still alive.
Title: Re: DF2014 Question and Answer Thread
Post by: locustgate on July 02, 2015, 07:20:58 pm
So my current crossbow squad is made of 3 dwarves. Out of all of them the captain (commander) moves about half the speed as all the other dwarves, all marksdwarves are equiped with:
All metal is (Iron)

Leather Helm
Chain mail
Leather Armor
Leather Robes
Leather Shirt
Leather Trousers
Backpack
Chain Leggings
Flask
Leather Quiver
Leather Low Boots
Iron Bolts

The crossbows are the only thing (other than the type of leather) that are different. The rest of the squad is armed with wood crossbows and the leader is equipped with a copper crossbow and he even moves slower than the fully armored hammerdwarves. EDIT: Nope tried to replacing the crossbows, not a single improvement.

Could the cause of his slowness be the copper crossbow .....or could it just be he is slow. EDIT: It seems when it's running to practice he moves the same speed as everyone.

Additionally I tried putting a patrol route above the entrance to my fort, fully covered and with fortifications facing out, but every time they patrol they just sit outside.

+ floor W wall f fortifications 

ffffffffffffffffffffffff
++++++++++++++
wwwwwwwwwwww

Same thing with trying to station them.
Title: Re: DF2014 Question and Answer Thread
Post by: Detros on July 03, 2015, 02:07:38 am
So my current crossbow squad is made of 3 dwarves. Out of all of them the captain (commander) moves about half the speed as all the other dwarves, all marksdwarves are equiped with:
All metal is (Iron)

Leather Helm
Chain mail
Leather Armor
Leather Robes
Leather Shirt
Leather Trousers
Backpack
Chain Leggings
Flask
Leather Quiver
Leather Low Boots
Iron Bolts

The crossbows are the only thing (other than the type of leather) that are different. The rest of the squad is armed with wood crossbows and the leader is equipped with a copper crossbow and he even moves slower than the fully armored hammerdwarves. EDIT: Nope tried to replacing the crossbows, not a single improvement.

Could the cause of his slowness be the copper crossbow .....or could it just be he is slow. EDIT: It seems when it's running to practice he moves the same speed as everyone.

Additionally I tried putting a patrol route above the entrance to my fort, fully covered and with fortifications facing out, but every time they patrol they just sit outside.

+ floor W wall f fortifications 

ffffffffffffffffffffffff
++++++++++++++
wwwwwwwwwwww

Same thing with trying to station them.
1) Amount (weight) of armor is one thing. Skill "Armor User" tells you how good given dwarf is at mitigating the weight of his/her armor. Try to check your crossbow captain, s/he may be much worse at this skill, thus slowed more by it.
2) I am not using Patrol but stationing quad somewhere doesn't tell them to go to that one tile, rather to move to area around it. Can it be they move to the near tile which is outside of walls and are then unable to find path to the next waypoint on the walls? EDIT: Is there path from the rest of fortress up the walls at all?
Title: Re: DF2014 Question and Answer Thread
Post by: locustgate on July 03, 2015, 05:47:40 am
1) Amount (weight) of armor is one thing. Skill "Armor User" tells you how good given dwarf is at mitigating the weight of his/her armor. Try to check your crossbow captain, s/he may be much worse at this skill, thus slowed more by it.
2) I am not using Patrol but stationing quad somewhere doesn't tell them to go to that one tile, rather to move to area around it. Can it be they move to the near tile which is outside of walls and are then unable to find path to the next waypoint on the walls? EDIT: Is there path from the rest of fortress up the walls at all?

He is a novice, but that is the highest in his squad.

There are 2 sets of staircases right next to barracks, the shortest path from the barracks.
Title: Re: DF2014 Question and Answer Thread
Post by: Larix on July 03, 2015, 06:47:04 am
Slowdown by inventory (not just armour, everything that's carried/hauled/worn/wielded) very much depends on the dwarf's strength. Your captain may be weak/very weak or worse and may also be suffering from mediocre base speed due to clumsiness or poor spatial/kinesthetic sense.

I'd generally suggest not loading archers down with metal armour. If handled properly, they shouldn't come under attack, apart from enemy elite archers, and armour doesn't protect too well against shots. Archers are pretty bad at picking up defensive skills anyway, they'll usually only train dodging if left to themselves, and don't seem to increase strength much.
Title: Re: DF2014 Question and Answer Thread
Post by: locustgate on July 03, 2015, 07:57:25 am
How wide should my ramparts be, over my entrance, if it's 2 or 1 wide then everyone will just go outside and sit along the wall when stationed/patrolling.
Title: Re: DF2014 Question and Answer Thread
Post by: callisto8413 on July 03, 2015, 07:31:55 pm
Question - I have built windmills linked to underground millstones but can one  be built on a dome or above ground structure?   I like enclosing all above ground activity but if the windmill is inside the walls or roof a hole has to allow the 'wind' in.  If it has to be built outside I would prefer it on top of the fortress for some protection.  And style of course.
Title: Re: DF2014 Question and Answer Thread
Post by: nimbus25 on July 04, 2015, 11:46:28 am
If I accidentally set a hotkey to zoom somewhere, is there a way I can make it not zoom?
Title: Re: DF2014 Question and Answer Thread
Post by: herocrafter on July 04, 2015, 01:05:26 pm
Don't press that hotkey or set it to zoom somewhere else.
Title: Re: DF2014 Question and Answer Thread
Post by: locustgate on July 04, 2015, 03:05:56 pm
I'm using DTherapist and I noticed several of my animals are listed as (gender) Asexual....does that mean they won't reproduce?

What is a better war beast, this came up after I had a single dog knock a mammoth (modded hairy elephant) and a giant badge out, while suffering no wounds what so ever, the other two suffered bruises, dents, and cuts.
Title: Re: DF2014 Question and Answer Thread
Post by: Detros on July 04, 2015, 04:18:12 pm
I'm using DTherapist and I noticed several of my animals are listed as (gender) Asexual....does that mean they won't reproduce?

What is a better war beast, this came up after I had a single dog knock a mammoth (modded hairy elephant) and a giant badge out, while suffering no wounds what so ever, the other two suffered bruises, dents, and cuts.
Was that dog trained? Is your mammoth just hairy elephant or how should we know its stats?
Title: Re: DF2014 Question and Answer Thread
Post by: locustgate on July 04, 2015, 04:34:47 pm
I'm using DTherapist and I noticed several of my animals are listed as (gender) Asexual....does that mean they won't reproduce?

What is a better war beast, this came up after I had a single dog knock a mammoth (modded hairy elephant) and a giant badge out, while suffering no wounds what so ever, the other two suffered bruises, dents, and cuts.
Was that dog trained? Is your mammoth just hairy elephant or how should we know its stats?

Untrained, just a hairy elephant that can be found in cold regions.

EDIT: Has also managed to dent everybody part of a giant stoat and break it's left ear.

EDIT2: After doing the same to 2 giant hamster, a 2nd giant badger, and 3 other mammoths, the dog finally lost against a pack of giant coyotes. He also got a name.
Title: Re: DF2014 Question and Answer Thread
Post by: Loci on July 05, 2015, 07:54:59 pm
How wide should my ramparts be, over my entrance, if it's 2 or 1 wide then everyone will just go outside and sit along the wall when stationed/patrolling.

The only way to get your dwarves to station/patrol where you want is to make all the other tiles in the 7x7 block around that location inaccessible. For your walls, place the fortifications one z-level above the ground, and build a single-tile walkway behind them on the inside. As long as no other tiles in the 7x7 block on that z-level are walkable your dwarves will be forced to stand on your walkway.



Question - I have built windmills linked to underground millstones but can one  be built on a dome or above ground structure?

Vertical axles will allow you to transmit power from a roof-mounted windmill down to buildings below. You will, however, still require a "hole" in your defenses to run the axle through. Note that axles use up a small amount of power; long runs may require linking multiple windmills to produce sufficient power.



I'm using DTherapist and I noticed several of my animals are listed as (gender) Asexual....does that mean they won't reproduce?

Yes.
Title: Re: DF2014 Question and Answer Thread
Post by: Larix on July 05, 2015, 08:16:38 pm
Question - I have built windmills linked to underground millstones but can one  be built on a dome or above ground structure?

Vertical axles will allow you to transmit power from a roof-mounted windmill down to buildings below. You will, however, still require a "hole" in your defenses to run the axle through.

Not if you observe correct build order - mill first, axle/gearbox second. The first example here (http://dwarffortresswiki.org/index.php/DF2014:Machine_component#Unusual_windmill_behavior_examples) works through unbroken floor and is current for 0.40.24.

This way, the only exposed bit of machinery is the windmill, there's no opening into the fort that flying/climbing enemies could exploit. The windmill must be fully supported by solid floor, i.e. you need an unbroken 3x3 platform.
Btw, it works through both natural and constructed floors.
Title: Re: DF2014 Question and Answer Thread
Post by: someone12345 on July 06, 2015, 04:11:53 am
Does weapon quality now affect weapon damage? The wiki claims that it does now.
Title: Re: DF2014 Question and Answer Thread
Post by: Putnam on July 06, 2015, 04:14:57 am
no

i cannot find where it says that
Title: Re: DF2014 Question and Answer Thread
Post by: someone12345 on July 06, 2015, 04:26:20 am
http://dwarffortresswiki.org/index.php/DF2014:Item_quality (http://dwarffortresswiki.org/index.php/DF2014:Item_quality)
Title: Re: DF2014 Question and Answer Thread
Post by: Putnam on July 06, 2015, 04:30:38 am
...I may be really literal here but can you elaborate on where exactly it says that weapon quality affects weapon damage
Title: Re: DF2014 Question and Answer Thread
Post by: someone12345 on July 06, 2015, 08:06:29 am
1. Go to section labled "Quality Grades"
2. Look at the chart there.
3. Look where it says sharpness in bold, then 50%, 60%, 70%, 80%, 90%, 100%, 100%, varies, going down.
4. That is it.
Title: Re: DF2014 Question and Answer Thread
Post by: Magnumcannon on July 06, 2015, 10:49:58 am
Is there any way to remove those tree sapplings without the aid of DF Hack?
Title: Re: DF2014 Question and Answer Thread
Post by: Putnam on July 06, 2015, 04:01:15 pm
1. Go to section labled "Quality Grades"
2. Look at the chart there.
3. Look where it says sharpness in bold, then 50%, 60%, 70%, 80%, 90%, 100%, 100%, varies, going down.
4. That is it.

Oh, that

sharpness doesn't exactly mean damage (in fact, AFAIK an iron sword's sharpness only matters against bronze and iron armor).
Title: Re: DF2014 Question and Answer Thread
Post by: locustgate on July 06, 2015, 06:20:38 pm
Is there any way to remove those tree sapplings without the aid of DF Hack?

You can build a dirt road 1x1 on it, it'll also remove the grass.
Title: Re: DF2014 Question and Answer Thread
Post by: Albedo on July 06, 2015, 06:25:49 pm
Is there any way to remove those tree sapplings without the aid of DF Hack?

You can build a dirt road over them, that's fast(ish) and takes no resources. (It ~will~ wear out eventually, so a permanent road is longer-lasting, but slower and takes resources.)

Or, if they are anywhere near where your dwarves walk (inside your wall perimeter, perhaps), you could designate a high-traffic zone over them { d, o, h}, so any dwarf that walks near them will detour (slightly) to walk ON them  - that tramples them to death pretty quick.

If inside and away from traffic, for instance where water is/has run, you'll have to build something, either floor or road.

Title: Re: DF2014 Question and Answer Thread
Post by: Magnumcannon on July 06, 2015, 09:24:52 pm
Is there any way to remove those tree sapplings without the aid of DF Hack?

You can build a dirt road over them, that's fast(ish) and takes no resources. (It ~will~ wear out eventually, so a permanent road is longer-lasting, but slower and takes resources.)

Or, if they are anywhere near where your dwarves walk (inside your wall perimeter, perhaps), you could designate a high-traffic zone over them { d, o, h}, so any dwarf that walks near them will detour (slightly) to walk ON them  - that tramples them to death pretty quick.

If inside and away from traffic, for instance where water is/has run, you'll have to build something, either floor or road.

Will i be able to desconstruct the road? I want to build an aboveground farm.
Title: Re: DF2014 Question and Answer Thread
Post by: Albedo on July 07, 2015, 02:25:11 pm
If it's a dirt road, it's just "dirt" - no problem.

If it's a constructed road, yeah, it's just like a bridge, a "floor" that is designated across a wider area and simply takes less material (1 + 1/4 tiles covered).

(You remove constructions by designating them to be removed with {d}, {n}, and dwarves w/ the de-construction labor enabled.)


Happy to help, but fyi, once you know the general answer, often the wiki can answer follow-up questions and details faster than this forum: http://dwarffortresswiki.org/index.php/DF2014:Road


Title: Re: DF2014 Question and Answer Thread
Post by: Magnumcannon on July 07, 2015, 02:45:13 pm
If it's a dirt road, it's just "dirt" - no problem.

If it's a constructed road, yeah, it's just like a bridge, a "floor" that is designated across a wider area and simply takes less material (1 + 1/4 tiles covered).

(You remove constructions by designating them to be removed with {d}, {n}, and dwarves w/ the de-construction labor enabled.)


Happy to help, but fyi, once you know the general answer, often the wiki can answer follow-up questions and details faster than this forum: http://dwarffortresswiki.org/index.php/DF2014:Road

Thank you a lot!
Title: Re: DF2014 Question and Answer Thread
Post by: pisskop on July 08, 2015, 08:20:17 pm
Do bridges prevent (evil) rain from falling to the ground below them?
Title: Re: DF2014 Question and Answer Thread
Post by: Bumber on July 08, 2015, 11:02:59 pm
Do bridges prevent (evil) rain from falling to the ground below them?
And if so, do they still block rain while open? (Because the tiles below are still considered "inside".)
Title: Re: DF2014 Question and Answer Thread
Post by: pisskop on July 09, 2015, 07:58:49 am
Bridges dont turn outside tiles 'inside' iirc.

I think since my rain is only dangerous to critters smaller than dwarves Ill just have to channel an area and bridge it. then refloor it.

theres gonna be soo many hospital visits
Title: Re: DF2014 Question and Answer Thread
Post by: Bumber on July 09, 2015, 09:05:42 am
Bridges dont turn outside tiles 'inside' iirc.
I'm pretty sure they (and other buildings) do. You can't have a working windmill protected by a bridge.
Title: Re: DF2014 Question and Answer Thread
Post by: Magnumcannon on July 09, 2015, 02:48:18 pm
I think i've read this before, but i just want to be sure:

Does fortifications prevent climbing in Dwarf Mode?
Title: Re: DF2014 Question and Answer Thread
Post by: Albedo on July 09, 2015, 03:55:09 pm
They are the first line of defense against it, but they alone do not seem to be enough.

Also recommended to build walls 2 z-levels high. (I've seen people say to build the fortifications off overhangs 2 tiles out - don't know if that's ~necessary~, but it couldn't hurt.)

The only real prevention is a smoothed natural stone wall.

(And don't forget that some creatures can jump, up to across a 2-tile gap.)
Title: Re: DF2014 Question and Answer Thread
Post by: Detros on July 09, 2015, 03:56:09 pm
I think i've read this before, but i just want to be sure:

Does fortifications prevent climbing in Dwarf Mode?
AFAIK it is supposed to but currently it does not. And creatures can jump through fortification (http://www.bay12games.com/dwarves/mantisbt/view.php?id=8160) sometimes, even when those fortifications are not submerged (http://www.bay12games.com/dwarves/mantisbt/view.php?id=3327).
Title: Re: DF2014 Question and Answer Thread
Post by: Magnumcannon on July 09, 2015, 03:58:58 pm
I think i've read this before, but i just want to be sure:

Does fortifications prevent climbing in Dwarf Mode?
AFAIK it is supposed to but currently it does not. And creatures can jump through fortification (http://www.bay12games.com/dwarves/mantisbt/view.php?id=8160) sometimes, even when those fortifications are not submerged (http://www.bay12games.com/dwarves/mantisbt/view.php?id=3327).
Well, shit, i might just build some overhangs.
Title: Re: DF2014 Question and Answer Thread
Post by: Detros on July 09, 2015, 04:35:27 pm
What are all of these new metals, like flickering metal, singing metal, clear blue metal, and frosty metal. What exactly are these metals? I found them in the arena object list while looking for adamantine and messing around
Spoiler (click to show/hide)
Title: Re: DF2014 Question and Answer Thread
Post by: Detros on July 09, 2015, 04:43:07 pm
Why does magma glass furnace say it needs magma one tile lower under one of eight tiles when some of them are not valid for it?

Counting
123
456
789
I first put the hole to the lever below with magma on 1 and it worked. For the next furnace I put it on 3 and it can't be placed there.

Am I doing something wrong or that access to magma under any of those 8 tiles on the rim in fact does not work for all eight but just some of them? Maybe because built glass furnace has symbol "]" in tile 3?
Title: Re: DF2014 Question and Answer Thread
Post by: Putnam on July 09, 2015, 04:44:01 pm
What are all of these new metals, like flickering metal, singing metal, clear blue metal, and frosty metal. What exactly are these metals? I found them in the arena object list while looking for adamantine and messing around
Spoiler (click to show/hide)


They're better than steel, but not as good as adamantine (they are 2/5 as strong and equally rigid)

Why does magma glass furnace say it needs magma one tile lower under one of eight tiles when some of them are not valid for it?

Counting
123
456
789
I first put the hole to the lever below with magma on 1 and it worked. For the next furnace I put it on 3 and it can't be placed there.

Am I doing something wrong or that access to magma under any of those 8 tiles on the rim in fact does not work for all eight but just some of them? Maybe because built glass furnace has symbol "]" in tile 3?

AFAIK 5 is the only one that is actually wrong (since they need to stand there).
Title: Re: DF2014 Question and Answer Thread
Post by: Detros on July 09, 2015, 04:50:34 pm
Why does magma glass furnace say it needs magma one tile lower under one of eight tiles when some of them are not valid for it?

Counting
123
456
789
I first put the hole to the lever below with magma on 1 and it worked. For the next furnace I put it on 3 and it can't be placed there.

Am I doing something wrong or that access to magma under any of those 8 tiles on the rim in fact does not work for all eight but just some of them? Maybe because built glass furnace has symbol "]" in tile 3?

AFAIK 5 is the only one that is actually wrong (since they need to stand there).
Now it works. I now think I was trying to put just Glass furnace and not Magma glass furnace there, that's why it said the site is blocked by a hole in the corner. -.-
Title: Re: DF2014 Question and Answer Thread
Post by: pisskop on July 10, 2015, 04:27:22 pm
Bridges dont turn outside tiles 'inside' iirc.
I'm pretty sure they (and other buildings) do. You can't have a working windmill protected by a bridge.

Okay.  So it is >.<  Now I have a random disconnected room with a roof cieling thats drentched in flithy sludge
Title: Re: DF2014 Question and Answer Thread
Post by: Heliman on July 10, 2015, 10:22:51 pm
I have a version Question:

Is the current version of Dwarf Fortress stable, without many sudden crashes? If not, what could I possibly do to make it so?
Title: Re: DF2014 Question and Answer Thread
Post by: pisskop on July 10, 2015, 10:25:03 pm
its pretty stable in my experience.
Title: Re: DF2014 Question and Answer Thread
Post by: KirigStonebeard on July 10, 2015, 11:42:05 pm
Is it now normal for digging out a wall to leave behind a floor made of another material? For example, dig out a tile of limonite wall, leaving behind a clay silt floor? Apologies if this is answered elsewhere, search and wiki are turning up nothing for me.
Title: Re: DF2014 Question and Answer Thread
Post by: Magnumcannon on July 10, 2015, 11:44:20 pm
Is it now normal for digging out a wall to leave behind a floor made of another material? For example, dig out a tile of limonite wall, leaving behind a clay silt floor? Apologies if this is answered elsewhere, search and wiki are turning up nothing for me.
The floor is from whataver is underground, so yes.
Title: Re: DF2014 Question and Answer Thread
Post by: KirigStonebeard on July 11, 2015, 01:12:08 am
Is it now normal for digging out a wall to leave behind a floor made of another material? For example, dig out a tile of limonite wall, leaving behind a clay silt floor? Apologies if this is answered elsewhere, search and wiki are turning up nothing for me.
The floor is from whataver is underground, so yes.

"Underground" in what sense? Whatever makes up the next layer down? Because I considered that but it's not consistent with what I'm seeing.

It looks to me like floor tiles are now ALWAYS made of the layer material, even if there's a different material (ore, gems, etc) making up the wall portion of that tile. Or in other words, mining out a tile will ALWAYS leave you with a floor of whatever material makes up the majority of that layer, even if what you dug out was a different material.

So I guess my question now is whether this is intended behavior or a bug. No more engraved hematite floors and the like?
Title: Re: DF2014 Question and Answer Thread
Post by: Arx on July 11, 2015, 02:08:46 am
Intended, I think.

I have a version Question:

Is the current version of Dwarf Fortress stable, without many sudden crashes? If not, what could I possibly do to make it so?

Pretty much. The only thing is to avoid designating constructions in the same space as leaves, including if the leaves grow into the tile after the designation.
Title: Re: DF2014 Question and Answer Thread
Post by: pisskop on July 11, 2015, 09:28:18 am
Can you nickname or uncostumize a dwarf after it dies?

Say like remove an custom profession name?
Title: Re: DF2014 Question and Answer Thread
Post by: locustgate on July 11, 2015, 01:57:54 pm
So I've been settled for 2 years, autumn of the 3rd, and I have YES invaders, not a baby snatcher rescuers, random zombie, or thief. I did turn the siege off for the first year, because I got a zombie siege as soon as I started I got a siege, every time. I don't have any kids, but my total wealth is around 100,000.

Spoiler (click to show/hide)
Title: Re: DF2014 Question and Answer Thread
Post by: Albedo on July 11, 2015, 02:00:48 pm
re outdoors/underground/etc.: http://dwarffortresswiki.org/index.php/DF2014:Tile_attributes

So I guess my question now is whether this is intended behavior or a bug. No more engraved hematite floors and the like?

Only Toady knows if it's intended or not, but it's certainly the way it works atm.
Title: Re: DF2014 Question and Answer Thread
Post by: KirigStonebeard on July 11, 2015, 09:46:43 pm
re outdoors/underground/etc.: http://dwarffortresswiki.org/index.php/DF2014:Tile_attributes

So I guess my question now is whether this is intended behavior or a bug. No more engraved hematite floors and the like?

Only Toady knows if it's intended or not, but it's certainly the way it works atm.

Right, I know how tile attributes work, but that doesn't really have anything to do with the question, since by definition a tile you're mining will have the same attributes on the "wall" portion as on the "floor" portion, since they're just different parts of the same tile. Maybe MagnumCannon thought I meant channelling or something.

In any case, if Toady hasn't specifically addressed it as an intended change, I'm going to go ahead and put it on the bug tracker. It certainly doesn't seem like it makes sense as an intentional change, but I must concede that the Toady One can be quite an inscrutable power, so I'll mark it as possibly intended.

Thanks for the assistance guys, it struck me as so odd that I wondered if it was some bizarre bug that only I was encountering. At least now I know it's not just me.
Title: Re: DF2014 Question and Answer Thread
Post by: Albedo on July 12, 2015, 12:38:51 pm
I certainly was disappointed when my magnetite dining room had a diorite floor (or whatever), and the first time I dug a room out of gems and got... just another room. So I'm on board with you there.

(And I mainly put that link for any and all, not accusing you personally of ignorance.)



Title: Re: DF2014 Question and Answer Thread
Post by: heritage727 on July 12, 2015, 07:31:06 pm
Is it now normal for digging out a wall to leave behind a floor made of another material? For example, dig out a tile of limonite wall, leaving behind a clay silt floor? Apologies if this is answered elsewhere, search and wiki are turning up nothing for me.

This is a known bug: http://www.bay12games.com/dwarves/mantisbt/view.php?id=6896 (http://www.bay12games.com/dwarves/mantisbt/view.php?id=6896)
Title: Re: DF2014 Question and Answer Thread
Post by: Crazy Horse on July 13, 2015, 12:38:08 pm
Do captured animals adopted as pets still need constant training? If so this would be done automatically right? Assuming there is a training zone somewhere in your fort, of course.
Title: Re: DF2014 Question and Answer Thread
Post by: pisskop on July 13, 2015, 12:40:15 pm
Do captured animals adopted as pets still need constant training? If so this would be done automatically right? Assuming there is a training zone somewhere in your fort, of course.
It is done automatically.  However, my experience is that it is a low priority job for animal trainers, and occassionally the animal gets dangerously close to reverting, or even does in a few cases.  Best to keep the most dangereous or unknown/exotic critters chained or caged while you train them.  Their kids might be easier to tain.
Title: Re: DF2014 Question and Answer Thread
Post by: Arx on July 13, 2015, 12:41:37 pm
The offspring can be taken all the way to 'Tame' status, after which they will not revert, so that's the best option as far as I know.
Title: Re: DF2014 Question and Answer Thread
Post by: taptap on July 14, 2015, 03:40:56 am
I generated a pocket world with 3 towers counting as independent civs. For necro sieges should I best start close to one or in range of all three towers?
Title: Re: DF2014 Question and Answer Thread
Post by: pisskop on July 14, 2015, 06:25:49 am
Dont start 'in' one.  unless you like legions of unbreakable fun.
Title: Re: DF2014 Question and Answer Thread
Post by: Larix on July 14, 2015, 09:57:30 am
Build a high-speed minecart grinder and all your undead problems will be reduced to tiny little bits. They're scary in combat, but don't hold together well, esp. against blunt damage.

Of course, for a proper challenge, you might want to eventually build a military that can take an undead invasion in open combat. I think you'll need one very legendary soldier to counter two ordinary undead and the few necro sieges i've seen ranged from ~30 to ~50, so you do the maths.It may take a while to get there, you shouldn't expect to beat a second-year invasion off with soldiers.

And i suspect you could get _much_ larger sieges in a highly necro-infested world.

@below: all good if scummy ways to get a highly skilled military fast, except for the screw pumps. They have been entirely useless for stat training for years now. If you want attributes, sparring is the go-to method. Oh, and danger rooms give you superlegendary dwarfs in a month, at most a season. Three years of normal training gives you highly legendary soldiers without any exploits (and they'll be supremely strong, agile and inexhaustible - sparring does all that, taking them out of training for "stat training" wastes time and _slows_ their attribute gain).
Title: Re: DF2014 Question and Answer Thread
Post by: NJW2000 on July 14, 2015, 10:02:47 am
Hell, with highly powerful danger room training, anything's possible.

A month in a drowning machine? The soldier never gets tired.
Two months in a coinstar machine: the soldier can take blows like rain.
6 months on a screw pump: the soldier can punch demons so their brains are traumatised.
3 years in a training spear danger room with one dwarf pulling the lever: supersoldiers.

Kinda exploity, though, but I'd do it if I were to embark somewhere with undead.
Title: Re: DF2014 Question and Answer Thread
Post by: pisskop on July 14, 2015, 10:05:27 am
Cage trap them and chain the pieces.

Assign order (k)ill.


pedit:  before somebody says it cant be done, Ive got videos of me doing it   :v
Title: Re: DF2014 Question and Answer Thread
Post by: Rafatio on July 14, 2015, 10:08:45 am
"Not enough free nestbox zones found. You need 8 more" What is the game trying to tell me here?

I have a 3x3 room that is also a pasture with 3 boxes and three blue peafowl, m/f/f. Door locked, both females were breeding, the first clutch just hatched, the message arrived instead of the notification that the second clutch has hatched. Both clutches were 8 eggs. The first hen has already laid another, but that is just 6 eggs, so probably not related. I did not mess with any creature raws, just phoebus tiles applied by the starter pack and a few healing rates where needed, no modding, fresh install. These are the only egg layers I have a breeding pair of.
Title: Re: DF2014 Question and Answer Thread
Post by: KirigStonebeard on July 14, 2015, 10:23:16 am
(And I mainly put that link for any and all, not accusing you personally of ignorance.)
No offense taken, sorry if my reply sounded snippy. I was just extremely confused.

Is it now normal for digging out a wall to leave behind a floor made of another material? For example, dig out a tile of limonite wall, leaving behind a clay silt floor? Apologies if this is answered elsewhere, search and wiki are turning up nothing for me.

This is a known bug: http://www.bay12games.com/dwarves/mantisbt/view.php?id=6896 (http://www.bay12games.com/dwarves/mantisbt/view.php?id=6896)

Thank you so much for the link. I don't know why that didn't turn up before, I searched the tracker too! I guess too long away from DF has made my search-fu weak...
Title: Re: DF2014 Question and Answer Thread
Post by: Detros on July 14, 2015, 11:03:32 am
I generated a pocket world with 3 towers counting as independent civs. For necro sieges should I best start close to one or in range of all three towers?
If you can find a tile which is less than 10 world tiles from all of them (even in pocket world they could just be one in its own corner), go for it.
Title: Re: DF2014 Question and Answer Thread
Post by: cdombroski on July 15, 2015, 07:34:33 am
"Not enough free nestbox zones found. You need 8 more" What is the game trying to tell me here?

I have a 3x3 room that is also a pasture with 3 boxes and three blue peafowl, m/f/f. Door locked, both females were breeding, the first clutch just hatched, the message arrived instead of the notification that the second clutch has hatched. Both clutches were 8 eggs. The first hen has already laid another, but that is just 6 eggs, so probably not related. I did not mess with any creature raws, just phoebus tiles applied by the starter pack and a few healing rates where needed, no modding, fresh install. These are the only egg layers I have a breeding pair of.

That's autonestbox (https://github.com/DFHack/dfhack#autonestbox). It expects a pasture with one nestbox in it (top left corner) for each egglayer you have. It will then assign one egglayer to each such pasture and ensure no other animals are assigned to it.
Title: Re: DF2014 Question and Answer Thread
Post by: pisskop on July 15, 2015, 10:17:21 am
Hello.

I would like confirmation that you cannot change the severity or duration of syndromes in-fort by editting the saved raws without the game crashing when it tries to load the critter/syndrome.
Title: Re: DF2014 Question and Answer Thread
Post by: Albedo on July 15, 2015, 12:57:17 pm
That's pretty technical - might want to ask in the mod subforum if you don't get a response here.
Title: Re: DF2014 Question and Answer Thread
Post by: Rafatio on July 15, 2015, 01:46:39 pm
That's autonestbox (https://github.com/DFHack/dfhack#autonestbox). It expects a pasture with one nestbox in it (top left corner) for each egglayer you have. It will then assign one egglayer to each such pasture and ensure no other animals are assigned to it.
Thanks cdombroski, that it was targetting freshly hatched chicks confused me. Might come in handy once I have more of them.
Title: Re: DF2014 Question and Answer Thread
Post by: Crazy Horse on July 16, 2015, 08:56:30 pm
Can Dwarves be horrified if a hauler only passes by them carrying something 'horrifying'? Like your stacks of severed nose cartilage of undead Elves and so on.

Also, whatever happened to taking joy in the slaughter? It's been mostly undead, trogs, were-koalas and various cavern denizens killed and I guess these things just aren't joyous enough for them. I've checked each time and no joy. Everyone in this place has gone completely emo except me.
Title: Re: DF2014 Question and Answer Thread
Post by: NJW2000 on July 17, 2015, 05:45:29 am
What happens if admantine gets dyed? Strands, of course - is it a problem? Can I still smelt it?
Title: Re: DF2014 Question and Answer Thread
Post by: Larix on July 17, 2015, 06:19:21 am
It just wastes a unit of dye. The colour is not transferred to the wafer (or cloth, if you weave the strands).
Title: Re: DF2014 Question and Answer Thread
Post by: NJW2000 on July 17, 2015, 06:22:21 am
thanks. Just worried about the contamination of precious adamantine... we don't likes these dyerses, do we, my preciousssss...?
Title: Re: DF2014 Question and Answer Thread
Post by: pisskop on July 17, 2015, 06:11:21 pm
For Critters that use nest boxes.  Does the daddy critter need to be on top of the eggs to fertilize them or only 1 tile away?

I ask because Ive chained up a breeding pair of quite dagerous and quite untame monsters, and plan to take the babies.
Title: Re: DF2014 Question and Answer Thread
Post by: Rafatio on July 18, 2015, 11:57:56 am
Neighboring tile works fine for me, dude is in the middle surrounded by his ladies, everyone in a 1x1 pasture.
Title: Re: DF2014 Question and Answer Thread
Post by: taptap on July 19, 2015, 02:28:39 pm
I researched these weird perpetual motion machines quite some time, it cost me my main engineer (accidental flooding) and I am still not understanding them. (Dwarven reactors that don't stop when you block any logical possibility for water movement.) Is their any science available on this? When does a reactor start becoming unstoppable?

My findings so far: only way to stop is overload (consuming more power the system provides). A closed door in the water tile below the intake, even a hatch in the intake does not stop the "over-reacting" reactor (both do stop normal reactors). It is not limited to reactors filled by direct flow from a water source (read some speculation about this), but I have a bucket filled reactor behaving in that way. Not all reactors behave that way - although it is unclear what makes the difference between the reactors. Build order magic?
Title: Re: DF2014 Question and Answer Thread
Post by: Loci on July 19, 2015, 04:59:12 pm
I researched these weird perpetual motion machines quite some time, it cost me my main engineer (accidental flooding) and I am still not understanding them. (Dwarven reactors that don't stop when you block any logical possibility for water movement.) Is their any science available on this? When does a reactor start becoming unstoppable?

Sounds like natural flow (http://dwarffortresswiki.org/index.php/Flow#Natural_Flow). Any water tiles with natural flow will spin a waterwheel, no pumping required. I've heard that natural flow may result from dumping water in an aquifer, though I've not tested it myself.
Title: Re: DF2014 Question and Answer Thread
Post by: taptap on July 20, 2015, 01:25:19 am
I researched these weird perpetual motion machines quite some time, it cost me my main engineer (accidental flooding) and I am still not understanding them. (Dwarven reactors that don't stop when you block any logical possibility for water movement.) Is their any science available on this? When does a reactor start becoming unstoppable?

Sounds like natural flow (http://dwarffortresswiki.org/index.php/Flow#Natural_Flow). Any water tiles with natural flow will spin a waterwheel, no pumping required. I've heard that natural flow may result from dumping water in an aquifer, though I've not tested it myself.

I doubt the wiki explanation, which sounds like "flow" is a property of the tile. The self-flowing reactor in one attempt, may stop the next time I close the intake, even within the same dual-wheel reactor it changes which wheel keeps turning upon closer investigation of flows or sometimes both and sometimes none.
Title: Re: DF2014 Question and Answer Thread
Post by: Sisyphean on July 20, 2015, 09:04:55 am
quick question about stairs.

i just tried to replace the carved dirt stairs at the top of my fort with built stone ones however it seems to be impossible.

i removed the top layer of down stairs by channeling and it took the second levels worth of up stairs away too, so im left with just down stairs on my second level, i cant however build up stairs or up/down stairs on top of them, it just wont let me so now i have a gaping hole where my stairs should be and no way to rebuild the stairs i took away.

what am i missing? ive checked the wiki and i cant see any reason why this wont work but it just refuses to allow me to build them
Title: Re: DF2014 Question and Answer Thread
Post by: Rogue Yun on July 20, 2015, 09:42:39 am
I always like this guys explanation...

https://www.youtube.com/watch?v=x_21Y34Yx4c

Basically when you channel it removes the z-level area (if present) the floor of the z-level and the area of the z-level below. Either clearing the area comletely or leaving a ramp up. Because it was a stair you removed with channel it removed both the down stair the the below z-level up stair.

To fix this you can either build a down stair on the z-level you used channel initially (b-C-d) or build an up/down stair (b-C-x).
 
Then, on the level below you will need to build an up/down stair (b-C-x). It might just be that you will only need an up stair, but that would be if you didn't have a down stair below that.

You can't build a construction you can't get to. So one has to be built before the other.

I hope that I understood and answered your concern.
Title: Re: DF2014 Question and Answer Thread
Post by: Sisyphean on July 20, 2015, 10:01:36 am
thanks for the advice but it didnt work at all in fact thats what i have been trying to do and it wont let me place either an up stair or an up/down stair in that space.

so the floors go like this from top down

1=space
  =downstair
2=space
  =downstair
3=up/downstair
4=up/downstair
etc etc

1=space is the top most floor of my fort which is on top of the downstair i constructed to replace the one i channeled out
2=space is where i am trying to build stairs and it wont let me i can place a box down or individual but when i press enter it wont let me select material.

i could channel out 2=downstair but that would just push the problem downward

basicly it wont let me build anything on top of the downstair. ANYTHING so there seems to be no way of putting this staircase back together (unless i channeled the whole thing out all the way down to the ground floor and replaced it all with built up/downstairs)
Title: Re: DF2014 Question and Answer Thread
Post by: pisskop on July 20, 2015, 10:02:06 am
I already like it and I just saw the still video :o

One stair cannot function without another corresponding one.
Title: Re: DF2014 Question and Answer Thread
Post by: pisskop on July 20, 2015, 10:03:23 am
@Sis

If you're having that much difficulty than channel the stair and then build an up/doown stair to suit your needs.
Title: Re: DF2014 Question and Answer Thread
Post by: Rogue Yun on July 20, 2015, 10:10:16 am
thanks for the advice but it didnt work at all in fact thats what i have been trying to do and it wont let me place either an up stair or an up/down stair in that space.

so the floors go like this from top down

1=space
  =downstair
2=space
  =downstair
3=up/downstair
4=up/downstair
etc etc

1=space is the top most floor of my fort which is on top of the downstair i constructed to replace the one i channeled out
2=space is where i am trying to build stairs and it wont let me i can place a box down or individual but when i press enter it wont let me select material.

i could channel out 2=downstair but that would just push the problem downward

basicly it wont let me build anything on top of the downstair. ANYTHING so there seems to be no way of putting this staircase back together (unless i channeled the whole thing out all the way down to the ground floor and replaced it all with built up/downstairs)

What are you getting any particular error message? Are mason's/resources available to build the construction? Are you trying to build one construction on top of another? If you are trying to build one construction on another you will have to remove it first with (d-n). I gotta' go, get a car serviced.. but best of luck to you!
Title: Re: DF2014 Question and Answer Thread
Post by: Sisyphean on July 20, 2015, 10:40:21 am
im not getting any particular error message it is just refusing to go to the material select choice after i outline where i want to build.

there is no construction on that tile unless the remaining downstair part of the carved downstair counts as a building. this image sums up my problem as best as i can:

http://imgur.com/eANdSV6
Title: Re: DF2014 Question and Answer Thread
Post by: Rogue Yun on July 20, 2015, 11:00:15 am
Well, my service has been delayed due to technical difficulties... I tried to duplicate your problem and funny thing.. channelling out the down stair only removed the down stair for me and didn't touch the up/down stair below it. So your problem appears to be unique.

Would it be possible to get some screen shots of this? Namely of you trying to build a construction there...

I tried using a dfhack feature (hitting b for box designations) and it refuses to build stairs like you say and just won't go on to select the materials. If you are by chance using dfhack try turning it off by hitting "b" after selecting the up down stair from the (b-C-x) selection, so it would be (b-C-x-b).
Title: Re: DF2014 Question and Answer Thread
Post by: Albedo on July 20, 2015, 11:52:52 am
I researched these weird perpetual motion machines quite some time, it cost me my main engineer (accidental flooding) and I am still not understanding them. (Dwarven reactors that don't stop when you block any logical possibility for water movement.) Is their any science available on this?

...A closed door in the water tile below the intake, even a hatch in the intake does not stop the "over-reacting" reactor (both do stop normal reactors)...

It should.

From the wiki, "An easy way to halt the reactor is to place a lever-linked hatch cover over the tile the pump draws from." So, I can only guess that you have multiple reactors linked, and the others might be powering this one?

Wiki: http://dwarffortresswiki.org/index.php/DF2014:Water_wheel#Dwarven_Water_Reactor

if not that, then, yes, it's not impossible to create "permanent flow" in a dug tile. It's difficult to replicate, and the process is not well understood, but it's happened.


Title: Re: DF2014 Question and Answer Thread
Post by: Sisyphean on July 20, 2015, 01:01:57 pm
rogue yun ty. turning box select off did the trick, still not sure why channeling removed the lower stair but oh well important thing is it  works now :D
Title: Re: DF2014 Question and Answer Thread
Post by: taptap on July 20, 2015, 01:06:13 pm
I researched these weird perpetual motion machines quite some time, it cost me my main engineer (accidental flooding) and I am still not understanding them. (Dwarven reactors that don't stop when you block any logical possibility for water movement.) Is their any science available on this?

...A closed door in the water tile below the intake, even a hatch in the intake does not stop the "over-reacting" reactor (both do stop normal reactors)...

It should.

From the wiki, "An easy way to halt the reactor is to place a lever-linked hatch cover over the tile the pump draws from." So, I can only guess that you have multiple reactors linked, and the others might be powering this one?

Wiki: http://dwarffortresswiki.org/index.php/DF2014:Water_wheel#Dwarven_Water_Reactor

if not that, then, yes, it's not impossible to create "permanent flow" in a dug tile. It's difficult to replicate, and the process is not well understood, but it's happened.

No. I tested single-wheel and dual-wheel reactors linked to nothing. Thing is, it isn't exactly permanent either. If I open the door and close it again, it may or may not continue (or in the dual-wheel reactor switch between wheels, no wheel (0 power), both wheels (200 power) working randomly).
Title: Re: DF2014 Question and Answer Thread
Post by: Albedo on July 21, 2015, 12:09:14 pm
(or in the dual-wheel reactor switch between wheels, no wheel (0 power), both wheels (200 power) working randomly).

Well, (if I'm understanding your description), what may be happening here is you're "jumpstarting" the 2nd reactor. Once water is started flowing, it keeps flowing via the pump action, so that's the extra +100 jumping in there.

Why it's random? Not sure at all. Could be that you're using a door vs. a hatch???
Title: Re: DF2014 Question and Answer Thread
Post by: Sisyphean on July 22, 2015, 04:21:30 pm
hey guys quick question about migration, i recently started a new fort as part of the civ of my retired fort (retired not abandoned so its still there), in the summer i get a migrant family of husband wife and their 3 kids both adults are exceptionally skilled for what i need so i was happy with that.

anyway i have been producing a lot of wealth i sold 16 k worth to my first trade caravan which arrived with the msg "no envoy? how strange..." which i understand means im all thats left of my civ (dunno how my last fort couldve died i think ill have to reclaim it at some point to find out :D).

one month after the trade caravan arrived i got the msg "the fortress attracted no migrants this season" which has confused me a fair amount because my fort is a lot more successfull than most of my forts have been at this point and the second migrant wave normaly takes me upto 25, so do i have a penalty to migration because my civ is dead? (i read somewhere on the wiki migrant waves are based on what the envoy reports to civ homeland???)


Title: Re: DF2014 Question and Answer Thread
Post by: Amperzand on July 23, 2015, 06:12:15 am
I'm fairly sure that if the home civ is out of dorfs, they stop sending dorfs, since new migrants are mostly real historical figures and such.
Title: Re: DF2014 Question and Answer Thread
Post by: Sisyphean on July 23, 2015, 08:01:56 am
so does that mean that imigration is completely stopped and i can expect no more or does it mean it that immigration waves are going to be small?

if its the latter and i will still get immigrants albeit in small numbers then i can live with that, if on the other hand im not going to get any through then im not sure 12 dorfs is a large enough genetic pool to continue the civ and i may be better abandoning.....
Title: Re: DF2014 Question and Answer Thread
Post by: herocrafter on July 23, 2015, 01:33:01 pm
Can a marksdwarf shoot diagonally through a fortification?

........................F F F F
....................W W{        the marksdwarf, {, is behind a row of fortifications, F, with a wall, W, to his left.
Title: Re: DF2014 Question and Answer Thread
Post by: Loci on July 23, 2015, 03:22:51 pm
anyway i have been producing a lot of wealth i sold 16 k worth to my first trade caravan which arrived with the msg "no envoy? how strange..." which i understand means im all thats left of my civ (dunno how my last fort couldve died i think ill have to reclaim it at some point to find out :D).

There are various reasons why your liaison wouldn't show up, and it's unlikely that your civilization has been annihilated since the trade caravan did arrive (truly extinct
civilizations send no caravans).


Can a marksdwarf shoot diagonally through a fortification?

Yes.
Title: Re: DF2014 Question and Answer Thread
Post by: herocrafter on July 23, 2015, 04:34:53 pm


Quote

Can a marksdwarf shoot diagonally through a fortification?

Yes.
Thanks. One more question now:
Can a marksdwarf shoot though two fortifications?  In the prior diagram if I change the two wall to the left of the marksdwarf into fortifications (making a diagonal wall) will he shoot though both?
Title: Re: DF2014 Question and Answer Thread
Post by: Detros on July 23, 2015, 04:44:48 pm
Can a marksdwarf shoot diagonally through a fortification?

Yes.
Thanks. One more question now:
Can a marksdwarf shoot though two fortifications?  In the prior diagram if I change the two wall to the left of the marksdwarf into fortifications (making a diagonal wall) will he shoot though both?
Fortifications can't be shoot through by archers (marksdwarves) unless they are either highly skilled or standing next to it. So common archers can shoot through only one fortification. Neither ballista nor catapults are affected by fortifications.

Wrap such ascii art with tag "code" (# button above editing area) next time.
Title: Re: DF2014 Question and Answer Thread
Post by: herocrafter on July 23, 2015, 05:24:59 pm


Fortifications can't be shoot through by archers (marksdwarves) unless they are either highly skilled or standing next to it. So common archers can shoot through only one fortification. Neither ballista nor catapults are affected by fortifications.

So are saying skilled marksdwarfs can shoot though a diagonal wall of fortication (two fortification)? I'm trying to determine where to put the fortifications on the  top of my mostly round tower base but don't want to put any where they wouldn't be used.  I knew the part about inexperienced having to be next to the fortifications and that's built into the plan but didn't know about the ballista or catapults.  Ballista I think just stay at the same z-level so that's out but catapults might be fun.  I'll have to look into that.

Oh, you can't color in code ;)

Title: Re: DF2014 Question and Answer Thread
Post by: Amperzand on July 23, 2015, 06:08:21 pm
so does that mean that imigration is completely stopped and i can expect no more or does it mean it that immigration waves are going to be small?

if its the latter and i will still get immigrants albeit in small numbers then i can live with that, if on the other hand im not going to get any through then im not sure 12 dorfs is a large enough genetic pool to continue the civ and i may be better abandoning.....

I think usually they just stop coming, I could be wrong though.
Title: Re: DF2014 Question and Answer Thread
Post by: Sisyphean on July 24, 2015, 04:29:34 am

I think usually they just stop coming, I could be wrong though.

well that seemed like it was the case because i had 2 more seasons without immigrants but then just as i was about to givce up i recieved a wave of 11. interestingly all of them are quite highly skilled.. most of the time i dont get more than 1 or 2 points i anything but these guys all have at least 1 skill at 6 and a lot of them are really useful skills....

on a side not the waves seem to consist of whole families.... my first wave was a single family and my most recent wave is 2 families... ive never had this before normally my waves are just a bunch of randomers.
Title: Re: DF2014 Question and Answer Thread
Post by: Detros on July 24, 2015, 01:49:18 pm

I think usually they just stop coming, I could be wrong though.

well that seemed like it was the case because i had 2 more seasons without immigrants but then just as i was about to givce up i recieved a wave of 11. interestingly all of them are quite highly skilled.. most of the time i dont get more than 1 or 2 points i anything but these guys all have at least 1 skill at 6 and a lot of them are really useful skills....

on a side not the waves seem to consist of whole families.... my first wave was a single family and my most recent wave is 2 families... ive never had this before normally my waves are just a bunch of randomers.
They could be coming from your previous forts in the same world thus having some proficiency in skills you like.
Title: Re: DF2014 Question and Answer Thread
Post by: Amperzand on July 24, 2015, 10:36:04 pm
Actually, since travel time is rendered now, if they're coming from your old forts, they'll take a long time to get to you.
Title: Re: DF2014 Question and Answer Thread
Post by: pisskop on July 25, 2015, 10:34:18 am
Do dwarves no longer get the wood burning happiness bonus?
Title: Re: DF2014 Question and Answer Thread
Post by: Loci on July 25, 2015, 11:45:09 am
Do dwarves no longer get the wood burning happiness bonus?

What bonus? They can admire fine furnaces (as architectural buildings), but it needn't be in operation.
Title: Re: DF2014 Question and Answer Thread
Post by: pisskop on July 25, 2015, 11:46:40 am
hummmm

I guess I thought that them watching burning wood made them happy in 34.
Title: Re: DF2014 Question and Answer Thread
Post by: pisskop on July 25, 2015, 01:46:00 pm
Okay.  So is lycanthrope spread if the bite shatters a nail, but doesnt seem to otherwise pierce skin?

I suppose Ill find out soon enough . . .
Title: Re: DF2014 Question and Answer Thread
Post by: Sisyphean on July 25, 2015, 07:20:17 pm

They could be coming from your previous forts in the same world thus having some proficiency in skills you like.

well i was checking them out and it seems they belonged to the only other dwarf civ in the world before they migrated so perhaps any dwarf is elligable to migrate under some circumstances?
Title: Re: DF2014 Question and Answer Thread
Post by: Amperzand on July 25, 2015, 07:51:55 pm
Given some... Unintentional !!science!! on the subject, the werebeast has to use a "Bite" attack to break skin for infection to occur. Biting and then shaking around using the teeth, while logical, does not cause infection, nor do "Bite" attacks that fail to penetrate the skin. If in doubt, quarantine anyway and wait for the next transformation date.
Title: Re: DF2014 Question and Answer Thread
Post by: pisskop on July 25, 2015, 08:01:36 pm
mmm, thank ya.

It turns out that his broken nail did not cause weredeerism despite being the result of a bite.  I just wasnt sure if it counted.


now imgoing to have to mod in skinless or chitin-lined dwarves to test.
Title: Re: DF2014 Question and Answer Thread
Post by: Amperzand on July 26, 2015, 06:58:25 am
This sounds like a wonderful example of dorfy science, keep me posted as to the results.
Title: Re: DF2014 Question and Answer Thread
Post by: AlBravo on July 26, 2015, 09:49:47 am
I've currently always have "Clear Rain Snow" at the bottom left of my screen when it rains or snows and "Clear Snow" when it's clear.

I also have this issue.
Title: Re: DF2014 Question and Answer Thread
Post by: Dethsold on July 27, 2015, 12:58:25 pm
The Dwarven Civilization in my world is extinct. Is there a way to predict who of my starting seven will be made king, or is the selection process random? I am under the impression that the Expedition leader will be promoted in this case.
Title: Re: DF2014 Question and Answer Thread
Post by: Loci on July 27, 2015, 02:13:32 pm
The Dwarven Civilization in my world is extinct. Is there a way to predict who of my starting seven will be made king, or is the selection process random? I am under the impression that the Expedition leader will be promoted in this case.

A truly extinct civilization has no monarch, and, at least in my experience, won't promote one. A "struggling" civilization with no sites probably does have a monarch, and that title can indeed pass to one of your dwarves with little warning. Titles pass to relations first, then by some other means, possibly social skills. 
Title: Re: DF2014 Question and Answer Thread
Post by: Bumber on July 27, 2015, 07:28:31 pm
Maybe it goes to the eldest?
Title: Re: DF2014 Question and Answer Thread
Post by: herocrafter on July 27, 2015, 08:08:08 pm
Caged a Necromancer and when I read her description as being incredibly skinny I got wondering if I need to feed her to keep her alive?  I'm not ready to use her, not even close. I want to keep her alive and not sure if I pitted her with food if she'd get nice and plump  :-\ or if I left her in her cage she'd wither.
Title: Re: DF2014 Question and Answer Thread
Post by: Putnam on July 27, 2015, 08:13:45 pm
Necromancers don't need food
Title: Re: DF2014 Question and Answer Thread
Post by: Rafatio on July 28, 2015, 03:25:01 am
What are scales good for in an unmodded game? The wiki's redirect seems to suggest they work like leather, but I've yet to see one getting used.
Title: Re: DF2014 Question and Answer Thread
Post by: Bearskie on July 28, 2015, 06:00:45 am
Trying to set up a GCS web cage trap area here - would like to ask, will dwarves intentionally avoid the other webbed traps when retrieving captured creatures, or will they just bundle in and get trapped? (I presume that webbed cage traps are triggered by my own dwarves as well)
Title: Re: DF2014 Question and Answer Thread
Post by: Bumber on July 28, 2015, 08:22:12 am
What are scales good for in an unmodded game? The wiki's redirect seems to suggest they work like leather, but I've yet to see one getting used.
Selling to traders, necromancy(?), flinging at things.

They work like untanned hides, not leather.
Title: Re: DF2014 Question and Answer Thread
Post by: Rafatio on July 28, 2015, 08:32:52 am
Selling to traders, necromancy(?), flinging at things.

They work like untanned hides, not leather.
*Flings reanimated crundle farm at Bumber and charges for it* Thanks, that sounds um useful or something.
Title: Re: DF2014 Question and Answer Thread
Post by: Loci on July 28, 2015, 05:18:20 pm
will dwarves intentionally avoid the other webbed traps when retrieving captured creatures
No.

or will they just bundle in and get trapped? (I presume that webbed cage traps are triggered by my own dwarves as well)
Yes.
Title: Re: DF2014 Question and Answer Thread
Post by: pisskop on July 28, 2015, 05:20:20 pm
will dwarves intentionally avoid the other webbed traps when retrieving captured creatures
No.

or will they just bundle in and get trapped? (I presume that webbed cage traps are triggered by my own dwarves as well)
Yes.
Traffic orders and other  means of keeping critters out of trapped hallways.  Like doors that dont let pets in.
Title: Re: DF2014 Question and Answer Thread
Post by: Loci on July 28, 2015, 05:59:36 pm
Traffic orders and other  means of keeping critters out of trapped hallways.  Like doors that dont let pets in.

Traffic orders don't tell your dwarves where not to go; they only adjust the pathfinding "weight" of going there. Create a 2-tile wide hallway, designate one side as "restricted", send two dwarves down the hallway from opposite ends, and one will step on a "restricted" tile.

And pet-impassible doors kill FPS due to an outstanding bug.

(http://dwarffortresswiki.org/images/f/f8/Web_traps_0.png)

Here's a layout I've used before. The door (bottom right) is normally locked, but gets unlocked to lure in targets like forgotten beasts. The bridge (top right) is normally raised, but gets lowered to collect the cages and reset the traps. As long as your dwarves only approach the traps from the top right (with the door locked) they shouldn't get trapped... except for kids following their parents.
 
Title: Re: DF2014 Question and Answer Thread
Post by: pisskop on July 28, 2015, 06:11:01 pm
So make a seperate, longer pathway for the dwarves to go through.  And restrict that path.  block it off with tightly shut doors, and dont put it near your monarchs throne room.

Pet doors arer the only reliable way to keep critters out, and thats highly subjective, as cats and dogs will wait for a dwarf to enter the door to go through.  Also making a second longer path around forces pets to path around, eliminating much of that fps drain.


Pedit: I realize I just told you to make three paths to one place :P
Title: Re: DF2014 Question and Answer Thread
Post by: Bearskie on July 28, 2015, 09:42:37 pm
Good stuff ppl, thanks :) 

Now I'm considering a setup where I dump a roomful of water over the traps to destroy the webs instead to make it more automated.  Is it possible?
Title: Re: DF2014 Question and Answer Thread
Post by: mhc4444 on July 30, 2015, 06:28:32 am
Hi, so here is a question ive been wondering about for a few days now, does dwarfs ambutate limbs?

here is the story: i settled on a vulcano, there grew threes on the edge of the opening and i demanded wood, a magma crap shot my dwarf from the lava pit on his leg, end of combat report. a few months (in game) later i find him at the dormitory wounded, i check on him to find that he is missing a leg, which is currently rotting next to his bed, no combat report about him since the magma crap. sooo... did his leg fall off as a result of the previous attack, or does dwarf ambutate? his medical record doesn't state anything before his leg loss, but of cause he was brought to the hospital after i had to deconstruct the bed he was in because that somehow prevented him from being interesting to the 9 doctors that had just migrated here....
Title: Re: DF2014 Question and Answer Thread
Post by: AlBravo on July 31, 2015, 11:04:21 am
Before I start a new world I would like to know if long lag spikes where the game totally freezes (not autosave) is normal?  Every few hours DF just locks up.  Resource monitor says it is processing something.  I fpause with dfhack and just wait for a minute or so.  But my average fps runs from 50-90.  Is this background world processing?  I revealed and checked for leaks but didn't see what I thought a leak would look like.  No flow numbers below the sea.  I am planning on a small world, short history, sparse settings with a small 3x3 embark hoping to fix this.
Title: Re: DF2014 Question and Answer Thread
Post by: covertoperator100 on July 31, 2015, 11:20:02 am
Will I never be sieged unless I have 80+ Dwarves?

In my world, I started the game at war with Elves, and I'm worried I'll be attacked before I have a big enough pop. to defend.
Title: Re: DF2014 Question and Answer Thread
Post by: pisskop on July 31, 2015, 11:57:38 am
I am at less than 50.  Siege tags cover more that.

Gobbos will come to any populated fort, or one that trades, or one that hordes wealth.  Sieges in 40.xx depends on geographical and political conditions as well.
Title: Re: DF2014 Question and Answer Thread
Post by: Rafatio on July 31, 2015, 05:07:22 pm
I'm having a daft digging moment.

Dug a pillar of up/down stairs, and an upstair on the lowest level. Three side-by-side actually, so there is standing room. Works. Now I changed my mind and want to go deeper there with more up/downs, how do I turn the upstair into up/down? I already made a mess of constructions, channels and stair removals on one side, could someone please give me a step by step so I can go "Duh, of course!"?
Title: Re: DF2014 Question and Answer Thread
Post by: pisskop on July 31, 2015, 05:26:07 pm
If an upstair is already dug then just designate a downstair.

If its constructed you gotta remove them and put in updown stairs.  You can regualarly dig after construction.  Just keep in mind that you should leave at least 1 access point to that level/location, so dont do them all at once.
Title: Re: DF2014 Question and Answer Thread
Post by: Rafatio on July 31, 2015, 05:52:39 pm
How cool is that, never knew you could dig the up and down parts in seperate steps and have the game combine them! Cavern bypassing can continue, thanks pisskop.
Title: Re: DF2014 Question and Answer Thread
Post by: Detros on August 03, 2015, 04:19:56 am
Before I start a new world I would like to know if long lag spikes where the game totally freezes (not autosave) is normal?  Every few hours DF just locks up.  Resource monitor says it is processing something.  I fpause with dfhack and just wait for a minute or so.  But my average fps runs from 50-90.  Is this background world processing?  I revealed and checked for leaks but didn't see what I thought a leak would look like.  No flow numbers below the sea.  I am planning on a small world, short history, sparse settings with a small 3x3 embark hoping to fix this.
What about blossoming trees? Those can be pretty demanding in bigger numbers. Is this big slowing happening in the same time of gameyear?
Title: Re: DF2014 Question and Answer Thread
Post by: SMASH! on August 03, 2015, 07:31:36 am
Will dead trees grow back in evil biomes?
Title: Re: DF2014 Question and Answer Thread
Post by: Bouchart on August 05, 2015, 04:25:04 pm
Anyone know what animals drop gizzard stones when butchered?
Title: Re: DF2014 Question and Answer Thread
Post by: Rafatio on August 05, 2015, 04:40:55 pm
Anyone know what animals drop gizzard stones when butchered?
Not sure how complete this list (http://dwarffortresswiki.org/index.php/Special:WhatLinksHere/DF2014:Gizzard_stone) is, but its a start.
Title: Re: DF2014 Question and Answer Thread
Post by: MeanMe on August 08, 2015, 02:13:59 am
Is there any way to force the dwarves to treat a job as an absolute priority?

I'm trying to build a stairwell past an aquifer with walls around it but the dwarves keep suspending the work due to the flooding, which in itself isn't a problem, but once they suspend it it takes about a season for another dwarf to pick up the job again. The latest piece of wall has been in process for eight seasons now and if this pace keeps up the stairwell will be done in thirty years or so. I'm not quing up any other construct projects, this is the only active one but I am using DFHacks autolabor script to manage jobs.

Secondly, do the goblin sieges happen even if they're not listed as present on the location when embarking? I've only got elves as a neighbour and I've had over 80 dwarves for a good while now but all I've seen thus far is an enraged weregecko, no baby snatchers or anything. Might have to pick up a more exciting location if there will be no other visitors.
Title: Re: DF2014 Question and Answer Thread
Post by: Bouchart on August 08, 2015, 07:07:10 am
Has anyone had trouble training giant tortoises outside of a cage?  All of mine eventually reverted back to wild despite having several available trainers around.  I'm thinking it's because they retract into their shells and that interferes with the job somehow.
Title: Re: DF2014 Question and Answer Thread
Post by: Detros on August 09, 2015, 05:55:43 pm
Is there any way to force the dwarves to treat a job as an absolute priority?

I'm trying to build a stairwell past an aquifer with walls around it but the dwarves keep suspending the work due to the flooding, which in itself isn't a problem, but once they suspend it it takes about a season for another dwarf to pick up the job again. The latest piece of wall has been in process for eight seasons now and if this pace keeps up the stairwell will be done in thirty years or so. I'm not quing up any other construct projects, this is the only active one but I am using DFHacks autolabor script to manage jobs.

Secondly, do the goblin sieges happen even if they're not listed as present on the location when embarking? I've only got elves as a neighbour and I've had over 80 dwarves for a good while now but all I've seen thus far is an enraged weregecko, no baby snatchers or anything. Might have to pick up a more exciting location if there will be no other visitors.
Title: Re: DF2014 Question and Answer Thread
Post by: Bouchart on August 12, 2015, 09:18:34 pm
Spoiler (click to show/hide)
Title: Re: DF2014 Question and Answer Thread
Post by: Putnam on August 12, 2015, 09:19:56 pm
just speed AFAIK
Title: Re: DF2014 Question and Answer Thread
Post by: Detros on August 21, 2015, 01:40:54 am
is there some more efficient way of obtaining blind dwarves than just lots of random combat? What equipment would "help" here and which enemies are more prone to attack eyes?
Title: Re: DF2014 Question and Answer Thread
Post by: NJW2000 on August 21, 2015, 03:33:37 am
Conscious dwarves vs unconscious dwarves would be a question here, as unconscious creatures are struck only in the head... would this damage the eyes more or less though? Hmmm....
Title: Re: DF2014 Question and Answer Thread
Post by: Bouchart on August 21, 2015, 02:29:22 pm
I highly doubt you could pull it off.  You'd probably need to give your dwarf armor everywhere except the head, and hope an attack from an enemy doesn't hit the brain.  Probably a non-bludgeoning attack too.  In all my years of playing I think I may have had one dwarf blind in one eye, that's how uncommon it is.
Title: Re: DF2014 Question and Answer Thread
Post by: Sirbug on August 21, 2015, 02:40:22 pm
Why don't my newcomer dwarfs arm themselves with maces already on site? (I'm reclaiming a fort)

They are not forbidden anymore, what can be the problem?
Title: Re: DF2014 Question and Answer Thread
Post by: pisskop on August 21, 2015, 03:25:20 pm
The maces are in stockpiles, arent forbidden, the dwarves are in a squad, their equipment is properly set, and they are told to be armed when not on duty?

If all yes, activate their squads for a spell, to force them into uniform.
Title: Re: DF2014 Question and Answer Thread
Post by: Bouchart on August 21, 2015, 03:37:47 pm
Reclaim fortress can be wonky.  Were these maces you just made or were they old ones you reclaimed?
Title: Re: DF2014 Question and Answer Thread
Post by: Sirbug on August 21, 2015, 03:58:33 pm
Never mind, they did pick them up. Those were part of embark equipment from the previous trip, by the way. Somehow it took them time to decide those things existed.
Title: Re: DF2014 Question and Answer Thread
Post by: Niyazov on August 22, 2015, 01:32:43 pm
Will dead trees grow back in evil biomes?

Dead trees don't grow back. In some older versions dead saplings would grow into mature dead trees (this was before multi-tile trees were in the game), but new dead saplings would never form.
Title: Re: DF2014 Question and Answer Thread
Post by: pisskop on August 22, 2015, 01:33:15 pm
Undead trees need to be a thing that arent creatures.
Title: Re: DF2014 Question and Answer Thread
Post by: Borge on August 23, 2015, 06:53:10 am
I remember a while back i accidentally opened a screen that showed me the preferences of all my dwarves, and how many dwarves had a preference for a certain material or food. How do i open this menu again? I think it was Shift + M but doesn't seem to work.
Title: Re: DF2014 Question and Answer Thread
Post by: pisskop on August 23, 2015, 08:25:23 am
that definitly sounds like 3rd party stuff. dfhack?
Title: Re: DF2014 Question and Answer Thread
Post by: Qasder on August 23, 2015, 08:33:15 am
Is that any way to cause a siege or change  relations with other civilizations by dfhack?
Title: Re: DF2014 Question and Answer Thread
Post by: NJW2000 on August 23, 2015, 08:34:11 am
There IS a forcesiegs command, though I'm not entirely sure how it works.
Title: Re: DF2014 Question and Answer Thread
Post by: Arx on August 23, 2015, 09:09:50 am
There IS a forcesiegs command, though I'm not entirely sure how it works.

Not at all, in the current version of DF. Putnam and MaxTM have had limited success, but no surefire way has yet been found.
Title: Re: DF2014 Question and Answer Thread
Post by: NJW2000 on August 23, 2015, 09:14:42 am
Sorry, I was thinking of 34.xx, as LW did it.
Title: Re: DF2014 Question and Answer Thread
Post by: NJW2000 on August 23, 2015, 05:03:35 pm
Oooooh! @Detros, you need an FB/evil cloud/other which can either affect eyes directly, or blisters, bruises or rots the whole body, which should blind the eyes!
Title: Re: DF2014 Question and Answer Thread
Post by: Uggh on August 25, 2015, 06:07:13 am
Do roads prevent spawning of wagons? The wiki says that natural floor were required.
Title: Re: DF2014 Question and Answer Thread
Post by: Bouchart on August 25, 2015, 10:01:32 am
Wagons can move along roads just fine.  Roads work better than constructing floor tiles since floor tiles require more materials, and work better than soil and dirt since trees can grow on them.
Title: Re: DF2014 Question and Answer Thread
Post by: pisskop on August 25, 2015, 10:02:31 am
But you cant build on roads :(  No traps, no statues, no walls.  And you cant deconstruct individual tiles; the whole thing has to go
Title: Re: DF2014 Question and Answer Thread
Post by: Loci on August 25, 2015, 02:17:16 pm
Do roads prevent spawning of wagons? The wiki says that natural floor were required.

No, the wiki says natural-land tiles are required, which means the tiles had to be traversable at embark. For instance, you can't build a bridge out into the ocean and expect caravan wagons to arrive on it. Cast-obsidian-filled valleys and bridges to the map edge above ground level also don't work. In all three cases the caravan wagons can depart via the non-natural-land tiles, they just cannot appear there.

If you have natural-land tiles at the map edge, you can build any caravan-passable buildings on those tiles (e.g. bridges, roads, restraints, etc.).
Title: Re: DF2014 Question and Answer Thread
Post by: Uggh on August 25, 2015, 03:28:42 pm
Ok, so long as the tile has been passable at the beginning of the game I can build roads or floors on it and wagons will still spawn? Iwas not sure about the wiki entry here. Thanks.
Title: Re: DF2014 Question and Answer Thread
Post by: Bouchart on August 26, 2015, 09:30:56 am
Yes that is correct.

That's one of the main purposes of roads- to have a flat tile where trees can't grow and obstruct a wagon's path.
Title: Re: DF2014 Question and Answer Thread
Post by: FearfulJesuit on August 27, 2015, 02:13:05 pm
Booting up a new fort for the first time in months. IIRC, the physics on some weapons doesn't quite work right, so they aren't very effective. What (native Dwarven) weapons are good choices, and which are not?
Title: Re: DF2014 Question and Answer Thread
Post by: pisskop on August 27, 2015, 02:14:59 pm
All default dwarven weapons do pretty well, though people seem to prefer maces to hammers.  Remember that crossbows and their bolts have been nerfed from 34.

You really need the metal bolts to do damage through armor.
Title: Re: DF2014 Question and Answer Thread
Post by: Bouchart on August 27, 2015, 03:10:43 pm
All of the dwarven weapons work well and have their uses, though you might consider skipping swords since they are a jack-of-all-trades weapon and don't specialize in anything.  Or you might want to use them for exactly that reason.  Either way I'd probably stay away from obsidian short swords unless you want to cram a bunch in a weapon trap.  Picks can be lethal and are easy to train just by mining things.

Whips and large daggers can be very effective, but you can't make them on your own, so they'll probably be made of weaker weapon grade metals and have varying quality.
Title: Re: DF2014 Question and Answer Thread
Post by: Bumber on August 27, 2015, 05:08:07 pm
All default dwarven weapons do pretty well, though people seem to prefer maces to hammers.
Depends on how well your target is armored. Maces are good for pulping (e.g. vs undead.) Hammers are good against armored targets (which are in generally in short supply in fort mode.)
Title: Re: DF2014 Question and Answer Thread
Post by: Bouchart on August 28, 2015, 09:13:00 pm
Does anyone really know how succession works?  I have three(!) barons:

(http://i59.tinypic.com/2nbbksy.png)
Title: Re: DF2014 Question and Answer Thread
Post by: pisskop on August 28, 2015, 09:34:47 pm
barons of other settlements?  Mine all had the settlement they were lord of in their titles.

I had 2 dukes, the queen, and her baron husband.
Title: Re: DF2014 Question and Answer Thread
Post by: Borge on August 29, 2015, 02:17:11 am
When i make paved roads, dwarves flash whenever they stand ontop of it, which is not an issue with regular constructed floors. Is there any way to stop this flashing when standing on a paved road as it is incredibly distracting and prevents me from using paved roads altogether.
Title: Re: DF2014 Question and Answer Thread
Post by: NJW2000 on August 29, 2015, 04:46:09 am
Setting traffic cost:high on all the roads, then high:100. I think its traffic designations.
Title: Re: DF2014 Question and Answer Thread
Post by: Borge on August 29, 2015, 06:34:42 am
Setting traffic cost:high on all the roads, then high:100. I think its traffic designations.

I want the roads to be used, i just don't want them to be graphically flashing. I suppose there is no way to fix it though other than simply not using paved roads and using constructed floors instead.
Title: Re: DF2014 Question and Answer Thread
Post by: Nikita on August 30, 2015, 07:52:22 am
How do you guys capture necromancers? They don't seem to path into the fort unless provoked, and when they ARE provoked, they just send zombies and run away from the map. Cage traps, if placed at the edge of the map, would be quickly overwhelmed by the 70+ zombies that come with them. So how do?
Title: Re: DF2014 Question and Answer Thread
Post by: pisskop on August 30, 2015, 07:55:09 am
dig out a surface room.  Or z-1 room. Make a room away from your fort.  Then make it a refuse pit.  Then cage trap it.  Then wait.
Title: Re: DF2014 Question and Answer Thread
Post by: NJW2000 on August 30, 2015, 07:55:36 am
Well, having no or few sentries is good, and large/long entrance tunnels sealed with multiple airlocks might make sure you can get them in an enclosed space. They will try to sneak into your fort like kobolds, so not alerting them too soon is you best bet. I'm sure you could have some sort of can-get-in-but-can't-get-out system with bridges retracting over cage traps in ditches, but that's very complex.

edit: ninja'd
Title: Re: DF2014 Question and Answer Thread
Post by: tonnot98 on August 30, 2015, 10:10:44 pm
How does someone 1-shot bisect a tall, fat human with a stab from a spear? I've seen it happen in game, but I am really having trouble trying to imagine it working.
Title: Re: DF2014 Question and Answer Thread
Post by: Uggh on August 31, 2015, 02:43:26 am
Setting traffic cost:high on all the roads, then high:100. I think its traffic designations.

I want the roads to be used, i just don't want them to be graphically flashing. I suppose there is no way to fix it though other than simply not using paved roads and using constructed floors instead.
I never noticed that. Are you sure it's the dwarves flashing, not the road? In this case, the road is simply not yet finished. Or maybe there is some other problem not related to roads.
.
Title: Re: DF2014 Question and Answer Thread
Post by: pisskop on August 31, 2015, 09:20:34 am
mass in DF doesnt have a shape (sometimes volume is wacked too), and those that do are so the game can impliment mechanics (i.e. barrels and skin layers).

We know the density and rough estimate of material amount (observable through weight/density), but  with weapons we're given the weapon name and material values of its material.

Spoiler (click to show/hide)

your blade could be wide.  like monomolecule thickness for maximum width.  A better answer though is that shapes in DF dont actually exist, and in a world where a bronze collossus charges up dwarf-made stairs with no issues and the sky can support the ground your spear can be thrust and ripped with enough tenacity to split a body in two in one blow
Title: Re: DF2014 Question and Answer Thread
Post by: tonnot98 on August 31, 2015, 10:57:48 am
So...

Everything is numbers with very slight relation to each other in their real-world counterparts?
Title: Re: DF2014 Question and Answer Thread
Post by: pisskop on August 31, 2015, 11:06:03 am
The world is actually made of RNG.


pedit:  The best way to imagine the world is with cubes rectangles.  Dwarves are actually little cube UBs attatched to little cube LBs, and from those grow elongated upper arm cuboids and then Lower arm cuboids.  in between them an elbow joint is defined, but doesnt exist unless wtrestling is happening.  Then, little saugage-cubes esist for fingers, and then littler cubes for nails.

dwarven hair is actually cubes.  Whisker cubes and sideburn cubes and beard cubes.
Title: Re: DF2014 Question and Answer Thread
Post by: Putnam on August 31, 2015, 10:29:37 pm
upper arms and lower arms are still cubes i think

i'm not sure if any points are automatically non-cube cuboids?

the shape as a whole will usually be a non-cube cuboid

dwarven hair is not even cubes, it's just a pair of numbers (length/color) with an associated number somewhere else (style), more like line segments than cubes
Title: Re: DF2014 Question and Answer Thread
Post by: Borge on September 01, 2015, 12:08:18 am
I have made dozens of fortresses and not once have i ever came across bituminous coal or lignite. Does the stuff still exist?
Title: Re: DF2014 Question and Answer Thread
Post by: pisskop on September 01, 2015, 06:41:34 am
def.

lignite seems harder for me to find native, personally, but Ive seen both in 40.
Title: Re: DF2014 Question and Answer Thread
Post by: pisskop on September 01, 2015, 07:00:40 am
upper arms and lower arms are still cubes i think

i'm not sure if any points are automatically non-cube cuboids?

the shape as a whole will usually be a non-cube cuboid

dwarven hair is not even cubes, it's just a pair of numbers (length/color) with an associated number somewhere else (style), more like line segments than cubes
XD

just got done saying shapes dont exist and Im giving shapes to limbs.
Title: Re: DF2014 Question and Answer Thread
Post by: Nikita on September 01, 2015, 07:47:55 am
Here's a weird question: Do the undead breed/lay eggs? I'm having a little trouble capturing some animals without killing them. If I use a necromancer to raise an alligator, will it still lay eggs?

And another weird question: Can you tame/train an undead animal?
Title: Re: DF2014 Question and Answer Thread
Post by: Arx on September 01, 2015, 08:00:35 am
1. I don't believe so.

2. [OPPOSED_TO_LIFE] will cause them to kill your trainer.
Title: Re: DF2014 Question and Answer Thread
Post by: Nikita on September 04, 2015, 12:57:24 pm
(accidentally asked this in the silly thread instead)

So a dwarven caravan came to my fortress for the N'th time and we traded with them just fine (I made sure they made over 10k in profits) and I look away for a while, when suddenly, I see job cancellations, and the unit screen tells me that some merchant animals have been caught in cage traps. I also see one merchant's axedwarf killing my fortress dwarves. I stationed my military near him and they killed him. The rest of the merchants started leaving a bit before that happened.

Can anyone explain what could cause a merchant guard to randomly start killing my dorfs without provocation?
Title: Re: DF2014 Question and Answer Thread
Post by: Bouchart on September 04, 2015, 01:06:29 pm
Maybe a wagon saw a dead body and then self-destructed, making the merchants angry?
Title: Re: DF2014 Question and Answer Thread
Post by: Baffler on September 04, 2015, 06:53:30 pm
Will a population cap of 7 be respected? I'm trying to see how I do with just the starting dwarves.
Title: Re: DF2014 Question and Answer Thread
Post by: pisskop on September 04, 2015, 07:18:31 pm
It should.  A soft cap of 7 will prevent migrants until your S7 die, and a hard cap will stop the baby-train
Title: Re: DF2014 Question and Answer Thread
Post by: Bouchart on September 04, 2015, 09:38:26 pm
I thought you couldn't stop the first two migrant waves, which should bring your pop to around 20.
Title: Re: DF2014 Question and Answer Thread
Post by: pisskop on September 04, 2015, 10:01:09 pm
are they still?

If you embark in fall you need to wait 2 seasons to get migrants and a year for caravans
Title: Re: DF2014 Question and Answer Thread
Post by: Bumber on September 05, 2015, 06:19:38 am
(accidentally asked this in the silly thread instead)

So a dwarven caravan came to my fortress for the N'th time and we traded with them just fine (I made sure they made over 10k in profits) and I look away for a while, when suddenly, I see job cancellations, and the unit screen tells me that some merchant animals have been caught in cage traps. I also see one merchant's axedwarf killing my fortress dwarves. I stationed my military near him and they killed him. The rest of the merchants started leaving a bit before that happened.

Can anyone explain what could cause a merchant guard to randomly start killing my dorfs without provocation?
You have any hostile chained creatures nearby? The merchant guards can attack the creature, and I think your fort members might be obligated to respond, and so on. Potentially werebeasts and tantruming dwarves could be another cause.
Title: Re: DF2014 Question and Answer Thread
Post by: pisskop on September 05, 2015, 06:38:46 am
no, chained critters can be 1v 1ed without outside interference.  Ive seen countless outpost liasons (in all versions) lethally fight chained bears and even a random fort member or two having a good ole 'brawl' level fight with chained trolls.

my offhand impression is reclaiming foolery in that world.
Title: Re: DF2014 Question and Answer Thread
Post by: Nikita on September 05, 2015, 07:44:16 am
(accidentally asked this in the silly thread instead)

So a dwarven caravan came to my fortress for the N'th time and we traded with them just fine (I made sure they made over 10k in profits) and I look away for a while, when suddenly, I see job cancellations, and the unit screen tells me that some merchant animals have been caught in cage traps. I also see one merchant's axedwarf killing my fortress dwarves. I stationed my military near him and they killed him. The rest of the merchants started leaving a bit before that happened.

Can anyone explain what could cause a merchant guard to randomly start killing my dorfs without provocation?
You have any hostile chained creatures nearby? The merchant guards can attack the creature, and I think your fort members might be obligated to respond, and so on. Potentially werebeasts and tantruming dwarves could be

No, the only thing I have chained in the general viscinity is a tame dog. I do have a large number of caged prisoners and caged hostile creatures, but I don't think you can start a fight with those. The only lead I have is that this happened at roughly the same time as I released a goblin and a Giant Cave Spider into my silk farm, and the spider started shooting webs, but there is no way those could be seen by the merchants as they were several levels down and behind a wall. Unless one of them had [EXTRAVISION] i suppose. But even then, the merchant guard can't path to those.

Is it possible that either my dwarf or the merchant guard were the enemies of my civ, despite never harming another dorf since the fortress was founded?

Edit: now the elven marchants came. My civilians got scared of them and military immediately attacked them. It looks like all of my dwarves have somehow become evil!
Title: Re: DF2014 Question and Answer Thread
Post by: Loci on September 06, 2015, 12:41:45 pm
I thought you couldn't stop the first two migrant waves, which should bring your pop to around 20.

Nope. In DF2014 Toady fixed the population caps to apply immediately to (nearly) all migrations, so even the "hard-coded" waves can be blocked. (They are still "hard-coded" in that they still appear regardless of other non-population-cap checks.) One known exception is the king, who can supposedly still appear at max-pop (though most of his entourage may be blocked by the caps).
Title: Re: DF2014 Question and Answer Thread
Post by: Bumber on September 07, 2015, 04:02:22 am
Edit: now the elven marchants came. My civilians got scared of them and military immediately attacked them. It looks like all of my dwarves have somehow become evil!
IDK, that sounded like a completely appropriate reaction to an elven caravan. Most overseers seem to prefer the use of magma, though.
Title: Re: DF2014 Question and Answer Thread
Post by: vylaern on September 08, 2015, 05:42:25 am
Sleep until dawn - how to wake up?


Hi, I went to sleep at the evening - I took options sleep until dawn. But... the night gone, and I was sleeping all day long, and wok e up... at the night.

[1] What to do to wake up at the dawn?
[2] Is it possible to break the sleep by pressing any key? (when the animations with sun going so fast)
Title: Re: DF2014 Question and Answer Thread
Post by: Nikita on September 09, 2015, 11:36:24 am
Another question - I made a bunch of overlapping bedrooms with cabinets in them. The dwarves seem to shuffle and re-shuffle their owned items (job: store owned item) forever, taking them from one cabinet and depositing in another. Additionally, they never seem to actually put the item IN the cabinet, but rather drop it on the ground on the same tile as the cabinet.

Is this a thing that is actually happening or am I just seeing things? Has anyone experienced anything similar?
Title: Re: DF2014 Question and Answer Thread
Post by: NJW2000 on September 09, 2015, 11:42:03 am
Yes. It is the traditional dwarven game of put-thing-many-cabinets-shuffle-XXtroll fur sockXX-move-ball. This is totally normal, as far as I'm aware, with your setup.
Title: Re: DF2014 Question and Answer Thread
Post by: Sirbug on September 09, 2015, 11:55:05 am
Sleep until dawn - how to wake up?


Hi, I went to sleep at the evening - I took options sleep until dawn. But... the night gone, and I was sleeping all day long, and wok e up... at the night.

[1] What to do to wake up at the dawn?
[2] Is it possible to break the sleep by pressing any key? (when the animations with sun going so fast)
For some reason, sleeping before dawn wakes you up just before the dawn. Either wait one more hour or start travelling, and you will see sun rising.
Title: Re: DF2014 Question and Answer Thread
Post by: Bumber on September 09, 2015, 07:07:40 pm
For some reason, sleeping before dawn wakes you up just before the dawn. Either wait one more hour or start travelling, and you will see sun rising.
The 24-hour sleep is the more confusing part. No idea why it sometimes does that. (Maybe when you sleep after midnight it assumes the dawn of the day after?)
Title: Re: DF2014 Question and Answer Thread
Post by: Amperzand on September 10, 2015, 04:32:18 pm
Can confirm, I've had that happen to me far too many times.
Title: Re: DF2014 Question and Answer Thread
Post by: pisskop on September 10, 2015, 04:36:17 pm
You're typically better off sleeping for 3-4 hours at a time anyway.  Any more and you risk oversleeping and then just kind of standing around getting hungry/thirsty.

I think I spend 90% of my adventurer's time with the 'drowsy' condition anyway.
Title: Re: DF2014 Question and Answer Thread
Post by: vylaern on September 11, 2015, 01:23:26 am
There is such topic in Armor:
Quality and strange moods
http://dwarffortresswiki.org/index.php/DF2014:Armor

So what is it?
a) rope red fiber sock
b) +<<+rope red fiber sock+<<+
c) +<<*rope red fiber sock*<<+
Title: Re: DF2014 Question and Answer Thread
Post by: vexxice on September 11, 2015, 04:52:58 pm
On the prepare carefully screen after I select a premade startup, sometimes it tells me that some meat is unavailable to bring. Does this mean that there are none in the area, or did they become extinct?
Title: Re: DF2014 Question and Answer Thread
Post by: pisskop on September 11, 2015, 05:08:59 pm
That means your dwarven civ has no access to that item.

Like iron, copper, or super-duper rare awesomesauce wood.  Try to select as generic as possible stuff for your setups to avoid a civ not having gazelle meat or Yeti torso ribcage or w.e.


---It DOES however mean that your preperations are incomplete, sometimes fatally so if the item is a requirement (say an iron anvil when you didnt bring picks).  The game does not substituite like items when you fail to get an item automatically selected.
Title: Re: DF2014 Question and Answer Thread
Post by: Nikita on September 11, 2015, 09:39:13 pm
How do you know if you have enough bins/barrels for all the stockpiles that are supposed to use them?
Title: Re: DF2014 Question and Answer Thread
Post by: Bumber on September 11, 2015, 10:52:23 pm
How do you know if you have enough bins/barrels for all the stockpiles that are supposed to use them?
Keep a barrel/bin stockpile a check if there are any to spare.
Title: Re: DF2014 Question and Answer Thread
Post by: NJW2000 on September 12, 2015, 07:18:18 am
Ok, so to revitalise my interest, I have started a fort in a sinister biome with a tower and goblins, and have decided to theme my fort on the name. Happily, my civ is called the "Messianic Hammers". Metal as f***. Anyway, my fort is called "Traillanced", according to the RNG. So what do I do for a theme? The trail part seems to suggest hunters, or maybe routes/patrols, and lanced seems to tell me that spears would be a good thing. Any suggestions?
Title: Re: DF2014 Question and Answer Thread
Post by: pisskop on September 12, 2015, 08:03:33 am
traillanced needs to construct a road through its lands and a ballista capable of practical use in sieges.

their job is to provide protection to migrants and caravans, operate the most nonlethal and strict divinr punishment possible, and cleanse large wildlife/undead
Title: Re: DF2014 Question and Answer Thread
Post by: NJW2000 on September 12, 2015, 08:13:26 am
Ballistae, you say? That might just work with my setup...

Btw, does running a road through a place actually do anything?
Title: Re: DF2014 Question and Answer Thread
Post by: Bumber on September 12, 2015, 08:24:38 am
Ballistae, you say? That might just work with my setup...

Btw, does running a road through a place actually do anything?
No, they won't even enter the map on the road unless you block off all the other edges.
Title: Re: DF2014 Question and Answer Thread
Post by: pisskop on September 12, 2015, 08:37:45 am
but the challenge is to build it, a chore for logistics and if undead are around . . ..  too bad toady doest make a script to have caravans/diplomats prefer roads when spawning
Title: Re: DF2014 Question and Answer Thread
Post by: NJW2000 on September 12, 2015, 08:39:46 am
Well, I might give it a shot if I have a lot of spare dorfpower... dunno if it's a reanimating biome yet, only human blood rain so far. Coupla creatures, no undead.
Title: Re: DF2014 Question and Answer Thread
Post by: Detros on September 12, 2015, 09:36:34 am
Well, I might give it a shot if I have a lot of spare dorfpower... dunno if it's a reanimating biome yet, only human blood rain so far. Coupla creatures, no undead.
Making road makes sure there will no trees pop up and block the caravan.
You can make a road, block other exits and build a roof above the road to offer cover from weird weather.
Title: Re: DF2014 Question and Answer Thread
Post by: Niyazov on September 12, 2015, 11:49:29 am
Traillanced obviously needs upright spikes with impaled foes on them lining the trail.
Title: Re: DF2014 Question and Answer Thread
Post by: pisskop on September 12, 2015, 11:54:39 am
Fortifications by the traps to catch and display the severed limbs of your foes upon :P

Best design ever, seriously.  Dwarves can't clean the limbs inside of fortifications so they just sit there.
Title: Re: DF2014 Question and Answer Thread
Post by: Bumber on September 12, 2015, 01:06:47 pm
Fortifications by the traps to catch and display the severed limbs of your foes upon :P

Best design ever, seriously.  Dwarves can't clean the limbs inside of fortifications so they just sit there.
Sit there generating bad thoughts?
Title: Re: DF2014 Question and Answer Thread
Post by: pisskop on September 12, 2015, 02:19:24 pm
Well, I mean the stuff does decay, and the 40.xx pansies probaby do get scared of them . . .  But I think The whole 'Im scared of skeletons' thing is a fantastic arguement to implement a part-time civilian training regime.  They all carry weapons, they get discipline, and they all get a free dorm-room.

  Seriously, all 40.xx emotions encourage you to do is desensitize your dwarves that much faster.  And not leave dead bodies where caravans wagons can get scared of them and die.
Title: Re: DF2014 Question and Answer Thread
Post by: Amperzand on September 12, 2015, 07:50:38 pm
Do the wagons themselves have emotion now? I wouldn't be surprised, I've had a few go missing for no reason, so they're slightly silly.
Title: Re: DF2014 Question and Answer Thread
Post by: Bumber on September 12, 2015, 10:06:55 pm
Do the wagons themselves have emotion now? I wouldn't be surprised, I've had a few go missing for no reason, so they're slightly silly.
While it wouldn't surprise me, I think it's actually the animals pulling the wagon that causes scuttling.
Title: Re: DF2014 Question and Answer Thread
Post by: Sirbug on September 13, 2015, 10:15:19 am
My baron has no relatives. What would happen to the post should he die?
I want to keep having a baron for roleplaying reasons but accidents do happen.
Title: Re: DF2014 Question and Answer Thread
Post by: NJW2000 on September 13, 2015, 10:20:50 am
Random dwarf, I think, not necessarily in your fort perhaps?
Title: Re: DF2014 Question and Answer Thread
Post by: pisskop on September 13, 2015, 10:22:20 am
Your baron goes to the next qualified individual.  Im not sure how succession works without inheritence.  Perhaps an election within your fort or the game determines who is 'best' fit from your lot the same way it choses an expedition leader when you embark.


Random dwarf, I think, not necessarily in your fort perhaps?
maybe.  I know you can host nobles of other settlements at your fort, but I feel like you'd get a migrant if that happened.
Title: Re: DF2014 Question and Answer Thread
Post by: NJW2000 on September 13, 2015, 10:33:08 am
How do I stop my designations screen showing priorities when I designate? The numbers annoy me, and I never use more than one designation.
 I just want to-be-mined space to be shaded in dark yellow as normal, not for it all to have "4"s on it.
Title: Re: DF2014 Question and Answer Thread
Post by: pisskop on September 13, 2015, 01:14:53 pm
Wish I knew.  I have noticed that if you dont change the priority of the designation at all you dont see it; it defaults to four.  And Im pretty sure that the priorities for tree-chopping, engraving, mining, herbology, etc. are all considered differently for this.

tbh, priorities are pretty sweet, because they let you tell who to dig what when.
Title: Re: DF2014 Question and Answer Thread
Post by: NJW2000 on September 13, 2015, 03:55:56 pm
Wish I knew.  I have noticed that if you dont change the priority of the designation at all you dont see it; it defaults to four.  And Im pretty sure that the priorities for tree-chopping, engraving, mining, herbology, etc. are all considered differently for this.

tbh, priorities are pretty sweet, because they let you tell who to dig what when.
I know that, but don't think I have anything prioritised, and want it back the old way to let dwarven democracy run it's course. I'm not one for complex underground systems, anyway.
Title: Re: DF2014 Question and Answer Thread
Post by: Bouchart on September 13, 2015, 08:06:16 pm
Is there a reason why my dwarf can't equip a large iron dagger?
Title: Re: DF2014 Question and Answer Thread
Post by: Detros on September 14, 2015, 03:59:17 am
Can magma crabs
?
Title: Re: DF2014 Question and Answer Thread
Post by: NJW2000 on September 14, 2015, 11:00:06 am
1. Pretty sure no.
2. No idea.
3. I think it might not turn into/stay as magma when it hits, but am not sure.
4. No. Only ranged weapons excluding blowguns on animal people do that.
Title: Re: DF2014 Question and Answer Thread
Post by: pisskop on September 14, 2015, 11:08:03 am
Im not sure about 2, let me check, but the answer to the other three is no.

Yea, they dont breathe either.
Title: Re: DF2014 Question and Answer Thread
Post by: Bouchart on September 14, 2015, 12:18:46 pm
Magma crabs throw fireball projectiles.  They don't create magma anywhere.
Title: Re: DF2014 Question and Answer Thread
Post by: pisskop on September 14, 2015, 12:26:41 pm
   [CAN_DO_INTERACTION:MATERIAL_EMISSION]
      [CDI:ADV_NAME:Spit molten rock]
      [CDI:USAGE_HINT:ATTACK]
      [CDI:BP_REQUIRED:BY_CATEGORY:MOUTH]
      [CDI:MATERIAL:INORGANIC:BASALT:LIQUID_GLOB]
      [CDI:VERB:spit a glob of molten rock:spits a glob of molten rock:NA]


This coupled with the tags
   [HOMEOTHERM:12000]

make them spit hot liquid rocks at people.  Which is technically magma.  Just not the magma that is a fluid.  Kind of like ice doesn't create the fluid water, it creates the item water.
Title: Re: DF2014 Question and Answer Thread
Post by: Niyazov on September 14, 2015, 05:10:27 pm
Won't placing a magma crab in water cause the water to boil off into steam? I'm not quite what the difference is between HOMEOTHERM and FIXED_TEMP, but Magma Crabs have [HOMEOTHERM:12000], the same temperature as magma.
Title: Re: DF2014 Question and Answer Thread
Post by: pisskop on September 14, 2015, 06:03:46 pm
They do.  And then they cool off.  The insides of them may be 12000, but outside they can be cooled off to normal temperatures.

In that arena test the little bugger steamed it up for a few turns and then could swim fine.  Unlike say, my giant fire worm made of fire, the crab could swim under the water.  The giant fire worm actually walked through the shallow water as it parted the sea like Noah.
Title: Re: DF2014 Question and Answer Thread
Post by: Detros on September 14, 2015, 06:29:34 pm
They do.  And then they cool off.  The insides of them may be 12000, but outside they can be cooled off to normal temperatures.

In that arena test the little bugger steamed it up for a few turns and then could swim fine.  Unlike say, my giant fire worm made of fire, the crab could swim under the water.  The giant fire worm actually walked through the shallow water as it parted the sea like Noah.
Wasn't parting of seas Moses' job? I thought Noah's one was to build a ship, get two of each animal and pray they will "be willing to commit to marriage" when the right time comes.
Title: Re: DF2014 Question and Answer Thread
Post by: Niyazov on September 15, 2015, 08:00:23 am
Are jabberers kosher?
Title: Re: DF2014 Question and Answer Thread
Post by: pisskop on September 15, 2015, 08:17:09 am
arent they birds?

I cant believe my wires crossed wrt my major and basic biblical events :c

pedit:
Spoiler: raw (click to show/hide)
They're brids or closely related, and still feathered. Maybe This (https://www.youtube.com/watch?v=J6mzMiF_aX0)?
Title: Re: DF2014 Question and Answer Thread
Post by: vexxice on September 16, 2015, 01:37:38 am
I have two problems that I don't know how to solve.

1. I cannot plant any above ground crops. It claims that "No Seeds Available for this location". In the stocks menu I can tell that I have: Carrot, Longland grass, and Rye seeds. I have checked, the space is outside, light and above ground.

2. My outpost liaison is a goblin noble, should I be worried?
Title: Re: DF2014 Question and Answer Thread
Post by: Bumber on September 16, 2015, 02:09:37 am
I have two problems that I don't know how to solve.

1. I cannot plant any above ground crops. It claims that "No Seeds Available for this location". In the stocks menu I can tell that I have: Carrot, Longland grass, and Rye seeds. I have checked, the space is outside, light and above ground.

2. My outpost liaison is a goblin noble, should I be worried?
1. It depends on biome.
2. Not really.
Title: Re: DF2014 Question and Answer Thread
Post by: Demetrious on September 16, 2015, 12:16:10 pm
Here's a simple one: what's the best way to generate magma mist?

(http://puu.sh/kdq9s/1f7a90c1d4.png)

Above is the basic floor plan of my entrance fortifications - a classic two-sided gatehouse, with (what will be) a raised causeway for entering caravans, flanked by lots of obsidian statues for most of its length (hence, three tile row for wagons, one tile row each for decorations == 5 tiles wide.) The one-tile wide side channels will be pumped full of magma and left open to the air for added decorative flair (and to prevent climbing ambushers from getting at the caravan too easily.) Its secondary function is to generate lots of magma mist when I chuck stuff into it for the purposes of turning siege squads into great balls of fire. However I'm not sure what the best way to generate magma mist is, or how "heavy" the things I drop into it should be.

Current options include:

1. Supports built in the magma channels, linked to levers with a single floor tile built atop of them (and maybe a statue there for good measure.) Certainly effective but a major PITA to reset after a siege.
2. A causeway above combined with stockpiles/retracting bridges/The Usual Tricks to drop obsidian blocks into the magma from above. Easy to reset but I'm not sure what constitutes "heavy enough" or how far the magma mist will reach.
3. Acceleration ramps retrofitted into the guard tower that launch minecarts at ludicrous speed down the magma channels, kicking up magma mist as they skip along the surface. I know minecarts will do this if they're moving fast enough, but I wonder what I should make them out of - lighter materiel for more range, or would a lead minecart kick up a bigger splash? If these details are a generally unknown quantity I'll default to this in the interests of educational science.
Title: Re: DF2014 Question and Answer Thread
Post by: pisskop on September 16, 2015, 12:23:45 pm
magma mist is caused by moving falling magma or thngs falling into mamga.  So probably not going to get magma mist on demand topside unless you construct a tower/cieling.

An option is to build said overhang and partially build walls Zlevels above the magma.  If you suspend a wall that is partiall built (a dwarf has taken a block/rock to the area) then the blockrock stays in the location, suspended.  When invaders are nearby you cancel the building and the suspended rockblock now falls into the magma, making mist.  Or build it over the path so you can drop rocks on invaders directly.

pedit, yah, those would work, and heavier objects work better.  Not sure the exacty weight/height ratio required, but rocks will definitely do it from a height of 3z.

I have no clue wrt carts though.  Try wooden ones then try lead ones.
Title: Re: DF2014 Question and Answer Thread
Post by: Bouchart on September 16, 2015, 01:41:23 pm
The easiest way to create magma mist would be to drop heavy objects into the magma.  Stones would do the trick, but you could also use large corpses like trolls or goblins, which would help with cleanup after sieges.  The easiest way would be to build a small tower, and designate a dump on a floor hatch at the top of the tower.  Connect the floor hatch to a lever in a safe place, so you can control it remotely.  You'll need the floor hatch surrounded by floor tiles on all 8 sides so dwarves don't dump the stuff off the side of the tower.

If you want a minecart to skip along the surface of the magma you'll probably want a magma safe minecart, so the material honestly won't matter that much unless you make it out of nether-cap or adamantine, since most magma safe stuff is heavy anyway.
Title: Re: DF2014 Question and Answer Thread
Post by: Demetrious on September 16, 2015, 05:25:16 pm
On second thought... I know that items on a raising drawbridge will be flung outward in the direction of the drawbridge's raise, but will they also be flung upward? I could simply dump lots of obsidian rocks on the drawbridges built into the floor of the channel, and use them to fling things up - and let gravity handle the rest. The same bridges would double as atom-smashers to clear out the channel for maintenance work.
Title: Re: DF2014 Question and Answer Thread
Post by: pisskop on September 16, 2015, 05:31:05 pm
Item on a raising bridge will be flung in random directions, and very much up.  Sometimes vertically off the map up.  This includes critters, with much hilarity.
Title: Re: DF2014 Question and Answer Thread
Post by: Demetrious on September 16, 2015, 05:38:47 pm
Item on a raising bridge will be flung in random directions, and very much up.  Sometimes vertically off the map up.  This includes critters, with much hilarity.

For the glory of dorf science, I shall employ both minecarts and submerged magma bridges.
Title: Re: DF2014 Question and Answer Thread
Post by: Bumber on September 16, 2015, 05:45:04 pm
If you want a minecart to skip along the surface of the magma you'll probably want a magma safe minecart, so the material honestly won't matter that much unless you make it out of nether-cap or adamantine, since most magma safe stuff is heavy anyway.
Loose nethercap items (including minecarts) aren't magma-safe anyways.
Title: Re: DF2014 Question and Answer Thread
Post by: Detros on September 16, 2015, 05:53:47 pm
Item on a raising bridge will be flung in random directions, and very much up.  Sometimes vertically off the map up.  This includes critters, with much hilarity.

For the glory of dorf science, I shall employ both minecarts and submerged magma bridges.
Put down a bridge, pile magma-safe minecarts and magma on it, then raise the bridge, lower it and repeat. FUN assured.
Title: Re: DF2014 Question and Answer Thread
Post by: Bouchart on September 17, 2015, 11:58:55 am
If you want a minecart to skip along the surface of the magma you'll probably want a magma safe minecart, so the material honestly won't matter that much unless you make it out of nether-cap or adamantine, since most magma safe stuff is heavy anyway.
Loose nethercap items (including minecarts) aren't magma-safe anyways.

Are you sure?  They have a fixed temp and the wiki says nether cap is magma safe.
Title: Re: DF2014 Question and Answer Thread
Post by: Demetrious on September 17, 2015, 05:14:51 pm
Put down a bridge, pile magma-safe minecarts and magma on it, then raise the bridge, lower it and repeat. FUN assured.

The causeway is complete and I'm cranking out iron minecarts and decorative glass-studded statues as fast as my dorfs can move, which is 15 FPS (and therefore not very fast.)

However, something just came to mind - I remember some clever trick about a burning liganite bin, or something similar, left in a hallway as part of a trap. Since I'll have a good ignition source to hand - what would happen if I checker-boarded my new causeway with wooden floor grates and let the magma mist do the rest?
Title: Re: DF2014 Question and Answer Thread
Post by: pisskop on September 17, 2015, 05:19:18 pm
You can.  Remember that wagons still have to path through, so you'd need to put mechanisms on them to lower them.  or even be sure that lowered wall/floor grates will not impede wagons.  Try wooden hatch covers on the ground?
Title: Re: DF2014 Question and Answer Thread
Post by: Demetrious on September 17, 2015, 06:12:39 pm
You can.

GLORIOUS. Wooden floor grates can be built over regular floors and they function, well, just like a regular floor, so blocking wagons et al isn't a concern. I can't wait to try this.
Title: Re: DF2014 Question and Answer Thread
Post by: Bumber on September 17, 2015, 09:42:24 pm
If you want a minecart to skip along the surface of the magma you'll probably want a magma safe minecart, so the material honestly won't matter that much unless you make it out of nether-cap or adamantine, since most magma safe stuff is heavy anyway.
Loose nethercap items (including minecarts) aren't magma-safe anyways.

Are you sure?  They have a fixed temp and the wiki says nether cap is magma safe.
Quote from: http://dwarffortresswiki.org/index.php/DF2014:Nether-cap
This fixed temperature makes nether-cap wood magma-safe, except that nether-cap wood items dumped into magma are destroyed.
They happen to be the only way to get magma-proof axles.
Title: Re: DF2014 Question and Answer Thread
Post by: Demetrious on September 21, 2015, 02:24:00 am
It turns out that accelerating a mine-cart to skipping velocities isn't as easy as I'd thought - the max speed of 270,000... units seems to require a good 50 or so impulse ramps (unless my math/understanding of minecarts is drastically mistaken.) However, corner tracks only cost you 1,000, er, units of speed each, so you should be able to reverse direction for a little less than the cost of a single impulse tile. So if I'm looking to make the unholy equivalent of a dwarven railgun, I could have a track on the Z-level above, with lots of impulse ramps that descends (via turning track-ramp) to the second z-level and sends the cart around a corner to zip down another line of impulse ramps, and the effect should be similar to the same number of ramps laid out in one long line, right?

It seems to make perfect sense. Therefore I must be making a mistake somewhere.
Title: Re: DF2014 Question and Answer Thread
Post by: pisskop on September 21, 2015, 10:07:16 am
There's threads on this stuff.  Lemme see if I can dig them up, but otherwise search for 'impulse' 'ramp' 'minecart' 'rail', etc.

A start - http://www.bay12forums.com/smf/index.php?topic=120039.msg3848858#msg3848858
Title: Re: DF2014 Question and Answer Thread
Post by: Demetrious on September 21, 2015, 11:55:01 am
There's threads on this stuff.  Lemme see if I can dig them up, but otherwise search for 'impulse' 'ramp' 'minecart' 'rail', etc.

A start - http://www.bay12forums.com/smf/index.php?topic=120039.msg3848858#msg3848858

Beautiful, thank you. Most of the stuff I found was very specific threads for very specific (i.e. advanced) applications.
Title: Re: DF2014 Question and Answer Thread
Post by: vexxice on September 24, 2015, 02:08:50 am
Can I influence my sheep and ram to breed. Light some candles? Play a few tunes? Seriously though, they are my main source of thread right now, and they wont make babies.
Title: Re: DF2014 Question and Answer Thread
Post by: pisskop on September 24, 2015, 02:23:33 am
by default, creatures need to be able to touch.  Also animals can be uninterested in marriage or gay, and wont make babies if either is
Title: Re: DF2014 Question and Answer Thread
Post by: Amperzand on September 24, 2015, 04:38:20 am
Silly as it might seem, if your ewe doesn't feel like getting it on, no babies will ever occur. I mean, you'd think either the ram would become very insistent, or the dwarves would force-feed the ewe a few quarts of whiskey and fix the problem, but nooo.
Title: Re: DF2014 Question and Answer Thread
Post by: vexxice on September 24, 2015, 05:41:14 pm
We embarked with... queer sheep. :|
Oh well.
Title: Re: DF2014 Question and Answer Thread
Post by: Pseudo on September 24, 2015, 07:14:22 pm
Any idea why my framerate, which I have capped to 60/120 (60 G_FPS, 120 FPS), stays around 50/50 most of the time but occasionally shoots up to 59/120 for a short while for no rhyme or rhythm that I can see? (Linux x64 on a laptop). I lie my 60/120, and most of the time I get to a substantially larger fort before it starts dropping.

Title: Re: DF2014 Question and Answer Thread
Post by: pisskop on September 24, 2015, 08:42:15 pm
You're asking a question thats entirely too complex to divine without an actual save to play with.

Lets see, common causes of lag/framerate shift/etc:

-Deep Cavern things.  Forgotten beasts or zombies or incessant rot or forest fires in the caves isn't even seen by you, but exists.
-Pathing problems, may be related to above or may be your own dwarves not pathing right.  May be hidden enemies topside even.
-Excessive stockpiles, repeatedly opening/closing pathways, extreme use of varied traffic designations.
-Items everywhere
-Water moving, magma moving
-Rot
-Rain/waves/mist/evil biome fuckery
-A bug relating to the above.  Sometimes you open pandora's box without even knowing it.
-There's even more goodies to contend with down below.
-Temperature changes/fluxuations
-Huge unit counts/ dead counts/undead/spammed jobs etc.
-Tilesets are supposed to affect framerate a little.
-Your computer's power has an effect.  A big one.  So does the resources you allow your computer to use.
Title: Re: DF2014 Question and Answer Thread
Post by: Bumber on September 24, 2015, 11:44:48 pm
It's possibly world activation stuff happening in the background. Viewing the same z-level as trees also hurts performance. You don't need 60 G_FPS; 20 actually runs better.
Title: Re: DF2014 Question and Answer Thread
Post by: Pseudo on September 26, 2015, 01:58:15 pm
Thank you both. I found the problem. I had a background process that was hogging CPU. That wouldn't have been (much of) a problem in and of itself (as both it and DF are largely single-threaded, and I have a dual-core CPU (not including hyperthreading).), except that it was causing thermal throttling. Note to self, I need to clean my heat sink...

You don't need 60 G_FPS; 20 actually runs better.
Call me crazy, but I prefer smoother graphics to a faster fort, especially as the change in game updates is minimal at best on my machine (+2 or so? Almost lost in the noise).
Title: Re: DF2014 Question and Answer Thread
Post by: Bumber on September 26, 2015, 04:06:18 pm
Call me crazy, but I prefer smoother graphics to a faster fort, especially as the change in game updates is minimal at best on my machine (+2 or so? Almost lost in the noise).
Differentiate 'smoother' from 'faster' as it pertains to motion in DF. Your GFPS is limited by your FPS, and nothing on screen is even changing 60 times per second. You're just wasting power and creating more heat.
Title: Re: DF2014 Question and Answer Thread
Post by: Amperzand on September 26, 2015, 06:13:08 pm
To explain further, a standard, unladen european swallow peasant moves once every ten frames, so if you had 60 FPS and 6 G_FPS, it'd probably look pretty standard.
Title: Re: DF2014 Question and Answer Thread
Post by: Pseudo on September 26, 2015, 06:28:19 pm
You're forgetting the interactive portions. Namely: the cursor and such.

I would be fine with the main game window updating at 6 (G_)FPS (or whatever) if the cursor / etc still updated at a reasonable framerate. But it isn't set up that way, unfortunately.

That's the smoother I am talking about.
Title: Re: DF2014 Question and Answer Thread
Post by: Amperzand on September 27, 2015, 04:09:43 am
Very true. This may, however, be one of the few places where 30-45 G_FPS may actually be fairly acceptable. Especially if you run a super-fast fort and get 300-450 FPS.
Title: Re: DF2014 Question and Answer Thread
Post by: Raven on September 27, 2015, 08:16:11 am
where can I find a summary of the next release features? Is there an open thread on this subject?
Title: Re: DF2014 Question and Answer Thread
Post by: vexxice on September 29, 2015, 07:44:42 pm
where can I find a summary of the next release features? Is there an open thread on this subject?

A.) http://www.bay12games.com/dwarves/dev.html <-- This is where future features are, but I don't know of any threads about it.



Q.) Can I allocate any more of my computers resources to dwarf Fortress? I have a lot of unused processing power, and ram and I would like to hand most of it to my dorfs. I understand that Dwarf Fortress is single threaded, so It can never use more than one core.
Title: Re: DF2014 Question and Answer Thread
Post by: Putnam on September 29, 2015, 08:45:20 pm
your computer is using all that it can to play dwarf fortress most of the time

raising the CPU priority might help minorly
Title: Re: DF2014 Question and Answer Thread
Post by: vexxice on September 29, 2015, 09:14:22 pm
I have a medium sized hospital set up, with individual rooms for the wounded. I just noticed that zones can only be so big. The problem is that each inividual hospital zone needs its own resources. Any tips for hospitals with individual rooms for patients?
Title: Re: DF2014 Question and Answer Thread
Post by: pisskop on September 29, 2015, 09:23:49 pm
I have a medium sized hospital set up, with individual rooms for the wounded. I just noticed that zones can only be so big. The problem is that each inividual hospital zone needs its own resources. Any tips for hospitals with individual rooms for patients?
Put one chest in each for things.  Let each hospital room carry enough crutches for each patient and maybe a bucket or 3.  Then, in some side room make a centralized stockpile for cloth and whatnots.  Experiment from there.  The stockpiles dont need to be big, just enough to keep the hospital stockerd until hauler get around to restocking the stockpile.

And for the love of Armok, put a food stockpile somewhere nearby.
Title: Re: DF2014 Question and Answer Thread
Post by: vexxice on September 29, 2015, 09:30:53 pm
I have a medium sized hospital set up, with individual rooms for the wounded. I just noticed that zones can only be so big. The problem is that each inividual hospital zone needs its own resources. Any tips for hospitals with individual rooms for patients?
Put one chest in each for things.  Let each hospital room carry enough crutches for each patient and maybe a bucket or 3.  Then, in some side room make a centralized stockpile for cloth and whatnots.  Experiment from there.  The stockpiles dont need to be big, just enough to keep the hospital stockerd until hauler get around to restocking the stockpile.

And for the love of Armok, put a food stockpile somewhere nearby.

If the cloth isn't inside the zone, will they use it?
Title: Re: DF2014 Question and Answer Thread
Post by: pisskop on September 29, 2015, 11:06:59 pm
Im not sure.  I think so.  Remmeber the work around for 34.11?  Don't ever let dwarves stock hospitals with cloth because they'll put every last thread into a chest?
Title: Re: DF2014 Question and Answer Thread
Post by: PyroTechno on September 30, 2015, 11:10:07 am
Im not sure.  I think so.  Remmeber the work around for 34.11?  Don't ever let dwarves stock hospitals with cloth because they'll put every last thread into a chest?

This bug has been fixed, at least in my experience. If you still start running out of thread because of the hospital, use "i+H" in its zone and reduce the amount of allocated thread.
Title: Re: DF2014 Question and Answer Thread
Post by: pisskop on September 30, 2015, 11:41:12 am
My point was that we didnt store actual cloth in the hospitalin 30.41.  You could, but I recall setting it to whole other zlevels for storage.
Title: Re: DF2014 Question and Answer Thread
Post by: Tirion on October 02, 2015, 06:00:59 am
I recently started playing again, it's my first time with this strange new game of multi-tile trees and discipline. Anyway, I've been wondering if one of my old tricks would work: I used to put all my civilian population (minus the miners and woodcutters, because conflicting uniform) into inactive squads wearing uniform over clothing, giving them some light shield and maybe armor (too much would slow them down) and a crossbow. They wouldn't practice or anything, but anytime they saw a hostile, they shot at it. Also, when needed I could just move close to 100 dwarves in one place, and they could mow down several squads of invaders before they got close in a hail of copper bolts.

My question is, how feasible is such a setup in the current version? If, as I suspect, Discipline would cause them to break and run the moment they spot a hostile, is there any way to train discipline for my civilians?
Title: Re: DF2014 Question and Answer Thread
Post by: Raven on October 02, 2015, 06:11:12 am
train them properly, make them watch corpses of creatures, they get initially horrified but that helps to raise that skill

Title: Re: DF2014 Question and Answer Thread
Post by: Tirion on October 02, 2015, 03:30:09 pm
train them properly, make them watch corpses of creatures, they get initially horrified but that helps to raise that skill

Also, will they be good marksdwarves if their Observer skill is high from seeing my military train in my dining room?
Title: Re: DF2014 Question and Answer Thread
Post by: Number7 on October 03, 2015, 01:21:16 am
what are the most deadly enemies in dwarf fortress? i'm going on an embark for giant desert scorpions and i'd like to know if theres any other deadly creatures out there worth capturing for dwarven projects... even if they can't be tamed or bred like scorpions can.

Title: Re: DF2014 Question and Answer Thread
Post by: pisskop on October 03, 2015, 01:34:33 am
le lul.  You've jut asked a question that has a million answers.

Define what you want.  You can make anything deadly.  Cat a bunch of dogs and theyll be deadly whn you release them en masse.

Semimegabeast, megabeasts, and FBs, of course.  GCS are a pleasure.  HFS.  Anything venomous.  Vampires.  Zombies.  trolls.  magma crabs.  Everything.  Necromancers make good pets.  Giant wolverines used to be awesome.

Use your imagination and be more specific about what you want to do with the critters.  The dwarven capacity for torture in the hands of the human player is astounding.
Title: Re: DF2014 Question and Answer Thread
Post by: NJW2000 on October 03, 2015, 03:11:23 am
Werezombie blender: a relatively cheap but effective superweapon, if you can reanimate.
Title: Re: DF2014 Question and Answer Thread
Post by: KillerHP on October 03, 2015, 11:42:53 am
So , yeah , im having some problems about my fortress guard , it says station(squad) for both of my soldiers.They do station.How do i solve this?
EDIT:Solved.
Title: Re: DF2014 Question and Answer Thread
Post by: Atarlost on October 03, 2015, 11:33:43 pm
Why do cyan troll blood and red goblin blood have to mix to exactly the same color as digging designations?
Title: Re: DF2014 Question and Answer Thread
Post by: Number7 on October 03, 2015, 11:37:32 pm
What are the benefits of making an animal specifically a war animal? I'm wondering whether its worth it to add the tag to giant cave spiders, giant desert scorpions and cave dragons
Title: Re: DF2014 Question and Answer Thread
Post by: NJW2000 on October 04, 2015, 03:10:49 am
What are the benefits of making an animal specifically a war animal? I'm wondering whether its worth it to add the tag to giant cave spiders, giant desert scorpions and cave dragons
If you capture and tame one, you can train and use it for war IIRC. So can your enemies, possibly, if they do, but I'm not sure about that.
Title: Re: DF2014 Question and Answer Thread
Post by: pisskop on October 04, 2015, 10:09:53 am
If you plan to use them, it cold be worth it.

Hunters get more observer skill-skill an will wait for their masters to engage before running off, and maybe get more agility?

War critters get more strength and some more aggression.  An edge.
Title: Re: DF2014 Question and Answer Thread
Post by: Detros on October 05, 2015, 03:14:17 pm
Why do cyan troll blood and red goblin blood have to mix to exactly the same color as digging designations?
Because there is just so many symbols and colours DF is using. Pour lava over that area to clear it of any (t)issues of trolls or goblins, or any still live members of them, too, in fact.
Title: Re: DF2014 Question and Answer Thread
Post by: Atarlost on October 05, 2015, 06:06:21 pm
I don't seen an unanswered question at the moment. 

Why do cyan troll blood and red goblin blood have to mix to exactly the same color as digging designations?
Because there is just so many symbols and colours DF is using. Pour lava over that area to clear it of any (t)issues of trolls or goblins, or any still live members of them, too, in fact.

What are the dark magenta and light blue contaminants and why is getting confused with them worse than getting confused with dig designations?

Also, more in line with the theme of this thread, why is one of my swordsdwarfs carrying a large stoneware pot of blackberry wine for individual combat drill?
Title: Re: DF2014 Question and Answer Thread
Post by: pisskop on October 05, 2015, 06:39:55 pm
You should use the 'k' button to vew tiles and their inventories.
Title: Re: DF2014 Question and Answer Thread
Post by: Putnam on October 05, 2015, 07:35:03 pm
I don't seen an unanswered question at the moment. 

Why do cyan troll blood and red goblin blood have to mix to exactly the same color as digging designations?
Because there is just so many symbols and colours DF is using. Pour lava over that area to clear it of any (t)issues of trolls or goblins, or any still live members of them, too, in fact.

What are the dark magenta and light blue contaminants and why is getting confused with them worse than getting confused with dig designations?

Also, more in line with the theme of this thread, why is one of my swordsdwarfs carrying a large stoneware pot of blackberry wine for individual combat drill?

...Designation colors are brown and cyan, not magenta and light blue.
Title: Re: DF2014 Question and Answer Thread
Post by: FortunaDraken on October 05, 2015, 09:58:05 pm
Newbie question alert. How far out from a wall can a floor be built before it needs a support under it to hold it up? Need to roof off my walls but I suspect I'm going to need supports in here. Do I need one every...three tiles? Like WffWffW
Title: Re: DF2014 Question and Answer Thread
Post by: Putnam on October 05, 2015, 10:03:19 pm
there is no limit, any floor/wall that isn't literally floating will never cave in
Title: Re: DF2014 Question and Answer Thread
Post by: PyroTechno on October 05, 2015, 10:25:20 pm
Also, more in line with the theme of this thread, why is one of my swordsdwarfs carrying a large stoneware pot of blackberry wine for individual combat drill?

Soldiers carry supplies with them while training, usually 2 units of food and 1 unit of drink - but you can't just get 1 unit of drink out of a pot or barrel yet, since mug functionality hasn't been implemented. You have to get the whole thing. Think of it as dwarven strength training, if you prefer.
Title: Re: DF2014 Question and Answer Thread
Post by: FortunaDraken on October 06, 2015, 02:36:59 am
Another newbie question, though I think I know the answer to this one. I'm not getting any outpost liason with the trade caravans, though the merchants come just fine. There's also a dwarven entry in the Civilisations menu, so they do exist. So...have I somehow ended up as a different dwarf civ, or have I totally not noticed that I've embarked on an island? I figure it'd be the latter, but dunno if that affects things or not.
Title: Re: DF2014 Question and Answer Thread
Post by: PyroTechno on October 06, 2015, 02:51:13 am
Another newbie question, though I think I know the answer to this one. I'm not getting any outpost liason with the trade caravans, though the merchants come just fine. There's also a dwarven entry in the Civilisations menu, so they do exist. So...have I somehow ended up as a different dwarf civ, or have I totally not noticed that I've embarked on an island? I figure it'd be the latter, but dunno if that affects things or not.

The merchants always come, regardless of the wider status of your civilization. It's possible that the liaison:

A. Does not exist. Your civilization is extinct, and your fortress is not currently populated by random high-ranking nobles because of some kind of bug.

B. Has been consistently waylaid on the road. The game calculates the safety of the liaison's route. If he ends up going through evil territory, for example, he might not make it.

C. Is being affected by some kind of bug. Being in alpha, this is always a possibility for almost anything.
Title: Re: DF2014 Question and Answer Thread
Post by: FortunaDraken on October 06, 2015, 05:44:02 am
Ah, then it could be B...I think I'm fairly close to goblin territory, though they haven't sent more than thieves yet (I am apparently terrible at obtaining wealth). I do remember the nearby purple on embarking. When this fortress eventually dies I need to check the legends...
Title: Re: DF2014 Question and Answer Thread
Post by: Kneenibble on October 06, 2015, 01:06:27 pm
Suppose that one dyes adamantine strands, and then smelts them into wafers.  Does the colour survive the smelting process?



Soldiers carry supplies with them while training, usually 2 units of food and 1 unit of drink - but you can't just get 1 unit of drink out of a pot or barrel yet, since mug functionality hasn't been implemented. You have to get the whole thing. Think of it as dwarven strength training, if you prefer.

Isn't that what flasks, vials, and waterskins are for?
Title: Re: DF2014 Question and Answer Thread
Post by: pisskop on October 06, 2015, 01:09:51 pm
Can you dye metal thead?

I suppose it could be, such as you can color trade depots by using the right color rock in the corrct order.  You should try it.  What are you waiting for, the apocolypse?
Title: Re: DF2014 Question and Answer Thread
Post by: FortunaDraken on October 06, 2015, 05:55:24 pm
So I caught a rattlesnake =D I want to train this thing so maybe I can eventually get another one and breed the suckers because snake pit and leather. Does it need to be in a cage that's not built, or do I need to build it's cage in an animal training area?
Title: Re: DF2014 Question and Answer Thread
Post by: pisskop on October 06, 2015, 05:56:33 pm
you can build its cage with it in it.  And deconstruct a full cage, ftm.


No babymaking goes on in cages, however, but if they are already pregnant theyll birth in one.
Title: Re: DF2014 Question and Answer Thread
Post by: Detros on October 08, 2015, 11:44:06 am
Newbie question alert. How far out from a wall can a floor be built before it needs a support under it to hold it up? Need to roof off my walls but I suspect I'm going to need supports in here. Do I need one every...three tiles? Like WffWffW
there is no limit, any floor/wall that isn't literally floating will never cave in
As was several times experimentally made sure, you can hold 100-level high towers on one tiny support and as long there is some connection (bridges don't count) pieces will not fall apart.
Title: Re: DF2014 Question and Answer Thread
Post by: PyroTechno on October 08, 2015, 11:55:20 am
Newbie question alert. How far out from a wall can a floor be built before it needs a support under it to hold it up? Need to roof off my walls but I suspect I'm going to need supports in here. Do I need one every...three tiles? Like WffWffW
there is no limit, any floor/wall that isn't literally floating will never cave in
As was several times experimentally made sure, you can hold 100-level high towers on one tiny support and as long there is some connection (bridges don't count) pieces will not fall apart.

Constructed walls and floors are also impervious to all damage, so don't worry about the support collapsing - unless you order it deconstructed...
Title: Re: DF2014 Question and Answer Thread
Post by: pisskop on October 08, 2015, 11:55:56 am
And how glorious planned collapses can be.
Title: Re: DF2014 Question and Answer Thread
Post by: Detros on October 09, 2015, 04:21:03 am
Newbie question alert. How far out from a wall can a floor be built before it needs a support under it to hold it up? Need to roof off my walls but I suspect I'm going to need supports in here. Do I need one every...three tiles? Like WffWffW
there is no limit, any floor/wall that isn't literally floating will never cave in
As was several times experimentally made sure, you can hold 100-level high towers on one tiny support and as long there is some connection (bridges don't count) pieces will not fall apart.

Constructed walls and floors are also impervious to all damage, so don't worry about the support collapsing - unless you order it deconstructed...
If object falls on tile which does have air under it, the tile also brakes. I got that when I was building a staircase tower to my skybridge and changed some flooring tiles at the upper floor: they got removed in such order one of them got discnected fro the rest, fell down and broke through six more levels of floors till it hit sold wall. Also, logs  from tree A that stay on trees B near of A will fall down when trees B are also cut and these logs can penetrate the ground if there is open space one lever lower.
Title: Re: DF2014 Question and Answer Thread
Post by: FortunaDraken on October 09, 2015, 05:18:10 am
WHY ARE BARRELS EVIL no seriously I have a ton of food and empty, easily gotten to barrels and they won't make booze. Wrrrrrrry. Thank goodness there's a brook here but betting on tantrum spiral any second now.
Title: Re: DF2014 Question and Answer Thread
Post by: Gigmaster on October 09, 2015, 06:16:25 am
WHY ARE BARRELS EVIL no seriously I have a ton of food and empty, easily gotten to barrels and they won't make booze. Wrrrrrrry. Thank goodness there's a brook here but betting on tantrum spiral any second now.
Hrm. There's a couple of possibilities. First (obviously), make sure that the problem isn't a perceived lack of barrels. The following could also apply:
1. No one has the brewing labor enabled.
2. You've turned off the make into drink option for all of your food (unlikely, is in z -> Kitchen).
3. You've assigned everyone who has brewing enabled to a burrow that doesn't include a still, brewable plants and barrels.
4. Your still's been forbidden. Check it under 't'.
5. Job assignment screwiness. Try reloading the game.

In addition, you can mass forbid all barrels in your z -> stocks menu, if you have a bookkeeper, then unforbid them and try again. This is also a good, last-ditch tactic to free up some kind of item used in a building reaction that your dwarves don't seem to care for. Alternately, you can make some pots at your craftsdwarf workshop by anyone with the stonecrafting labor enabled. While pots are heavier, they work for all intents and purposes like wooden barrels do.
Title: Re: DF2014 Question and Answer Thread
Post by: Gigmaster on October 09, 2015, 06:20:53 am
Can you dye metal thead?


You can dye the thread, yes, and if it gets woven into metal cloth, you'll end up with dyed metal cloth. However, if it gets smelted into wafers, it's as if the thread was never dyed.

Don't honestly know if you can dye the cloth, but I can't think of any reason you couldn't.
Title: Re: DF2014 Question and Answer Thread
Post by: Kneenibble on October 09, 2015, 10:28:35 am
You can dye the thread, yes, and if it gets woven into metal cloth, you'll end up with dyed metal cloth. However, if it gets smelted into wafers, it's as if the thread was never dyed.

Don't honestly know if you can dye the cloth, but I can't think of any reason you couldn't.

Thank you.  I haven't dared to dig into the adamantine yet to experiment: I am not prepared for the consequences.
Title: Re: DF2014 Question and Answer Thread
Post by: Gigmaster on October 09, 2015, 11:54:52 am
You can mine your adamintine and avoid the !!FUN!! if you're careful. Good tactic is to mine *around* the candy metal on every Z-level you can get access. Give yourself an up/down staircase nearby, burro[w] a handful of miners in around the spire, then start chipping away through the layer stone until you find the sweet, sweet candy column. Pretend you're mining around a diamond deposit in Minecraft. Once you have the extraneous stone removed, it should be pretty easy to see where the hollow tube is (look for the 2x2 unseen area in the spire which overlaps with the same area above and below it).
Title: Re: DF2014 Question and Answer Thread
Post by: FortunaDraken on October 09, 2015, 09:42:56 pm
After much flailing and assigned a dwarf to sit down and crank out rock pots, I finally got them brewing. I had to mass dump with the designate tool all the barrels with food in them and any in my finished goods stockpile, then reclaim them all. Finally the booze issue is fixed.

Not a moment too soon either, my fort seems to like attracting migrants...
Title: Re: DF2014 Question and Answer Thread
Post by: Kneenibble on October 10, 2015, 12:55:33 am
Another question: has anybody got the trick for capturing fire snakes?!  Even with nether-cap animal traps, I only get the message "fire snake has burned its way out of captivity" as soon as the trapper catches it.  From the wiki, I thought that nether-cap traps would work.

You can mine your adamintine and avoid the !!FUN!! if you're careful. Good tactic is to mine *around* the candy metal on every Z-level you can get access. Give yourself an up/down staircase nearby, burro[w] a handful of miners in around the spire, then start chipping away through the layer stone until you find the sweet, sweet candy column. Pretend you're mining around a diamond deposit in Minecraft. Once you have the extraneous stone removed, it should be pretty easy to see where the hollow tube is (look for the 2x2 unseen area in the spire which overlaps with the same area above and below it).

Thank you, perhaps I will work on that when I'm feeling bold.
Title: Re: DF2014 Question and Answer Thread
Post by: pisskop on October 10, 2015, 01:01:47 am
whats the burning temp for nethercap and what the temp of fire snakes?

Fsnakes are quite a bit hotter than magma.  but my testing of regular cages on my giantized fsnakes indicated it took a period of time for them to escape.


Do vermin still escape elf cages when they arrive on site?  if so maybe this is an extension of that . . .
Title: Re: DF2014 Question and Answer Thread
Post by: Kneenibble on October 10, 2015, 01:29:42 am
whats the burning temp for nethercap and what the temp of fire snakes?

Fsnakes are quite a bit hotter than magma.  but my testing of regular cages on my giantized fsnakes indicated it took a period of time for them to escape.


Do vermin still escape elf cages when they arrive on site?  if so maybe this is an extension of that . . .

Having a check on the wiki, the temperature of fire snakes is 14000, whereas nether-caps have a fixed temperature of 10000.  Curiously, the fire snakes are said to burn free (as soon as they are caught), but the nether-cap trap is not damaged.
Title: Re: DF2014 Question and Answer Thread
Post by: Gigmaster on October 10, 2015, 07:56:13 am
Again, if I can talk out my rear a bit, I think it's because the 'burning' temperature of the cage material is checked, but the fact that nether cap stays at freezing temperature irreguardless keeps it from being harmed. Though, interesting the cage isn't burning or anything.... you might want to check that.

In terms of attracting migrants, you have the following conditions to consider (most of which you can check on the 'z' screen):
1. How much wealth is in my fort? The more wealth you have, the more popular you are.
2. How much wealth have I traded to people? How much of it have I offered? The most that goes out, the more migrants that come in.
3. How many caravans or officials have successfully left without dying to !!fun!!? Every caravan or official that leaves spreads information about your fortress. This is part of the reason why your migrant wave in your second winter (after the dwarven caravan in the autumn, one year after you arrive) is so gigantic compared to the others.
4. The first couple of migrant waves are 'hard coded' - that is, until about year two, you're going to get migrants every season. I don't know if Dwarf Fortress just makes them out of thin air or what, but even if your chosen Dwarven civilization is near-dead, you'll still get migrants.
5. The problem for many people - especially as they start getting into years 4-6 - is that there's TOO MANY MIGRANTS, and you start running into logistical issues providing for them all. That is, at least, under normal settings; many people hard-cap their population to prevent this. Personally, I deal with it by making a 'temporary' base in the dirt layers, then once I have my feet under me, start constructing and erecting an awesome fortress beneath me, with like planning and forethought and supplies and slave labor and stuff.

Also, don't forget that the more wealth you have, the more goblin (and other) attention you're going to draw. While this isn't as sure in this edition as it was back in, say, 2012, as enemies of your civ can decide to attack other cities in your civilization instead of you, this means that if you make expensive, masterwork steel armor valued in the hundreds of thousands of dwarf bucks for your military, you're probably going to need that armor sometime in the next few years.

IMO, the best way to quickly value up your fortress is to make an awesome textile industry, get yourself some decent gem cutters and setters, and start pumping out clothes. Clothier and leatherworker level up quickly, and a pig tail / above surface weavable plant farm, along with necessary dyes, is relatively easy to set up. You can also breach your first cavern for silk, though that is (of course) a riskier proposition. Once set up, you can stamp out masterwork clothes, sew images onto them (despite the name, the material for this is cloth, not thread), the cloth going INTO those clothes will be masterwork (weaver also levels up quickly), and you can also encrust them to produce multi-thousand dwarf buck clothing left and right. Don't forget about prepared food, either; as your farmer's grower skill levels up, he'll be able to plant large stacks of seeds in single tiles, resulting in larger stacks of plants, which cooks can mash together with other stuff to produce dwarven prepared food barrels worth upwards of 10K (which you can also trade under the 'barrels' section. Note that you'll want rock pots to trade to those persnickety elves). This, among many other reasons, is why you want to select 1-3 dwarves and specalize them in nothing else but planting stuff; your whole farm and soft good industry will get more efficient as a result.
Title: Re: DF2014 Question and Answer Thread
Post by: PyroTechno on October 10, 2015, 08:53:38 am
Sewing images onto clothing isn't worth it. You can gain more value by using that cloth to make more clothing. Not to mention, clothing eventually decays. A better way to gain value is to use the metal industry to create weapons and armor.
Title: Re: DF2014 Question and Answer Thread
Post by: Arx on October 10, 2015, 08:56:27 am
I like engraving, myself. It's free in all but dwarf-hours, it's micro-light, you always have space, and it cheers up your dorves. And you can use it to keep slackers and the unskilled busy.
Title: Re: DF2014 Question and Answer Thread
Post by: pisskop on October 10, 2015, 11:23:56 am
im anal about who engraves.  smoothing/fortifying sure, but engravings are forever
Title: Re: DF2014 Question and Answer Thread
Post by: Gigmaster on October 10, 2015, 12:35:54 pm
Agreed. There's only so many -Images of Cheese- I can stand.
Title: Re: DF2014 Question and Answer Thread
Post by: Arx on October 10, 2015, 12:50:25 pm
That's why you start in the mines and work upward. By the time you reach your Legendaty Dining Hall, they'll be highly skilled.
Title: Re: DF2014 Question and Answer Thread
Post by: FortunaDraken on October 12, 2015, 05:18:32 am
Can rivers dry up? I started a new fort in a warmer biome where the murky pools have nearly vanished (barring one I covered) and it almost seems like the end of the river is getting shallower...
Title: Re: DF2014 Question and Answer Thread
Post by: 4maskedwolf on October 12, 2015, 05:47:05 am
Can rivers dry up? I started a new fort in a warmer biome where the murky pools have nearly vanished (barring one I covered) and it almost seems like the end of the river is getting shallower...
I have never seen this happen in my experience.  One end of the river on your map would be shallower as water flows off the map, but even in scorching biomes I have never seen a river dry up.
Title: Re: DF2014 Question and Answer Thread
Post by: PyroTechno on October 12, 2015, 10:56:16 am
Can rivers dry up? I started a new fort in a warmer biome where the murky pools have nearly vanished (barring one I covered) and it almost seems like the end of the river is getting shallower...

No, rivers cannot dry up. Their existence is hard coded - if you had an embark with a river and maximum temperature, everything else would spontaneously combust, but the river would be fine.
Title: Re: DF2014 Question and Answer Thread
Post by: Arx on October 12, 2015, 11:34:59 am
Can rivers dry up? I started a new fort in a warmer biome where the murky pools have nearly vanished (barring one I covered) and it almost seems like the end of the river is getting shallower...

Have you expanded the river banks? The water only flows in so fast, and if it's being diverted to fill a reservoir levels will drop.
Title: Re: DF2014 Question and Answer Thread
Post by: pisskop on October 12, 2015, 11:56:13 am
its not uncommon for the river exits to be shallow enough for dwarves to path through, and coupled with any tinkering you do, random flow and the heat evaporating water en-route to the exit will affect the height.  But rest assured, any map edges that start with water will act like single square aquifers.
Title: Re: DF2014 Question and Answer Thread
Post by: vexxice on October 12, 2015, 05:38:31 pm
I have an animal trainer who thinks he is training an animal (there was a big confusion with burrows and the goblin siege). But the animal is not there , so his job does not complete. He is starving and dehydrated. I disabled that labor, but he did not quit the task. No one is currently occupying a burrow. Is there any way to stop him?
Title: Re: DF2014 Question and Answer Thread
Post by: Lielac on October 12, 2015, 07:49:35 pm
I'm building a magma pump stack up 76 levels to bring magma for cleansing my death pit. I want to maximize the speed at which the magma travels up, but I can't remember which way to build the pump stack to do this. Is it from the top down as I think it is, or from the bottom up?
Title: Re: DF2014 Question and Answer Thread
Post by: Culise on October 12, 2015, 08:05:13 pm
It's been a while for me, but wiki says (http://dwarffortresswiki.org/index.php/DF2014:Screw_pump#Pump_stack)...
Quote
The order in which the screw pumps were constructed matters. If built from lowest to highest, they will be able to transfer liquids one z-level per tick. However, if built from highest to lowest, they will transport liquids all the way from the bottom to the top in just one tick.
It looks like building from the top-down is the way to go for single-tick teleportation.  Hope that and the rest of the information there helps.  You'll also want to watch out to make sure everything's supported; I recall that my first attempt at a top-down pump stack ended in a mass deconstruction of the entire set when the top stack was deconstructed because of a bit of an oopsie. ^_^
Title: Re: DF2014 Question and Answer Thread
Post by: Kneenibble on October 13, 2015, 12:35:27 pm
Again, if I can talk out my rear a bit, I think it's because the 'burning' temperature of the cage material is checked, but the fact that nether cap stays at freezing temperature irreguardless keeps it from being harmed. Though, interesting the cage isn't burning or anything.... you might want to check that.

Could be.  The nether-cap trap disappeared a little while after several attempts with the fire snakes, but I didn't pay attention to see if it had caught fire.

I'd like to pose my question again -- does anybody have the trick for catching fire snakes?  The wiki claims that a nether-cap trap will do it, but all my attempts immediately give the message, "fire snake has burnt its way out of confinement!"  Is an adamantine trap the only way to go?
Title: Re: DF2014 Question and Answer Thread
Post by: Bouchart on October 13, 2015, 01:35:58 pm
Sure sounds like it, though you could try disabling temperature altogether.
Title: Re: DF2014 Question and Answer Thread
Post by: callisto8413 on October 13, 2015, 07:12:18 pm
Just wondering - I am sure somebody tested this but I forgot the results - will cold climates with low temperature kill Dwarfs if they are not properly clothed?
Title: Re: DF2014 Question and Answer Thread
Post by: PyroTechno on October 13, 2015, 09:57:07 pm
Just wondering - I am sure somebody tested this but I forgot the results - will cold climates with low temperature kill Dwarfs if they are not properly clothed?

The lowest survivable temperature is 9900 U. Below this temperature fat, present on all organic creatures, will start to take cold damage, eventually killing the creature. Clothing does not affect temperature - it only affects the thoughts of your dwarves.

The only way to survive in a climate below 9900 U is to start digging down. The temperature rises the further down you go.
Title: Re: DF2014 Question and Answer Thread
Post by: Putnam on October 13, 2015, 09:59:20 pm
9900 U is ~217 kelvins btw
Title: Re: DF2014 Question and Answer Thread
Post by: PyroTechno on October 13, 2015, 10:08:39 pm
9508 U = absolute zero (in real life) AKA 0 Kelvin
0 U = -9968 Fahrenheit, -5555.5 Celsius, -5282.405 Kelvin

Because physics has always been a polite suggestion to DF.
Title: Re: DF2014 Question and Answer Thread
Post by: pisskop on October 14, 2015, 12:13:47 am
it cant be absolute if DF goes lower :b
Title: Re: DF2014 Question and Answer Thread
Post by: vexxice on October 14, 2015, 10:27:32 pm
Is there a way to auto mark 'x' clothes in my stockpile for dumping? Since there is no way to designate a stockpile to only hold new clothes, it is filling up with worn clothes. When I use 'cleanowned' it doesn't touch the clothes in the stockpile aren't marked.
Title: Re: DF2014 Question and Answer Thread
Post by: Kneenibble on October 14, 2015, 10:30:50 pm
I am desperately tired and cannot find a brain to think of the right answer here, can someone please help me?

 - When you make a waterwheel, does the centre tile have to be the channel or the solid piece?


I figured this one out, never mind.
Title: Re: DF2014 Question and Answer Thread
Post by: PyroTechno on October 14, 2015, 10:40:11 pm
Is there a way to auto mark 'x' clothes in my stockpile for dumping? Since there is no way to designate a stockpile to only hold new clothes, it is filling up with worn clothes. When I use 'cleanowned' it doesn't touch the clothes in the stockpile aren't marked.

Use "cleanowned x". If that doesn't work, go into the "z" menu, into stocks, and hit "e" for enhanced view. You can then view only items with 1 or more wear, and dump all of them at once using a couple of the commands that it will show you on the right.
Title: Re: DF2014 Question and Answer Thread
Post by: pisskop on October 15, 2015, 12:28:33 pm
hey, what does a flashing red 'X' with a white background mean?

(http://i.imgur.com/6kuiBMZ.png)

For the life of me I swear ive seen it before but forget what it means.
Title: Re: DF2014 Question and Answer Thread
Post by: Sutremaine on October 15, 2015, 12:42:03 pm
Fever. Wiki doesn't know what it does, but suggests lowered mental stats. Usually inflicted by syndrome.

Doesn't it show up when you v-w over a dwarf? (Or v-p-w, I forget)
Title: Re: DF2014 Question and Answer Thread
Post by: pisskop on October 15, 2015, 12:59:54 pm
Nothing.  No health issues, just a diagnoses request, and they're gone after that clears.  Fevers should reduce speed somewhat too?
Title: Re: DF2014 Question and Answer Thread
Post by: FortunaDraken on October 16, 2015, 07:44:11 am
So I appear to have a suicidal dwarf on my hands. He's not insane (yet), just occasionally annoyed at the lack of chairs, being hungry/thirsty/drowsy and sad from his kids being elsewhere in the world. He has all three arrows blinking on him but he won't move from where he is, which is standing between the kitchen and the still, two squares away from the food/drink stockpile. He's not injured so he can move.

I managed to make him eat by turning all his labors off in Dwarf Therapist, but he still won't drink or go sleep and is standing around again. I'm...honestly bamboozled. Especially since on the health screen, he's not even listed as being thirsty or drowsy. Why won't you move, dwarf dude...

EDIT: Whoooops nevermind. Burrows :D
Title: Re: DF2014 Question and Answer Thread
Post by: Zuglarkun on October 22, 2015, 10:25:57 am
Need some pointers on setting up a properly managed milk stockpile. I know how to setup the stockpile to allow only milk, but my issue is with the containers used.

Here are some questions:

Title: Re: DF2014 Question and Answer Thread
Post by: Kneenibble on October 22, 2015, 03:21:05 pm
Need some pointers on setting up a properly managed milk stockpile. I know how to setup the stockpile to allow only milk, but my issue is with the containers used.

Here are some questions:

  • Milk can only be stored in barrels and not large pots right?
  • Is there a way to prevent large pots from mixing into my milk stockpiles when setting the max barrels? The only way I know how is to forbid the rest of the large pots so haulers only haul barrels to the milk stockpile. I'm using only large pots in my stockpiles and would rather not have the barrels mix together with the large pots.
  • How do you get dwarves to transfer milk from buckets into barrels without putting the bucket in the barrel? If they put the bucket in the barrel, will they transfer it later on?

No: milk can go in large pots.
The only way I can think to keep large pots out of a milk stockpile is through links.  Have a small milk stockpile, 0 barrels allowed, that accepts from links only take from the farmer's workshop.  Then have another milk stockpile, also that accepts from links only but with barrels allowed, taking from that first one as well as a furniture stockpile of only barrels.

As for the milk buckets in barrels, I'm pretty sure that is a bug -- the same way with lye buckets going in barrels.  You want the milk to "stack" so you can make stacks of cheese instead of individual units, right?  Unfortunately I don't use milk or cheese very much so I'm not able to tell you if there is a reliable way to prevent the buckets-in-barrels bug.  With lye, you just have to keep it out of barrels entirely.
Title: Re: DF2014 Question and Answer Thread
Post by: FortunaDraken on October 22, 2015, 09:56:48 pm
Is there a way to work out which particular "Urist McAnnoying cancels Store item in stockpile: Item inaccessible" job is being cancelled? I've got a job cancel spam and I can't figure out which one it is -_-
Title: Re: DF2014 Question and Answer Thread
Post by: PyroTechno on October 22, 2015, 10:23:11 pm
Is there a way to work out which particular "Urist McAnnoying cancels Store item in stockpile: Item inaccessible" job is being cancelled? I've got a job cancel spam and I can't figure out which one it is -_-

Suggestions that may or may not work:

Zoom to the announcement location through the announcements menu.

Try and find any suspicious hauling jobs in the jobs menu.

Turn off job cancellation messages in the standing orders menu (not recommended, since this will also stop the interrupted by X announcements that let you know that a dwarf is under attack).

Design a gigantic megaproject specifically to torture Urist McAnnoying for daring to annoy you. It should contain a magma cannon, at least one drop tower, and a dragon cage operated by lever.
Title: Re: DF2014 Question and Answer Thread
Post by: FortunaDraken on October 23, 2015, 10:45:27 pm
Will a tame creature breed with a trained one? I want more leopards but my two ones are co-operating and I'm wondering if that may be the cause...

EDIT: It's not a fertility issue, btw, I checked on Dwarf Therapist. Both capable and willing.
Title: Re: DF2014 Question and Answer Thread
Post by: BlackFlyme on October 23, 2015, 10:59:00 pm
Tame, Trained, and Wild animals can all breed. If both are willing to marry others of the opposite gender, and have the opportunity to get in close contact with one another, they should be able to breed.
Title: Re: DF2014 Question and Answer Thread
Post by: sprinkled chariot on October 24, 2015, 08:14:18 am
Is there a way to make explosions in dwarf fortress?
Title: Re: DF2014 Question and Answer Thread
Post by: NJW2000 on October 24, 2015, 08:50:17 am
They aren't coded in, really. Try setting fire to alcohol, setting the internal temperatures of animals really high, breaking FBs etc made of fire or magma.
Title: Re: DF2014 Question and Answer Thread
Post by: PyroTechno on October 24, 2015, 03:13:42 pm
Is there a way to make explosions in dwarf fortress?

Adding black powder at some point in the future was discussed in one of the DF Talks. I don't remember which one.
Title: Re: DF2014 Question and Answer Thread
Post by: Putnam on October 24, 2015, 03:21:29 pm
They aren't coded in, really. Try setting fire to alcohol, setting the internal temperatures of animals really high, breaking FBs etc made of fire or magma.

the first one definitely doesn't work or really do anything of interest
Title: Re: DF2014 Question and Answer Thread
Post by: NJW2000 on October 24, 2015, 03:26:55 pm
Ok, I haven't tried. Damn, that puts a hole in some of my plans. Surely you won't deny the power of the nuclear catsplosion, though?
Title: Re: DF2014 Question and Answer Thread
Post by: Putnam on October 24, 2015, 03:49:53 pm
that mostly just sets grass on fire
Title: Re: DF2014 Question and Answer Thread
Post by: FortunaDraken on October 25, 2015, 05:58:02 am
Quick question, working on making the pieces of stuff for the civilian militia because who likes replacing clothing. Just wondering which pieces of leather stuff don't decay? I know leather armour doesn't...I was going to go leather armour, leather high boots, leather helm, and maybe leather gloves and leather cloak? Just to cover all the parts. And either a leather or wood shield.

So yeah. Is there anything in that list I'm going to have to replace because I hate decay?
Title: Re: DF2014 Question and Answer Thread
Post by: Edmus on October 25, 2015, 06:13:45 am
I know I've seen decayed cloaks on my military, but it's worth it for their full coverage imo. It could be due to FB fire not wear, not sure. Pretty sure they decay though.
Title: Re: DF2014 Question and Answer Thread
Post by: sprinkled chariot on October 25, 2015, 06:28:39 am
Will the heated water turn into steam cloud?
Title: Re: DF2014 Question and Answer Thread
Post by: pisskop on October 25, 2015, 10:59:54 am
heated pooled water will evaporate invisibly.  the item water will steam
Title: Re: DF2014 Question and Answer Thread
Post by: Sutremaine on October 25, 2015, 03:16:00 pm
I know I've seen decayed cloaks on my military, but it's worth it for their full coverage imo. It could be due to FB fire not wear, not sure. Pretty sure they decay though.
Cloaks decay over time, unfortunately. You can make them armour and not clothing, which will make their wearability the same as leather armour or leather boots.
Title: Re: DF2014 Question and Answer Thread
Post by: Baffler on October 26, 2015, 05:09:05 pm
Is there any way to check the age of an animal? I lost track of my poultry stocks when I was sorting out the infertile ones and I'm not sure which ones are due for slaughter. I don't want the Gen 2 chickens to die of old age and be unusable, but I need another round of births from Gen 3.
Title: Re: DF2014 Question and Answer Thread
Post by: PyroTechno on October 26, 2015, 05:54:16 pm
Is there any way to check the age of an animal? I lost track of my poultry stocks when I was sorting out the infertile ones and I'm not sure which ones are due for slaughter. I don't want the Gen 2 chickens to die of old age and be unusable, but I need another round of births from Gen 3.

If all of them were born and raised in the fortress, then a general indication would be how they're listed. Animals are listed in order of acquisition - the dogs and cats you bring on embark will always be above the endless horde of puppies and kittens they inevitably create.
Title: Re: DF2014 Question and Answer Thread
Post by: FortunaDraken on October 26, 2015, 07:01:10 pm
Is there any way to check the age of an animal? I lost track of my poultry stocks when I was sorting out the infertile ones and I'm not sure which ones are due for slaughter. I don't want the Gen 2 chickens to die of old age and be unusable, but I need another round of births from Gen 3.
You can use Dwarf Therapist, hovering over the animal's name will tell you it's age or you can sort creatures by age.
Title: Re: DF2014 Question and Answer Thread
Post by: DerangedArsonist on October 27, 2015, 03:10:50 pm
Hi,

I'm playing my first fortress. Almost four years in and with 450,000+ created wealth, I still haven't been attacked by anything except a werechinchilla, a werechameleon, and a goblin outpost liaison who I decided to murder. Is there a wealth threshold for attacks, and when can I expect to receive one?

Note: I believe that when embarking, goblins and kobolds weren't listed in the neighbours tab. Does this mean that I will never be attacked by goblins or kobolds?
Title: Re: DF2014 Question and Answer Thread
Post by: PyroTechno on October 27, 2015, 03:45:11 pm
Hi,

I'm playing my first fortress. Almost four years in and with 450,000+ created wealth, I still haven't been attacked by anything except a werechinchilla, a werechameleon, and a goblin outpost liaison who I decided to murder. Is there a wealth threshold for attacks, and when can I expect to receive one?

Note: I believe that when embarking, goblins and kobolds weren't listed in the neighbours tab. Does this mean that I will never be attacked by goblins or kobolds?

The default threshold for attacks is 1,000,000 fortress wealth, or a population of 80. Kobolds are never listed in your neighbors, but no listed goblins means that the goblin civilization physically cannot reach you. It might - MAYBE - be possible that the goblin civ expands close enough to you for them to become your neighbors, since world generation continues during play in DF2014, but I wouldn't hold your breath.
Title: Re: DF2014 Question and Answer Thread
Post by: DerangedArsonist on October 27, 2015, 03:59:45 pm
Hi,

I'm playing my first fortress. Almost four years in and with 450,000+ created wealth, I still haven't been attacked by anything except a werechinchilla, a werechameleon, and a goblin outpost liaison who I decided to murder. Is there a wealth threshold for attacks, and when can I expect to receive one?

Note: I believe that when embarking, goblins and kobolds weren't listed in the neighbours tab. Does this mean that I will never be attacked by goblins or kobolds?

The default threshold for attacks is 1,000,000 fortress wealth, or a population of 80. Kobolds are never listed in your neighbors, but no listed goblins means that the goblin civilization physically cannot reach you. It might - MAYBE - be possible that the goblin civ expands close enough to you for them to become your neighbors, since world generation continues during play in DF2014, but I wouldn't hold your breath.

My population is 96 right now.

Is it possible to provoke a civilization into attacking me (by murdering a caravan, for example)?
Title: Re: DF2014 Question and Answer Thread
Post by: pisskop on October 27, 2015, 04:09:55 pm
You can provoke the humans to do so by repeated insulting them with the death of their leaders/caravaneers.
You may possibly get the elves to dow you, but they're called hippies for a reason.
You cant incite the goblins or kobolds because they dont send caravans.  However, they are supposed to come on their own.
You definately don't want to destroy the dwarven caravan.  Thats a fast track to fun in the worst case and killing your profits in the best.
Title: Re: DF2014 Question and Answer Thread
Post by: DerangedArsonist on October 27, 2015, 04:19:49 pm
You can provoke the humans to do so by repeated insulting them with the death of their leaders/caravaneers.
You may possibly get the elves to dow you, but they're called hippies for a reason.
You cant incite the goblins or kobolds because they dont send caravans.  However, they are supposed to come on their own.
You definately don't want to destroy the dwarven caravan.  Thats a fast track to fun in the worst case and killing your profits in the best.

How much of a military would I need to withstand a human siege?
Title: Re: DF2014 Question and Answer Thread
Post by: pisskop on October 27, 2015, 04:21:01 pm
depends on what they send.  Theyre better armed than the gobbo but come in typically smaller numbers and their mounts are more mundane and they dont pack troll/icemen/ogres/etc.

Have a competent force, make sure your traps arent too old, and have Fun.
Title: Re: DF2014 Question and Answer Thread
Post by: DerangedArsonist on October 27, 2015, 07:07:04 pm
depends on what they send.  Theyre better armed than the gobbo but come in typically smaller numbers and their mounts are more mundane and they dont pack troll/icemen/ogres/etc.

Have a competent force, make sure your traps arent too old, and have Fun.
Thanks!

The first human caravan showed up. I seized their goods and then killed them all. We'll see how much fun they bring.
Title: Re: DF2014 Question and Answer Thread
Post by: DolosusDoleus on October 28, 2015, 03:38:16 pm
Is there any way to know for sure whether or not I've got a dwarf infected with werebeastism before he transforms?
Title: Re: DF2014 Question and Answer Thread
Post by: pisskop on October 28, 2015, 03:44:07 pm
After a werebeast attack, check their wounds.  Dwarves with lacerations or wounds that broke skin (i.e more than bruising) should be seperated and you should check their combat log for biting.  Bites need to break the skin to infect.

If you waited to long after the attack?  Nope.  Have Fun.  Seperate the whoel squad and put them in the hospital that has hopitalized wereattack victims.  That way who ever transforms will be put down, kill your whole squad, or at least be isolated.



Ive been wanting to do testing on the exact cause/loopholes in lycanthrope, tbh.

Things like:

  -Does it have to be 'skin' or skin-named tissue?  (I suspect not, that whatever the outermost tissue is counts)
  -Is it vascular?  (I suspect so, for instance you cant infect iron men or magma men or w.e.)
  -Is it carried in the teeth, the mouth, or in the 'bite' attack/skill?  (Id suspect the mouth jc thats the default way to do things in the raws)
Title: Re: DF2014 Question and Answer Thread
Post by: Putnam on October 28, 2015, 07:55:49 pm
It is carried in the bite attack. It must penetrate the outermost layer of tissue, maybe the outermost vascular layer.
Title: Re: DF2014 Question and Answer Thread
Post by: MantisMan on October 29, 2015, 10:20:36 am
Is it just me, or are goblin sieges basically a thing of the past?

I haven't played many forts longer than 3-4 years in the new build so far, and I haven't had any goblin sieges. Not even small ones.

What are the triggers? I've heard around the forum that the trigger for Goblin sieges are variously 30 population, 80 population, 300k fortress wealth, 1M fortress wealth, 500k exports, and maybe a few more besides.

Plenty of Werecreature attacks, though, which has killed more than one fort. (I need to remember to build a wall in front of the door to the containment barracks.) I've also had one or two zombie sieges, but I don't think those are really plausible for a starting to intermediate player to fight against and win. Zombies might not be the impossible to kill demigods that they were before, but I don't think they're really balanced yet.

While I'm asking, what are the limits on invaders being able to climb walls now? is it only 1 z-level high walls that they can climb, or am I still not safe if I have a wall with an overhanging fortification on it?

._#
_0i
Title: Re: DF2014 Question and Answer Thread
Post by: pisskop on October 29, 2015, 10:24:14 am
It is carried in the bite attack. It must penetrate the outermost layer of tissue, maybe the outermost vascular layer.
Makes sense, cuz like teeth and horns wont get infected.
Title: Re: DF2014 Question and Answer Thread
Post by: Putnam on October 29, 2015, 12:04:42 pm
Is it just me, or are goblin sieges basically a thing of the past?

I haven't played many forts longer than 3-4 years in the new build so far, and I haven't had any goblin sieges. Not even small ones.

What are the triggers? I've heard around the forum that the trigger for Goblin sieges are variously 30 population, 80 population, 300k fortress wealth, 1M fortress wealth, 500k exports, and maybe a few more besides.

http://www.bay12forums.com/smf/index.php?topic=145797.msg5816365#msg5816365

it's a side effect of the game not being stupid about sieges anymore by actually bothering to detect whether your fort is worth sieging
Title: Re: DF2014 Question and Answer Thread
Post by: cochramd on October 29, 2015, 02:04:19 pm
Anyone know how to turn off Aquifers ?
Does no one look at the wiki for these things anymore?
http://dwarffortresswiki.org/index.php/DF2014:Aquifer#The_modding_method
Quote
By editing the raws and removing the [AQUIFER] tag from all of the appropriate entries in inorganic_stone_layer.txt, inorganic_stone_mineral.txt, and inorganic_stone_soil.txt it is possible to remove all aquifers from the world. This can be done before creating a new world or after, if you find a particularly neat location ruined only by the presence of an aquifer. In order to modify an existing world, you must delete the [AQUIFER] tag from the raws in the savegame's folder.

Now, a question of my own: I read that in this edition nobles don't pass their position down to their next of kin in fortress mode. Is this true? If it is true, then I might as well kill my duke now and never give any offerings to the caravan so the king never shows up. I have temporary housing right now, and my permanent housing is something that takes a lot of work; if my duke and king could die during during fortress mode and leave no future dukes and kings that I need to keep happy, then why bother going through all the work of setting up luxuriate rooms for the king and duke?
Title: Re: DF2014 Question and Answer Thread
Post by: Bouchart on October 29, 2015, 04:20:08 pm
Succession is weird and not really understood.  I could easily be wrong, but I don't think a fort's baron/duke/count/king passes the title down to their descendants on death.  If there is a baron/duke/count/king at a different fortress that dies, a dwarf in your fortress can inherit the title.
Title: Re: DF2014 Question and Answer Thread
Post by: Kneenibble on October 29, 2015, 04:36:43 pm
I concur with Bouchart.  In my current fort, I appointed a miner from my Starting 7 to be Baroness, and shortly afterwards a recent migrant was appointed as a second Baron.  The Baron was slain by a Forgotten Beast, and no replacement was appointed; and then years later, when the poor Baroness threw a series of tantrums, a military dwarf caved her face in as punishment.  Even though her children are in the fort, no new baron was appointed.  In spite of the demands, I kind of enjoyed having two baronies.  I felt important.
Title: Re: DF2014 Question and Answer Thread
Post by: FortunaDraken on October 29, 2015, 05:53:06 pm
You can probably get another King if he died, but I think either you don't get another Baron or it's bugged at present.
I've also had one or two zombie sieges, but I don't think those are really plausible for a starting to intermediate player to fight against and win. Zombies might not be the impossible to kill demigods that they were before, but I don't think they're really balanced yet.

While I'm asking, what are the limits on invaders being able to climb walls now? is it only 1 z-level high walls that they can climb, or am I still not safe if I have a wall with an overhanging fortification on it?
Zombies, as a newer player (though learning fast), are a pain in the ass because of the sheer amount of them and how easily they kill people. Making a dropping tunnel was really the only way I could deal with them.

And invaders can climb anything that doesn't have a roof above it (they won't hang upside-down), I believe. I had a zombie climbing around like a bastard in my drop tunnel for several months, on SMOOTHED WALLS. He did not care.
Title: Re: DF2014 Question and Answer Thread
Post by: FortunaDraken on October 31, 2015, 06:11:58 pm
Quick question, I have a pool of 5/7 magma sitting outside my fort (spawned via DFhack because there was water that was being a pain), is there a way to move it to a 1-tile area to use as magma fuel that doesn't involve minecarts? I haven't tried the minecarts yet so I'm wary about trying them out on a tiny bit of magma.
Title: Re: DF2014 Question and Answer Thread
Post by: pisskop on October 31, 2015, 06:15:54 pm
Im confused about the situation.

You have multiple tiles full of magma, sitting at the 5/7 mark.
You want to condense them to a single tile.
???

Bulid a cistern, whether its one or 47 tiles.  Do the math of calculatng how much magma you have and dig the appropriate cistern, taking into account the tunnel it will travel.  You need at least 3/7 magmaunder the forge to work, and you'll get constant interrupts if it fluctuates between 2/7 and 3/7.

Be aware that, as with all magma projects, it is inherently dangerous work, especially the miner doing the final dig.
Title: Re: DF2014 Question and Answer Thread
Post by: FortunaDraken on October 31, 2015, 07:54:13 pm
Ahh, sorry XD Early morning derp means I worded it badly. I have a single tile of 5/7 magma and would like to move it to a safer location to build a magma smelter on top of it.
Title: Re: DF2014 Question and Answer Thread
Post by: pisskop on October 31, 2015, 08:54:49 pm
Build a 1x2 shaft; channeling the tiles directly below the magma and up/down stairing an adjacent tile.

Go down as far as you would like, then 1 more for the magma to land into. It important that you don't stair that last zlevel, because with only 5 magma you'd end up with a 2/7 and 3/7 flucuation runing jobs in process.

Then, with an expendable miner, ramp out that last floor seperating the mamga from the dropshaft.  The floor over the holes.


You can try to push your luck directing the magma horizontally, but wth only 5/7 of it Id just as soon tell you to minecart it.
Title: Re: DF2014 Question and Answer Thread
Post by: Sutremaine on November 01, 2015, 08:08:59 am
What is it that allows two creatures / objects to slide right past each other?

I've seen it a few times in earlier versions, where two dwarves in a narrow corridor pass each other without one lying down, but I've saved just before one of these and it happens consistently. The two objects are a dwarf and a minecart, and there is no combat log about the dwarf dodging.

Is it as simple as them moving on the same tick while next to each other?
Title: Re: DF2014 Question and Answer Thread
Post by: Morgoth on November 01, 2015, 08:00:53 pm
The upcoming update looks amazing, but I'm wondering: how much of it is carrying over to Adventure mode? Are the "expanded social interactions" going to give us a more in-depth RPG sorta experience and/or make NPC conversations matter more than just getting quests?

Another question, out of curiosity.

Do AI adventurers also hunt Beasts or widespread threats? In the Legends/History they do, so they surely would in real-time?
Title: Re: DF2014 Question and Answer Thread
Post by: pisskop on November 01, 2015, 08:03:34 pm
I haven't looked, but my guess is there will be at least minimal framework setup for adventure mode.  At least.
Title: Re: DF2014 Question and Answer Thread
Post by: Bouchart on November 02, 2015, 04:43:48 pm
What is it that allows two creatures / objects to slide right past each other?

I've seen it a few times in earlier versions, where two dwarves in a narrow corridor pass each other without one lying down, but I've saved just before one of these and it happens consistently. The two objects are a dwarf and a minecart, and there is no combat log about the dwarf dodging.

Is it as simple as them moving on the same tick while next to each other?

Try advancing the game one tick at a time and see what happens.  It sounds like they both move tiles at the same tick, but it's the kind of thing that seems unlikely since dwarves generally have different speed and encumbrance values.
Title: Re: DF2014 Question and Answer Thread
Post by: pisskop on November 02, 2015, 04:49:31 pm
I know that in adventure mode there's some kind of 'give' system in place, where non-hostiles will give the right of way to others who are traveling, displacing them.
Title: Re: DF2014 Question and Answer Thread
Post by: Dozebôm Lolumzalìs on November 03, 2015, 08:30:44 pm
You can probably get another King if he died, but I think either you don't get another Baron or it's bugged at present.
I've also had one or two zombie sieges, but I don't think those are really plausible for a starting to intermediate player to fight against and win. Zombies might not be the impossible to kill demigods that they were before, but I don't think they're really balanced yet.

While I'm asking, what are the limits on invaders being able to climb walls now? is it only 1 z-level high walls that they can climb, or am I still not safe if I have a wall with an overhanging fortification on it?
Zombies, as a newer player (though learning fast), are a pain in the ass because of the sheer amount of them and how easily they kill people. Making a dropping tunnel was really the only way I could deal with them.

And invaders can climb anything that doesn't have a roof above it (they won't hang upside-down), I believe. I had a zombie climbing around like a bastard in my drop tunnel for several months, on SMOOTHED WALLS. He did not care.

A werebeast with no climbing skill climbed over my wall.  Fun.

Was that intended, or a bug?
Title: Re: DF2014 Question and Answer Thread
Post by: pisskop on November 03, 2015, 08:36:36 pm
Climbing skil dictates speed on rough climbable surfaces.  And chance to catch on when you do lose your grip on artificial smoothed stone.

Sorry, You need zero climbing skill to climb walls.  Try using fortifications on top of the walls.  Cant climb those Ive heard.
Title: Re: DF2014 Question and Answer Thread
Post by: Loci on November 03, 2015, 09:39:46 pm
What is it that allows two creatures / objects to slide right past each other?

I've seen it a few times in earlier versions, where two dwarves in a narrow corridor pass each other without one lying down, but I've saved just before one of these and it happens consistently. The two objects are a dwarf and a minecart, and there is no combat log about the dwarf dodging.

Is it as simple as them moving on the same tick while next to each other?

There are two different mechanisms at play here. Creatures can sometimes "creature swap" with other creatures, exchanging tiles (this can lead to inexplicable behavior, such as dwarves ending up on top of walls after being creature swapped by a flying creature). Minecarts, though, move separate from creatures; there is apparently a small window where creature can move into a tile containing a minecart and prevent the minecart from moving into the creature's tile and causing a collision.
Title: Re: DF2014 Question and Answer Thread
Post by: Bumber on November 03, 2015, 11:19:59 pm
Climbing skil dictates speed on rough climbable surfaces.  And chance to catch on when you do lose your grip on artificial smoothed stone.

Sorry, You need zero climbing skill to climb walls.  Try using fortifications on top of the walls.  Cant climb those Ive heard.
Wrong. You can climb fortifications, and even jump through them if you have a mind to.

Can't climb a one-tile floor overhang, can't climb any two-tile overhang.
Title: Re: DF2014 Question and Answer Thread
Post by: pisskop on November 03, 2015, 11:23:59 pm
sue me then.
make walls 2-3 levels high and cut down trees nearby
Title: Re: DF2014 Question and Answer Thread
Post by: Bumber on November 04, 2015, 12:38:29 am
sue me then.
make walls 2-3 levels high and cut down trees nearby
They can still climb it if you don't put an overhang. That will only protect you if they can't see any target on the other side. (I.e. don't have tall guard towers or tall hills on the other side.

Easiest unclimbable wall is a 1 level wall with a floor sticking out on the level above (on both sides if you don't want dwarves out.) I imagine the floor like barbed wire. Paved roads can keep the trees away.
Title: Re: DF2014 Question and Answer Thread
Post by: Mike_B20 on November 04, 2015, 01:33:19 am
Easiest unclimbable wall is a 1 level wall with a floor sticking out on the level above (on both sides if you don't want dwarves out.)

I had trolls and goblins climbing into my fort with a similar setup in my last game, ie. level one wall with another fortified wall forming an overhang at the second Z level.
Maybe a floor in an overhang position, instead of a wall in an overhang position, at the second level keeps them out.
Title: Re: DF2014 Question and Answer Thread
Post by: MantisMan on November 04, 2015, 02:00:17 am
So, the one-tile wall with fortification overhang is enough to protect my fort? The zombies were just milling around for a few months killing wildlife before I had to deal with my captain going on a killing spree, but I'm not sure if that's because they just didn't have line of sight to any of my dwarves.

I also had an archery pillbox set up with fortifications and a roof, and the zombies didn't climb in through there. I eventually stopped staffing it since it was wasting my bolt supply. It was a very fast and effective way to train my marksdwarves, but they weren't even bothering the zombie pincushions, as far as I know.
Title: Re: DF2014 Question and Answer Thread
Post by: Bumber on November 04, 2015, 02:35:12 am
Easiest unclimbable wall is a 1 level wall with a floor sticking out on the level above (on both sides if you don't want dwarves out.)

I had trolls and goblins climbing into my fort with a similar setup in my last game, ie. level one wall with another fortified wall forming an overhang at the second Z level.
Maybe a floor in an overhang position, instead of a wall in an overhang position, at the second level keeps them out.
Yes, the floor makes the difference because you can't grab onto the side of it. Otherwise they climb diagonally up onto the side of the fortified wall.

So, the one-tile wall with fortification overhang is enough to protect my fort? The zombies were just milling around for a few months killing wildlife before I had to deal with my captain going on a killing spree, but I'm not sure if that's because they just didn't have line of sight to any of my dwarves.
It's only line of sight keeping you safe. Floor overhang or 2-wide overhang prevent the diagonal climb.
Title: Re: DF2014 Question and Answer Thread
Post by: FortunaDraken on November 04, 2015, 03:09:08 am
Really the safest way is to just roof over the area and build a courtyard statue garden if you're trying to prevent cave adaptation.
Title: Re: DF2014 Question and Answer Thread
Post by: CyberianK on November 05, 2015, 02:08:29 pm
HELP

I minimized my menu to the right and have no idea how to get it back in.
I don't find it in the keybindings and restarting the game doesnt help it seems to be saved in  the savegame.
Title: Re: DF2014 Question and Answer Thread
Post by: Putnam on November 05, 2015, 02:12:46 pm
tab
Title: Re: DF2014 Question and Answer Thread
Post by: CyberianK on November 05, 2015, 02:29:53 pm
LOL epic fail, I played this game for hundreds of hours and never recognized that :)

thx so much anyway
Title: Re: DF2014 Question and Answer Thread
Post by: cochramd on November 05, 2015, 03:08:48 pm
Since there appears to be no way to order that only non-butcherable carcasses be dumped while butcherable ones are stockpiled, how can one set a stockpile up where anything placed in it is immediately atomsmashed/dumped into magma without putting the hauler in any danger? At first, I considered pressure plates, but now I'm thinking about building bridges, designating the stockpile over them and then just leaving them retracted all the time.
Title: Re: DF2014 Question and Answer Thread
Post by: Putnam on November 05, 2015, 03:11:52 pm
You can just put a garbage dump next to a pit and they'll throw it in there IIRC.

You can also use some minecart shenanigans.
Title: Re: DF2014 Question and Answer Thread
Post by: cochramd on November 05, 2015, 03:17:26 pm
Ah, but that's not the problem. The problem is that I can't tell the game "dump non-butcherable carcasses while stockpiling butcherable ones", so I have to use a stockpile.
Title: Re: DF2014 Question and Answer Thread
Post by: Loci on November 05, 2015, 05:14:30 pm
Since there appears to be no way to order that only non-butcherable carcasses be dumped while butcherable ones are stockpiled, how can one set a stockpile up where anything placed in it is immediately atomsmashed/dumped into magma without putting the hauler in any danger? At first, I considered pressure plates, but now I'm thinking about building bridges, designating the stockpile over them and then just leaving them retracted all the time.

You can't designate a stockpile on top of a bridge. You can, however, link your stockpile to a minecart sitting on a dumping track stop next to a pit, and configure the minecart to only take "unbutcherable" refuse. You can dispose of the pitted refuse via magma (make sure the pit is deep enough to prevent magma mist from reaching the top) or an atom smasher.
Title: Re: DF2014 Question and Answer Thread
Post by: Kneenibble on November 06, 2015, 11:42:44 am
After picking a fistfight with the wrong dwarf, my deeply disturbed Queen made use of her Royal Mausoleum at last.

It's been several in-game months, and no replacement is forthcoming.  I have been unable to find anything written on succession in bug reports or the wiki -- should I expect an heir at some point?  Or is that feature not implemented or bugged?  I've never had a monarch die before.
Title: Re: DF2014 Question and Answer Thread
Post by: cochramd on November 06, 2015, 01:34:03 pm
I just captured a bunch of peregrine falcon people, and the human caravan is coming soon. What exactly do I need to do in order to sell a caged but untrainable creature? I tried selling the humans a troll last year, and that just ended with a dead troll.
Title: Re: DF2014 Question and Answer Thread
Post by: pisskop on November 06, 2015, 01:36:34 pm
Any and all wild or hostile critters that are brought in cages to the Trade Depot will be released upon entering.  The human caravan guards put down those critters.  Do note that elves don't have guards like human or dwarve caravans.

wrt the the new King:  Don't really know.  I do know that you can inherit the duke/baron of other settlements and they don't leave.
Title: Re: DF2014 Question and Answer Thread
Post by: Kneenibble on November 06, 2015, 02:33:15 pm
Indeed -- after first becoming a barony, having appointed one of the starting 7 to be Baroness, I shortly after received a second Baron migrant.  Both of them died years ago and no heir arose to fill their vacant rooms.  Now that the Queen is dead, I don't have any nobles left.  Many players may consider that an ideal state, but I feel undwarfy without them.
Title: Re: DF2014 Question and Answer Thread
Post by: FortunaDraken on November 07, 2015, 01:43:43 am
How does one know if a minecart track is working? I set up a really simple guided track for dumping refuse into magma, taking from four different refuse stockpiles (I will be happy when I do not actually need four ever again). Having around 40 idlers at present, I figured I'd see someone moving towards the minecart eventually, or the job being triggered by the minecart/route itself, but I can't see anything? Is it just a case of "wait and see"?
Title: Re: DF2014 Question and Answer Thread
Post by: DerangedArsonist on November 08, 2015, 05:38:07 pm
When are the requirements for monarch arrival shown?
Title: Re: DF2014 Question and Answer Thread
Post by: Edmus on November 08, 2015, 06:56:42 pm
'n'obles screen, then push 'c', I think.
Title: Re: DF2014 Question and Answer Thread
Post by: PyroTechno on November 08, 2015, 11:51:42 pm
When are the requirements for monarch arrival shown?

You can find them in the raw files. Look for "entity_default". You can also modify them there, if you wish.
Title: Re: DF2014 Question and Answer Thread
Post by: NJW2000 on November 09, 2015, 12:09:39 pm
Do decorations add weight?
Title: Re: DF2014 Question and Answer Thread
Post by: pisskop on November 09, 2015, 12:16:16 pm
Nah.
Title: Re: DF2014 Question and Answer Thread
Post by: NJW2000 on November 09, 2015, 12:29:41 pm
Balls.

Wanted to make shield maidens. As in, dwarves with super heavy shields who were basically ultra-skilled walls of smashing. Thought of them as an anti-undead measure.

So is the heaviest normal shield metal silver?
Title: Re: DF2014 Question and Answer Thread
Post by: pisskop on November 09, 2015, 12:32:04 pm
Mod in lead as a sheldable material.

Or use iron.  Iron shields are a thing I give to my elite squad because wood shields are overrated and the advantage small enough to be min-maxy.
Title: Re: DF2014 Question and Answer Thread
Post by: NJW2000 on November 09, 2015, 12:47:44 pm
Thanks, I can do that with a saved world, right?
Title: Re: DF2014 Question and Answer Thread
Post by: pisskop on November 09, 2015, 01:07:49 pm
Modding lead?  nqs.  Try it and if it doesnt have any effect w.e. and if the game crashes then no.

Rawmancy is tricksy
Title: Re: DF2014 Question and Answer Thread
Post by: PyroTechno on November 09, 2015, 05:15:04 pm
Thanks, I can do that with a saved world, right?

Modding lead?  nqs.  Try it and if it doesnt have any effect w.e. and if the game crashes then no.

Rawmancy is tricksy

In general, it's a better idea to mod the base raws and then create a new world, so the save doesn't glitch out.

One of the first rules of modding: when in doubt, create a new world.
Title: Re: DF2014 Question and Answer Thread
Post by: Micro102 on November 10, 2015, 10:12:34 am
My dwarves don't seem to want to use teeth as bone or ivory. Do I just have to dump all the teeth?

EDIT: Also, how do you kill animated remains? I've got severed heads and hair running around and my dwarves cant kill them.
Title: Re: DF2014 Question and Answer Thread
Post by: NJW2000 on November 10, 2015, 12:06:15 pm
As far as I know, caging or atom smashing, maybe godhammer caveins or fifty tile drops.

They're a teeny bit more immortal than was originally intended, I'm afraid.
Title: Re: DF2014 Question and Answer Thread
Post by: pisskop on November 10, 2015, 12:11:28 pm
Definitely secure you butcher shops in the furture.  and any garbaghe dumps or refuse pits.  Any gabarge pits or corpse stockpiles need to have some means of completely sealing them off.  Say a bridge or being accessed by stone/metal hatches.  Reanimated trolls or ogres or worse will make you have a bad day.

The butchers shops should have a stone doorlock system in place.  2 or more doors that you can forbid, and that won't be all open at the same time.  So you can lock them in the worst cases and keep the threat/job cancellation spam to a minimum.

Consider atom smashing the area if issues.  Set up bridges along a hallway that animated hairs and etc can access without using doors, so that you need only wait for them to trigger a pressure plate or you to pull it enough.
Title: Re: DF2014 Question and Answer Thread
Post by: Sutremaine on November 10, 2015, 06:28:37 pm
My dwarves don't seem to want to use teeth as bone or ivory. Do I just have to dump all the teeth?

EDIT: Also, how do you kill animated remains? I've got severed heads and hair running around and my dwarves cant kill them.
Teeth that are knocked out are probably not useful for crafting, being too small. Teeth produced upon butchering should be useable, though not as bone. They're not made of bone.

There's a bug with animated small body parts. They're too small to hit, essentially. I think you can get around it in-game by increasing the size of the base creature and waiting a while. Creature sizes update once a week, I think.
Title: Re: DF2014 Question and Answer Thread
Post by: Bouchart on November 11, 2015, 04:08:20 pm
Teeth knocked loose from combat can't be used in crafting, except possible strange mood cases.
Title: Re: DF2014 Question and Answer Thread
Post by: Sutremaine on November 11, 2015, 05:24:43 pm
My memory on this might be a little fuzzy because it was a while ago, but I have a recollection of being able to make a whole load of tooth crafts from an FB that got struck in the mouth before dying.
Title: Re: DF2014 Question and Answer Thread
Post by: Bouchart on November 11, 2015, 07:36:02 pm
Maybe that was true in an earlier version, but it's not the case in the current one.

This is easiest to see with a voracious cave crawler.  They tend to drop a lot of teeth, since they have few body parts and are very easy to hit in the mouth.
Title: Re: DF2014 Question and Answer Thread
Post by: Arx on November 12, 2015, 07:27:14 am
Forgotten Beasts might also have large enough teeth to be meaningful individually.
Title: Re: DF2014 Question and Answer Thread
Post by: Bouchart on November 12, 2015, 05:20:05 pm
It might also be the case that dwarves can't craft with teeth with a stack size of one.  That was the case with bones some time ago.
Title: Re: DF2014 Question and Answer Thread
Post by: Uggh on November 13, 2015, 05:37:04 am
If I obsidianize part of a cavern lake at the map edge and later carve fortifications into some of the former water tiles at map edge, will they again produce water? Or will they only drain it off the map?
Title: Re: DF2014 Question and Answer Thread
Post by: DolosusDoleus on November 14, 2015, 04:56:50 pm
http://dwarffortresswiki.org/index.php/DF2014:Fortification

Read the "Uses" section. Your answer is near the bottom.
Title: Re: DF2014 Question and Answer Thread
Post by: Sutremaine on November 14, 2015, 10:10:27 pm
It might also be the case that dwarves can't craft with teeth with a stack size of one.  That was the case with bones some time ago.
It never was. The bug with that was that when you finished with a stack of bone, there'd always be a 'body part' left even though all the 'bone' was used up. I created a few single-bone stacks and observed as they were each made into one set of items.
Title: Re: DF2014 Question and Answer Thread
Post by: Uggh on November 15, 2015, 05:46:52 am
http://dwarffortresswiki.org/index.php/DF2014:Fortification

Read the "Uses" section. Your answer is near the bottom.
You might have misunderstood my question. I was not referring to drainage of water but to the creation thereof. As far as I understand it, map edge tiles of a lake or ocean produce water so that after you drain some of the lake it will be refilled over time. If I obsidianize a lake tile of the map edge and then carve fortifications into it, would said tile somehow retain the water creation property from before or would it just drain water of the map as in the passage you cited?
Title: Re: DF2014 Question and Answer Thread
Post by: Sutremaine on November 15, 2015, 01:32:44 pm
I just tested it on a River Source tile (created magma above it via DFHack and let it drop in) and it started producing water after being carved into fortifications.
Title: Re: DF2014 Question and Answer Thread
Post by: Uggh on November 15, 2015, 07:04:06 pm
Thanks for checking it out. Would have been a lot of wasted effort for me if it didn't work.
Title: Re: DF2014 Question and Answer Thread
Post by: Micro102 on November 15, 2015, 09:10:40 pm
Why is one of my dwarves leaving the burrows I set to collect webs? I'd rather him not drag the forgotten beast down int he caverns back with him so why is he leaving the burrows and how do I stop him?
Title: Re: DF2014 Question and Answer Thread
Post by: pisskop on November 15, 2015, 09:49:03 pm
Burrows define work areas, and idle movement limitations.

The job 'collect webs' takes place in the burrow, and the job requires him to go get the webs.

cancel the job.
Title: Re: DF2014 Question and Answer Thread
Post by: Dozebôm Lolumzalìs on November 15, 2015, 09:51:23 pm
Or do a civilian alert if it's that bad. That'll stop any civilians from going outside the selected burrows.

(In case you don't understand what a civilian alert is: it's in the military screen under "a"lerts.)
Title: Re: DF2014 Question and Answer Thread
Post by: NJW2000 on November 21, 2015, 10:37:27 am
I've been interested in the game Bloodborne recently, and the "frenzy" mechanic got me thinking about stress levels.

Now, I'm not sure how stress works exactly. Would it be possible to expose a dwarf or even a noncontrolled sentient to so much stress at an one point (thousands of body parts, etc) that they would go mad semi-instantaneously, or is that not how stress works?

Because a sort of "Eye of the Cosmos" superweapon would be fun to have, even if not too useful.

Title: Re: DF2014 Question and Answer Thread
Post by: BuGGaTon on November 25, 2015, 03:34:37 pm
Here's a few quickies.

Regarding dodging, do enemies dodge ranged attacks from bolts? Ie could they dodge off a bridge?

Does swimming skill improve the speed creatures might move during their limited time one might have in lava or magma
Title: Re: DF2014 Question and Answer Thread
Post by: BuGGaTon on November 25, 2015, 03:37:09 pm
Oooh and can you shoot down z levels through fortifications you're standing on?
Title: Re: DF2014 Question and Answer Thread
Post by: pisskop on November 25, 2015, 03:38:10 pm
Yes to all three.  Though the ai wont really shot things like that reliably
Title: Re: DF2014 Question and Answer Thread
Post by: BuGGaTon on November 25, 2015, 03:52:26 pm
So narrow bridges over a magma lake could have hilarious consequences when the marksdwarfs start peppering the enemy!
Title: Re: DF2014 Question and Answer Thread
Post by: pisskop on November 25, 2015, 03:54:21 pm
It would.  Also funny would be your dog snapping at your dwarves (and them dodging) on the bridge as everyone tried to russ by each other.  Mind traffic
Title: Re: DF2014 Question and Answer Thread
Post by: BuGGaTon on November 25, 2015, 04:02:29 pm
Haha. Indeed. I think it'll be a set of 5 1x7 retracting bridges which will be three narrow ones during sieges and 5 wide at peace time should I need to acquire goblinite or accept caravans.
Title: Re: DF2014 Question and Answer Thread
Post by: Eldes on November 25, 2015, 10:42:08 pm
Why are my crafting buildings randomly exploding?
-I have hostile thralls on the surface, but I'm many z-levels underground.
-I have one melancholy dwarf, but that was actually CAUSED by the dissolving of the workshop he claimed.
-I have only 15 dwarves
Huh? Makes no sense.

Also, every time I try to type notes, any letter that is also a command (like d for delete), cannot be a part of a note because it keeps executing the command (so I cannot type bridge because the d tries to delete the note). I'm pretty sure that's a DFHack problem, but I have no idea how to fix it.
Title: Re: DF2014 Question and Answer Thread
Post by: BuGGaTon on November 26, 2015, 12:40:31 am
Check for roots of trees or cavern type trees growing into them. I think there's a bug that underground soil and muddy stone usually elligable for saplings is causing some issues with workshops deconstructing and often this is resulting in crashes.
Title: Re: DF2014 Question and Answer Thread
Post by: feelotraveller on November 26, 2015, 02:13:39 am
Also, every time I try to type notes, any letter that is also a command (like d for delete), cannot be a part of a note because it keeps executing the command (so I cannot type bridge because the d tries to delete the note). I'm pretty sure that's a DFHack problem, but I have no idea how to fix it.

I was getting that too.  Fixed itself when I made changes to my dfhack.init.  Pretty sure it was the confirm plugin.  Just remove it from the enable list and see what happens?
Title: Re: DF2014 Question and Answer Thread
Post by: Eldes on November 26, 2015, 09:12:49 am
Check for roots of trees or cavern type trees growing into them. I think there's a bug that underground soil and muddy stone usually elligable for saplings is causing some issues with workshops deconstructing and often this is resulting in crashes.

I have 3 stone layers between me and the soil, but I can try moving them farther apart? Maybe they don't like butting up against walls?

Also, every time I try to type notes, any letter that is also a command (like d for delete), cannot be a part of a note because it keeps executing the command (so I cannot type bridge because the d tries to delete the note). I'm pretty sure that's a DFHack problem, but I have no idea how to fix it.

I was getting that too.  Fixed itself when I made changes to my dfhack.init.  Pretty sure it was the confirm plugin.  Just remove it from the enable list and see what happens?

Worked like a charm. Thanks a lot, now my dwarves will be safe not in immediate danger
Title: Re: DF2014 Question and Answer Thread
Post by: Pseudo on November 26, 2015, 02:21:26 pm
What are you building the buildings out of?
Title: Re: DF2014 Question and Answer Thread
Post by: Uggh on November 26, 2015, 06:31:28 pm
Which labour is used for loading a minecart? I have so many hauling jobs active that nobody takes care of it.

If I assign a hauler (all hauling labours activated) to a burrow that includes the feeding stockpile and the track stop, she will move around some barrels in the stockpile or do nothing, but never loads anything into the minecart.
The minecart route in question works in principle, but is very slow due to the loading issue.
Title: Re: DF2014 Question and Answer Thread
Post by: Eldes on November 27, 2015, 07:33:19 am
What are you building the buildings out of?

Normal stone/stone blocks. Whatever's closest. I'm rebuilding them in another location, so we'll see if they spontaneously combust again.
Title: Re: DF2014 Question and Answer Thread
Post by: Roofless on December 15, 2015, 03:39:16 am
What I know:
In a new generated world (42.03), while choosing embarkation site, I found two dwarf civs available for as a host civ. One of them had no territory marked on the map. Surely, no outpost liason came to me with the dwarven caravan.

What I would like to know:
1. Can civs exist without sites or did I embark as an extint civ (via a bug)?
2. If there is no outpost liason, can my fortress still become a county\etc. or a mountainhome?
Title: Re: DF2014 Question and Answer Thread
Post by: SaD-82 on December 15, 2015, 07:29:42 am
1. Yes, you can - I wouldn't call it a bug. You can embark as a dying or a dead civ.
Further explanation for the first part of your question:
If, for example, all sites of a civ were conquered and some (or just one) dwarves were taken captive, then this civ does exist via these dwarves (you could call it a dying civ) until these dwarves are dead or become incorporated into the civ of their enemies (then it would be a dead civ).

2.
Yes and no.
If it's merely a dying civ, there could be reasons why you didn't get a liason (he is dead and a new one will be elected; there are troubles preventing him from reaching you; etc) - therefore you will be able to become mountainhome eventually.
If it's a dead civ, then, no. Noone will be elected king/queen.

This is a short summary - there is a whole lot more to this topic.
But your questions should be answered.
In some way.
I hope.
 ;)
Title: Re: DF2014 Question and Answer Thread
Post by: taptap on December 15, 2015, 08:17:51 am
1. Yes, you can - I wouldn't call it a bug. You can embark as a dying or a dead civ.
Further explanation for the first part of your question:
If, for example, all sites of a civ were conquered and some (or just one) dwarves were taken captive, then this civ does exist via these dwarves (you could call it a dying civ) until these dwarves are dead or become incorporated into the civ of their enemies (then it would be a dead civ).

2.
Yes and no.
If it's merely a dying civ, there could be reasons why you didn't get a liason (he is dead and a new one will be elected; there are troubles preventing him from reaching you; etc) - therefore you will be able to become mountainhome eventually.
If it's a dead civ, then, no. Noone will be elected king/queen.

This is a short summary - there is a whole lot more to this topic.
But your questions should be answered.
In some way.
I hope.
 ;)

"Elected king / queen eventually" - I thought dead civs are the ones where someone claims the title right after embark.
Title: Re: DF2014 Question and Answer Thread
Post by: SaD-82 on December 15, 2015, 08:23:09 am
"Elected king / queen eventually" - I thought dead civs are the ones where someone claims the title right after embark.

Nope, the other way around.
If you start from a dead civ, there never will be any nobles.
No liasons.
No dwarven caravans.
Title: Re: DF2014 Question and Answer Thread
Post by: Roofless on December 15, 2015, 08:54:38 am
Nope, the other way around.
If you start from a dead civ, there never will be any nobles.
No liasons.
No dwarven caravans.

If the las one is true, than the fact that I get dwarven caravan means the civ is not dead just yet?
Title: Re: DF2014 Question and Answer Thread
Post by: SaD-82 on December 15, 2015, 08:57:32 am
If the las one is true, than the fact that I get dwarven caravan means the civ is not dead just yet?

Yep, just merely dying.
Title: Re: DF2014 Question and Answer Thread
Post by: Detros on December 15, 2015, 09:26:36 am
If the las one is true, than the fact that I get dwarven caravan means the civ is not dead just yet?

Yep, just merely dying.
You can secure your current fort, retire it and try to build new one nearby to rebuild your civilization.
Or, abandon your fort and reclaim it with the other dwarven civilization to let your current one die off.
Title: Re: DF2014 Question and Answer Thread
Post by: Roofless on December 15, 2015, 12:28:05 pm
You can secure your current fort, retire it and try to build new one nearby to rebuild your civilization.
Or, abandon your fort and reclaim it with the other dwarven civilization to let your current one die off.

Well, I'm definitely not retiring my "From dusk till dawn"-esque epic tavern-fortress filled with weredwarves :)

So, do I understand corretly that when the last reps of my civ elsewhere die, my fortress will not ellect a new king among its residents and will remain just an outpost, for all eternity?

EDIT: or did I just discover a !!SCIENCE!! project? :D
Title: Re: DF2014 Question and Answer Thread
Post by: cochramd on December 15, 2015, 12:34:07 pm
Already made a thread, but maybe I'll get an answer in here: if I build a floor, pour magma on it, pour water on that magma and mine the resulting obsidian, do I get an obsidian floor?
Title: Re: DF2014 Question and Answer Thread
Post by: 1piemaster1 on December 16, 2015, 03:11:52 am
(https://i.gyazo.com/db31a83aae5bf929b8293ea75d7d4aa6.png)

So I am trying to pit some trolls, beak dogs, and goblins as shown in the picture above. The pits are surrounded by the animal stockpile, and the pit is designated ONLY on the holes. But, whenever I open up the "pit list" menu, the only thing I see are my caged domesticated animals and the beak dogs. I don't see the goblins or the trolls. Also, the beak dogs escape almost every time they are to be pitted..

What am i doing wrong?
Title: Re: DF2014 Question and Answer Thread
Post by: Detros on December 16, 2015, 06:43:42 am
(https://i.gyazo.com/db31a83aae5bf929b8293ea75d7d4aa6.png)

So I am trying to pit some trolls, beak dogs, and goblins as shown in the picture above. The pits are surrounded by the animal stockpile, and the pit is designated ONLY on the holes. But, whenever I open up the "pit list" menu, the only thing I see are my caged domesticated animals and the beak dogs. I don't see the goblins or the trolls. Also, the beak dogs escape almost every time they are to be pitted..

What am i doing wrong?
Known issue: intelligent beings can be neither pitted nor assigned to a chain in 0.42.03 (9271 (http://www.bay12games.com/dwarves/mantisbt/view.php?id=9271) and similar reports).
Title: Re: DF2014 Question and Answer Thread
Post by: gordy on December 16, 2015, 06:58:44 am
Can someone describe what conditions must be met in order to pen books? Do scribes only copy existing works? Can you buy completed books? What's a codice exactly? Finally, what are the a) and b) library location options?
Title: Re: DF2014 Question and Answer Thread
Post by: Bouchart on December 17, 2015, 11:59:54 am
First some terms.  A papermaker can make paper in one of three ways but the most common is with plant fiber material such as rope reed.  They turn it into a slurry, which can be made into a sheet, which can be made into a quire.  A quire with no writing on it can be made into a scroll.  A quire with writing on it can be made into a codex.  A written-on quire, a written-on scroll and a written-on codex are all basically identical.

To write books you need a designated library with some tables and chairs in it along with some coffers and bookshelves.  Blank  quires or scrolls need to be in the coffers.  You'll probably need a lot of tables and chairs, since dwarves read at them, and also eat there a lot too.  Designate a scholar to the library and after some time he'll write on it.  Foreign scholars who visit your fort can write the same way.

A scribe can make a copy in much the same way.

Scrolls and codices can be bought from caravans but there's a fairly limited selection of them in my experience.

The a) and b) options let you choose how many completed books and blank writing materials you want stored in your library.  You might as well make it some really high number and not worry about it too much.
Title: Re: DF2014 Question and Answer Thread
Post by: TheCritsyBear on December 17, 2015, 12:47:15 pm
Hi, so... Undoubtedly I'm missing something here, but I can't seem to figure out how to get permanent residents to do their jobs...

I have one or two visitors that petitioned for residency, that claim they're staying for "Soldiering"... I accepted them, but they're unarmed, and I can't assign them to a squad. Nor do they seem to seek out danger on their own. They just sit around and drink.
Title: Re: DF2014 Question and Answer Thread
Post by: Bouchart on December 17, 2015, 01:00:15 pm
You have to assign mercenaries to a squad led by a citizen dwarf.  You can't have an all-mercenary squad.
Title: Re: DF2014 Question and Answer Thread
Post by: gordy on December 17, 2015, 01:20:15 pm
Which plants can be slurried for paper?
Title: Re: DF2014 Question and Answer Thread
Post by: Dozebôm Lolumzalìs on December 17, 2015, 02:07:41 pm
All cloth plants.
Title: Re: DF2014 Question and Answer Thread
Post by: gordy on December 17, 2015, 03:04:02 pm
So rope reed and pig tails.
Title: Re: DF2014 Question and Answer Thread
Post by: Dozebôm Lolumzalìs on December 17, 2015, 03:07:54 pm
Aaaand hemp and cotton and (checks wiki) kenaf and jute and ramie and flax. But you're much more likely to find pig tails or rope reed.
Title: Re: DF2014 Question and Answer Thread
Post by: Bouchart on December 17, 2015, 04:47:55 pm
Yeah all those plants.  You can make papyrus from papyrus plants or parchment from leather and quicklime.  Papyrus requires a very specific plant and parchment has a bit of a complicated process to it.  Using regular paper works well enough.
Title: Re: DF2014 Question and Answer Thread
Post by: Hellzon on December 17, 2015, 05:39:00 pm
I made this from wiki info. It seems the writing part goes either sheet -> quire -> scholar writes on quire -> bind written-on quire into book OR sheet -> scroll -> scholar writes on scroll.

(http://i.imgur.com/DvtktDV.png)

Still, papyrus scrolls seem to be the most straightforward if you have access to the seeds.
Title: Re: DF2014 Question and Answer Thread
Post by: PFunk on December 17, 2015, 06:43:43 pm
Looks like parchment is the least efficient system and uses up the most useful resources of the three options.
Title: Re: DF2014 Question and Answer Thread
Post by: Sorg on December 17, 2015, 07:11:20 pm
Is there any way to read about dance/musical forms, etc. from the Legends mode? In previous versions there was an "Art" section in the legends but it's absent in my new 0.42.03 world.
Title: Re: DF2014 Question and Answer Thread
Post by: greycat on December 17, 2015, 09:11:16 pm
(http://i.imgur.com/DvtktDV.png)

That's beautiful.  I've stolen it for the wiki (http://dwarffortresswiki.org/index.php/DF2014:Paper_industry#Processing).
Title: Re: DF2014 Question and Answer Thread
Post by: Hellzon on December 18, 2015, 02:14:00 am
Looks like parchment is the least efficient system and uses up the most useful resources of the three options.

Yeah, I sorted them that way on purpose. Actually thought parchment would be the most straightforward until I looked up how long the quicklime production chain was.

That's beautiful.  I've stolen it for the wiki (http://dwarffortresswiki.org/index.php/DF2014:Paper_industry#Processing).

Steal away, I made it for the wiki but started wondering if the last few steps were right. Now I can blame you if there's an error. ;)
Title: Re: DF2014 Question and Answer Thread
Post by: Bouchart on December 18, 2015, 09:18:25 am
Looks like parchment is the least efficient system and uses up the most useful resources of the three options.

True, but they seem to have higher value, judging by the prices of parchment you can get from caravans.
Title: Re: DF2014 Question and Answer Thread
Post by: indyofcomo on December 18, 2015, 01:31:57 pm
Is it possible to make a worn clothing pile? I don't see any obvious options.
Title: Re: DF2014 Question and Answer Thread
Post by: greycat on December 18, 2015, 02:15:20 pm
Is it possible to make a worn clothing pile? I don't see any obvious options.

Nope.  The standard(*) workaround is to create a clothing stockpile that takes from anywhere, and let that be your "used clothing" stockpile.  Then make another clothing stockpile that takes from the clothier's shop, and takes from links only.  This will be your "new clothing" stockpile.

Optionally, you can double-up the "used clothing" stockpile as a refuse stockpile (enable the Refuse category, but disable all of the individual types of refuse).  This causes it to become harmful to clothing.  Any clothing placed in that stockpile will now wear out very quickly.

(*) For certain values of standard.
Title: Re: DF2014 Question and Answer Thread
Post by: indyofcomo on December 18, 2015, 03:42:00 pm
Is it possible to make a worn clothing pile? I don't see any obvious options.

Nope.  The standard(*) workaround is to create a clothing stockpile that takes from anywhere, and let that be your "used clothing" stockpile.  Then make another clothing stockpile that takes from the clothier's shop, and takes from links only.  This will be your "new clothing" stockpile.

Ah, yes, perfect! Thanks!
Title: Re: DF2014 Question and Answer Thread
Post by: schlake on December 18, 2015, 05:57:55 pm
Is it possible to make a worn clothing pile? I don't see any obvious options.

It's called the trading post.  You use 'g' to move the clothes there when the customers come to buy clothes.  I don't know what elves do with old worn out soiled dwarf clothes, but they sure love them.
Title: Re: DF2014 Question and Answer Thread
Post by: Potato9999 on December 18, 2015, 06:04:17 pm
I have a squad training that is "waiting for combat training"

Are they still waiting because the militia commander (the squad leader) hasn't arrived yet? Or could there be an alternative reason?
Title: Re: DF2014 Question and Answer Thread
Post by: Detros on December 18, 2015, 06:59:09 pm
I just noticed there are also some "long bolts" as a option in "assign ammunition to military" screen. What are those for? Long crossbows?
Title: Re: DF2014 Question and Answer Thread
Post by: JustMercy1994 on December 19, 2015, 09:19:51 am
When my dwarves commit crimes, they're usually beat senseless. The hammerer is clearly a harsh SOB, but it seems like it's a little overkill when a dwarf disrupts the labor process or breaks a mandate it gets his legs broken by a law enforcer with a silver warhammer. Like... Clearly, America's problems with the criminal justice system are minimal in comparison to the crazy shit my Dwarf Cops get up too.

Edit: My legendary miner just got beat to death for what I can only assume was my mistake for having him haul a banned export good to the depot and I traded it off. Whoops. Hot damn, though.

It's either an amazing "feature," or dwarven justice needs a nerf
Title: Re: DF2014 Question and Answer Thread
Post by: JustMercy1994 on December 19, 2015, 09:21:45 am
Mispost.
Title: Re: DF2014 Question and Answer Thread
Post by: Detros on December 19, 2015, 10:22:17 am
When my dwarves commit crimes, they're usually beat senseless. The hammerer is clearly a harsh SOB, but it seems like it's a little overkill when a dwarf disrupts the labor process or breaks a mandate it gets his legs broken by a law enforcer with a silver warhammer. Like... Clearly, America's problems with the criminal justice system are minimal in comparison to the crazy shit my Dwarf Cops get up too.

Edit: My legendary miner just got beat to death for what I can only assume was my mistake for having him haul a banned export good to the depot and I traded it off. Whoops. Hot damn, though.

It's either an amazing "feature," or dwarven justice needs a nerf
Point 1: So you would rather your legs be broken because you have given that order?
Point 2: Silver is one of the best materials for bash weapons (war hammers/maces). If you want to have a law enforcer, why to give him such a strong weapon? Give him some wooden hammer, the better from some light wood.
Title: Re: DF2014 Question and Answer Thread
Post by: JustMercy1994 on December 19, 2015, 10:40:19 am
When my dwarves commit crimes, they're usually beat senseless. The hammerer is clearly a harsh SOB, but it seems like it's a little overkill when a dwarf disrupts the labor process or breaks a mandate it gets his legs broken by a law enforcer with a silver warhammer. Like... Clearly, America's problems with the criminal justice system are minimal in comparison to the crazy shit my Dwarf Cops get up too.

Edit: My legendary miner just got beat to death for what I can only assume was my mistake for having him haul a banned export good to the depot and I traded it off. Whoops. Hot damn, though.

It's either an amazing "feature," or dwarven justice needs a nerf
Point 1: So you would rather your legs be broken because you have given that order?
Point 2: Silver is one of the best materials for bash weapons (war hammers/maces). If you want to have a law enforcer, why to give him such a strong weapon? Give him some wooden hammer, the better from some light wood.

That's a good tip, I looked at the wiki for density of materials and what not. It's just what the hammerer had beforehand, but I think I'll specifically equip him with something weaker.

I still think 20-40 hammer blows is a little crazy harsh, but my doctors got good training I guess...
Title: Re: DF2014 Question and Answer Thread
Post by: Pseudo on December 19, 2015, 01:49:56 pm
Is anyone else getting a strange bug where removing constructed floors will occasionally transmute the floor to sand?

Ditto, I thought saplings couldn't grow on smooth floors even when they are muddy, but they are doing so.
Title: Re: DF2014 Question and Answer Thread
Post by: Pompan on December 19, 2015, 02:01:07 pm
(Adventure Mode) Is it possible to make companions less scared? Because currently my companions are always mentioning how scary everything is and sometimes they even panic for no reason.. uhh..
Title: Re: DF2014 Question and Answer Thread
Post by: MeanMe on December 19, 2015, 03:02:38 pm
I haven't been playing for a while but as I've been keeping up with the patch notes I have the itch to start digging again. But I'm one of those people for whom random bugs and things just not working can quickly drain the fun out of the experience, how ever much they add FUN in the process. As I only have a few days before the holidays anyway, I'm trying to decide if I should start with the newest version or the older, slightly more stable one and then update next month when things are a bit more solid again. I'm leaning towards the first, but worried that I might shoot myself in the foot in some fashion. For example, I gather the world gen has been improved somewhat and sieges happen again so if I gen the world in the older version and then later update, might I be missing out on stuff and just be forced to restart anyway? Any advice would be appreciated.
Title: Re: DF2014 Question and Answer Thread
Post by: Comito on December 19, 2015, 03:04:44 pm
Cross-posting from the adventure mode forum.

One of my traveling companions is classified as a spearman, but in all our battles she's only bashed enemies with a tower shield, never once using her spear. It's surprisingly deadly.

If I give her another tower shield and take the spear away, will she dual-wield them?
Title: Re: DF2014 Question and Answer Thread
Post by: Pseudo on December 19, 2015, 03:47:33 pm
if I gen the world in the older version and then later update, might I be missing out on stuff and just be forced to restart anyway?
You'll miss out on, at the bare minimum, the procedurally generated instruments.
Title: Re: DF2014 Question and Answer Thread
Post by: Detros on December 19, 2015, 05:45:28 pm
But I'm one of those people for whom random bugs and things just not working can quickly drain the fun out of the experience, how ever much they add FUN in the process. As I only have a few days before the holidays anyway, I'm trying to decide if I should start with the newest version or the older, slightly more stable one and then update next month when things are a bit more solid again.
As with other bigger updates, 0.42.01 got several big crash issues. But from recent reports, if you don't try to trade mugs/goblets in you generally should be fine crash-wise in 0.42.03 (and that should be now fixed for 0.42.04).
Title: Re: DF2014 Question and Answer Thread
Post by: Detros on December 19, 2015, 05:56:46 pm
Is anyone else getting a strange bug where removing constructed floors will occasionally transmute the floor to sand?

Ditto, I thought saplings couldn't grow on smooth floors even when they are muddy, but they are doing so.
1)
There are few similar reports where removing something from a tile leaves behind unexpected tile:
But I haven't found exactly your case. Go on and report it.

2)
Tree are growing where they want :/ . See my 8752, "Trees spawn on up stairs" (http://www.bay12games.com/dwarves/mantisbt/view.php?id=8752) and similar reports.
Title: Re: DF2014 Question and Answer Thread
Post by: Zuglarkun on December 20, 2015, 07:48:34 am
Ditto, I thought saplings couldn't grow on smooth floors even when they are muddy, but they are doing so.

As far as I am aware, smoothing floors do not prevent moss/ tree growth when muddy. But constructed floors will prevent moss/ trees from growing.
Title: Re: DF2014 Question and Answer Thread
Post by: Insanegame27 on December 20, 2015, 08:15:15 am
How are you supposed to get dwarves down who climb trees? My militia commander chased a kobold up there, killed it and wouldn't come down. I ordered the tree he was standing on be chopped and she ended up mangling both hands beyond recognition before going to haul items without so much as passing out
Title: Re: DF2014 Question and Answer Thread
Post by: Dozebôm Lolumzalìs on December 20, 2015, 09:33:46 am
How are you supposed to get dwarves down who climb trees? My militia commander chased a kobold up there, killed it and wouldn't come down. I ordered the tree he was standing on be chopped and she ended up mangling both hands beyond recognition before going to haul items without so much as passing out
Try building a staircase, assuming you are playing the latest version (v.42.03). Most of the bugs regarding constructions and trees have been fixed, so that should work fine.

Cross-posting from the adventure mode forum.

One of my traveling companions is classified as a spearman, but in all our battles she's only bashed enemies with a tower shield, never once using her spear. It's surprisingly deadly.

If I give her another tower shield and take the spear away, will she dual-wield them?
Likely, but just in case, try to take her pouch away too. You could always try what you said, but if she "reorganizes her possessions" or whatever and the shield is not in her hands (in her pouch then), trade something valuable for her pouch, take out the shield, and trade it to her. You might be able to trade the pouch back to her with no issues, but I'd save before just in case. (Save-scumming's pretty useful).

(Adventure Mode) Is it possible to make companions less scared? Because currently my companions are always mentioning how scary everything is and sometimes they even panic for no reason.. uhh..
Give every creature (i.e., playable race) that you will want to (play/have companions from) the [NATURAL_SKILL:DISCIPLINE:5] tag or something like that. The tag should be present on cats for [CLIMB], so use that as a template. Beware that this means that any enemies of that race that you fight will be MUCH more likely to run away!
Title: Re: DF2014 Question and Answer Thread
Post by: Random_Dragon on December 20, 2015, 08:35:04 pm
So, I got a merc now. A humie, in fact. But I can't find any way to make any human-sized armor. Any idea how to make armor for non-dwarven residents? Or do mercenaries not cause that option to occur?
Title: Re: DF2014 Question and Answer Thread
Post by: Dozebôm Lolumzalìs on December 20, 2015, 10:06:11 pm
Press "d" sometime when forging something.
Title: Re: DF2014 Question and Answer Thread
Post by: Random_Dragon on December 20, 2015, 10:48:10 pm
Press "d" sometime when forging something.

Doh!

EDIT: And now I'm right back to asking yet another stupid question. My mercenary keeps partially forgetting what squad he's in. He'll still be listed in the squad I placed him in the military screen, but when "v"iewed he'll either be listed as having no squad, or one he apparently made up. Additionally when he does this, he'll be training in the barracks (like he should be) yet not wearing his assigned armor (NOT like he should be).

I'm also saddragon over the fact I can't place him in a squad as a militia commander. He's fine with going from being a lord consort of his parent civ to suddenly becoming the lord of wherever he came from (while still a merc), but he just HAS to be treated like a grunt and have a dwarven commissar bossing him around? :V
Title: Re: DF2014 Question and Answer Thread
Post by: Bouchart on December 21, 2015, 04:17:32 pm
Does his assigned armor fit?  If it's a human mercenary he won't be able to wear default dwarf-sized equipment.
Title: Re: DF2014 Question and Answer Thread
Post by: Random_Dragon on December 21, 2015, 04:24:22 pm
Does his assigned armor fit?  If it's a human mercenary he won't be able to wear default dwarf-sized equipment.

I already figured that out and procured a full uniform of human-sized gear. That still doesn't explain why he's simultaneously in and not in the squad. ;W;
Title: Re: DF2014 Question and Answer Thread
Post by: Amperzand on December 22, 2015, 07:16:10 am
I heard somewhere that mercs refuse to change their gear, as a general sort of thing.
Title: Re: DF2014 Question and Answer Thread
Post by: Random_Dragon on December 22, 2015, 11:57:44 am
I heard somewhere that mercs refuse to change their gear, as a general sort of thing.

Which is unfortunate and irritating since he dropped his spear after meeting with the mayor. >.<

So long as he has a spear though, what's more important is getting to boss him around and point him at things that need to die. Which is difficult when I he won't stay in a squad.
Title: Re: DF2014 Question and Answer Thread
Post by: DeKaFu on December 22, 2015, 02:12:30 pm
Quick question since I can't check the game right now and the wiki doesn't mention it...

Is it really not possible to bind books with leather? That's the first material I'd think of when imagining book bindings.
Title: Re: DF2014 Question and Answer Thread
Post by: Random_Dragon on December 22, 2015, 02:18:02 pm
Quick question since I can't check the game right now and the wiki doesn't mention it...

Is it really not possible to bind books with leather? That's the first material I'd think of when imagining book bindings.

Just checked in the manager menu. Wood, rock, glass, and metal.

I would assume someone done derped and used HARD_MAT for the tool definition. There are multiple newer MAT tokens that allow more control than the old HARD_MAT and SOFT_MAT (according to the wiki), but they seem to be unused or at least underused.
Title: Re: DF2014 Question and Answer Thread
Post by: DeKaFu on December 22, 2015, 02:36:34 pm
Didn't leather-bound books exist in an older version? If so I might put this up on the bug-tracker. (If not it might get shot down as a suggestion rather than a bug...)
Title: Re: DF2014 Question and Answer Thread
Post by: Dozebôm Lolumzalìs on December 22, 2015, 02:45:33 pm
You may be thinking of an x-leather book. I'm not sure if they were called "bound", as that was not a thing until DF2015. The parchment? Sure, can be leather. But not the binding.
Title: Re: DF2014 Question and Answer Thread
Post by: MeanMe on December 22, 2015, 05:37:11 pm
My Clothesmaker has a mood, the secretive kind. Takes over a Clothier's.

Requests are: Stacked Cloth (2s), Square Blocks (2s), Rough Gems (6s), Forest (2s), Skeletons (2s), in that order.

He picks up two pieces of cloth and I have all kinds, silk, yarn 'n fiber. Then stops. So I assume he's stuck on the blocks part. I had a ton of rock blocks and some wood ones, but apparently those were NG. He likes Marble, but got none of that in the map. He also likes Electrum so I made some electrum blocks and when that doesn't work a few from other metals just to feel good. Nada.

I move to clay, make some earthenware bricks, then in desperation I make some glass blocks. That's all the block types yet he doesn't budge. I got a big pile of raw gems and wood 'n just butchered a yak and a lama so ought not be due to lack of bones either. Am I missing something absolutely obvious?

I think this is the second time in a row with this happening due to blocks. I think the last guy who wanted them eventually went berserk because I didn't baby him. This time it's a legendary crafter so I'm a bit more protective.

Oh and since I'm asking, is there something up with hauling corpses of non citizens? A couple of adventurers started a ruckus as the inn and the dwarves absolutely refused to haul the bodies anywhere even after I waited forever and have a refuse pile for that. Same thing happened with the elven thief who died to a rock trap.
Title: Re: DF2014 Question and Answer Thread
Post by: Potato9999 on December 22, 2015, 06:07:08 pm
An ocean wave can't cause any [serious] harm to a dwarf, right?
Title: Re: DF2014 Question and Answer Thread
Post by: Random_Dragon on December 22, 2015, 06:49:56 pm
Am I missing something absolutely obvious?

Did you get wood? o3o

If you're got all that, including all 3 types of cloth, you might simply be screwed. Might want to build around him to wall the poor sod in in case he goes berserk. Then it's all a matter of praying a caravan arrives in time.
Title: Re: DF2014 Question and Answer Thread
Post by: Dozebôm Lolumzalìs on December 22, 2015, 06:52:35 pm
Sentients go into the corpse pile now.
Title: Re: DF2014 Question and Answer Thread
Post by: Random_Dragon on December 22, 2015, 06:55:13 pm
Sentients go into the corpse pile now.

Dagnabit Toady. ;w;
Title: Re: DF2014 Question and Answer Thread
Post by: Detros on December 22, 2015, 07:32:17 pm
My Clothesmaker has a mood, the secretive kind. Takes over a Clothier's.

Requests are: Stacked Cloth (2s), Square Blocks (2s), Rough Gems (6s), Forest (2s), Skeletons (2s), in that order.

He picks up two pieces of cloth and I have all kinds, silk, yarn 'n fiber. Then stops. So I assume he's stuck on the blocks part. I had a ton of rock blocks and some wood ones, but apparently those were NG. He likes Marble, but got none of that in the map. He also likes Electrum so I made some electrum blocks and when that doesn't work a few from other metals just to feel good. Nada.

I move to clay, make some earthenware bricks, then in desperation I make some glass blocks. That's all the block types yet he doesn't budge. I got a big pile of raw gems and wood 'n just butchered a yak and a lama so ought not be due to lack of bones either. Am I missing something absolutely obvious?

I think this is the second time in a row with this happening due to blocks. I think the last guy who wanted them eventually went berserk because I didn't baby him. This time it's a legendary crafter so I'm a bit more protective.

Oh and since I'm asking, is there something up with hauling corpses of non citizens? A couple of adventurers started a ruckus as the inn and the dwarves absolutely refused to haul the bodies anywhere even after I waited forever and have a refuse pile for that. Same thing happened with the elven thief who died to a rock trap.
Could some items he wants be only in stockpiles that are giving to somewhere else? Or aren't moods also affected by that?
Title: Re: DF2014 Question and Answer Thread
Post by: Detros on December 22, 2015, 07:46:39 pm
If ammo hits a wall, it drops down. If there is a hole/channel to lower level it is not broken. It can probably fall several levels this way. Can it still do a damage during it's fall, similar to stones from suspended-and-cancelled constructions?
Title: Re: DF2014 Question and Answer Thread
Post by: Vorox on December 22, 2015, 07:52:45 pm
Have elven diplomats been restored?
Title: Re: DF2014 Question and Answer Thread
Post by: Sorg on December 23, 2015, 11:44:02 pm
Is there any way to read about dance/musical forms, etc. from the Legends mode? In previous versions there was an "Art" section in the legends but it's absent in my new 0.42.03 world.
Title: Re: DF2014 Question and Answer Thread
Post by: Random_Dragon on December 24, 2015, 11:45:45 am
...so. When Toady made inebriation not show up on the health screen, did he go and break the justice system with regards to drunken actions?

Because I had a dorf get gang-banged and mauled in a bar brawl. Despite clearly suffering mortal wounds due to two fellow drunkards beating the shit out of him, in front of witnesses, the death never showed up on the justice screen.
Title: Re: DF2014 Question and Answer Thread
Post by: therahedwig on December 24, 2015, 12:09:39 pm
The brawl stuff is a bug in regards to registered fight intensity. The game doesn't register fistfights as anything but brawl, but at the same time it's easily possible to punch someone to death. This causes it not to show up on the justice screen because as far as the dwarves are concerned there was no possibility of it going wrong, therefore murder didn't happen.

It's on mantis somewhere.
Title: Re: DF2014 Question and Answer Thread
Post by: Detros on December 24, 2015, 12:15:39 pm
The brawl stuff is a bug in regards to registered fight intensity. The game doesn't register fistfights as anything but brawl, but at the same time it's easily possible to punch someone to death. This causes it not to show up on the justice screen because as far as the dwarves are concerned there was no possibility of it going wrong, therefore murder didn't happen.

It's on mantis somewhere.
Here you go: 9286, "Fistfights don't count as crimes" (http://www.bay12games.com/dwarves/mantisbt/view.php?id=9286).
Title: Re: DF2014 Question and Answer Thread
Post by: Random_Dragon on December 24, 2015, 12:42:51 pm
Now I kinda wish we could inflict dystopian arbitrary punishments at will. ;w;
Title: Re: DF2014 Question and Answer Thread
Post by: Potato9999 on December 25, 2015, 08:12:33 pm
If a werebeast gets a crossbow bolt stuck in him, will the bolt remain stuck in him when he transforms back into human form?
Title: Re: DF2014 Question and Answer Thread
Post by: Putnam on December 25, 2015, 11:06:38 pm
Nope.

I haven't actually seen this, but I know that inventory is all dropped upon transformation, stuckins are inventory, and the whole problem of body part isomorphism is still unsolved and the main reason for inventory drops, so I'm very confident the bolt will drop to the ground upon transformation.
Title: Re: DF2014 Question and Answer Thread
Post by: Bumber on December 26, 2015, 12:23:28 am
Nope.

I haven't actually seen this, but I know that inventory is all dropped upon transformation, stuckins are inventory, and the whole problem of body part isomorphism is still unsolved and the main reason for inventory drops, so I'm very confident the bolt will drop to the ground upon transformation.
Held weapons don't usually drop, at least in adventure mode.
Title: Re: DF2014 Question and Answer Thread
Post by: Uzu Bash on December 27, 2015, 12:48:57 pm
What's the latest workaround for a nemesis load failure? I remember fixing it with gm-editor, but it's been so long that the data structures have become opaque to me again.
Title: Re: DF2014 Question and Answer Thread
Post by: Detros on December 27, 2015, 01:01:13 pm
What's the latest workaround for a nemesis load failure? I remember fixing it with gm-editor, but it's been so long that the data structures have become opaque to me again.
See 1371, ""Nemesis Unit Load Failed" (from elves?)" (http://www.bay12games.com/dwarves/mantisbt/view.php?id=1371). Your save may be helpful to upload if it comes from pure 0.42.X.
Title: Re: DF2014 Question and Answer Thread
Post by: Uzu Bash on December 27, 2015, 01:46:12 pm
What's the latest workaround for a nemesis load failure? I remember fixing it with gm-editor, but it's been so long that the data structures have become opaque to me again.
See 1371, ""Nemesis Unit Load Failed" (from elves?)" (http://www.bay12games.com/dwarves/mantisbt/view.php?id=1371). Your save may be helpful to upload if it comes from pure 0.42.X.
Hm, is there another work around? I get it when loading one particular unit, whether I approach it from the local map or it approaches me. It's very mobile, so when I find a stable tile to travel to, there's always the chance it'll enter and crash me unexpectedly.
Title: Re: DF2014 Question and Answer Thread
Post by: Detros on December 27, 2015, 04:16:16 pm
Can ammo (most importantly, siege ammo) that flies through 1-tile-wide corridor try to fly to sides and be stopped by the walls next to it or will it always fly straight or can it only spread from shooting position, so once it is in this corridor it will always fly straigt, even after corridor ends?
Title: Re: DF2014 Question and Answer Thread
Post by: Random_Dragon on December 27, 2015, 04:44:57 pm
Can ammo (most importantly, siege ammo) that flies through 1-tile-wide corridor try to fly to sides and be stopped by the walls next to it or will it always fly straight or can it only spread from shooting position, so once it is in this corridor it will always fly straigt, even after corridor ends?

They can and will fly into the walls. ;w;
Title: Re: DF2014 Question and Answer Thread
Post by: Detros on December 27, 2015, 04:49:44 pm
Can ammo (most importantly, siege ammo) that flies through 1-tile-wide corridor try to fly to sides and be stopped by the walls next to it or will it always fly straight or can it only spread from shooting position, so once it is in this corridor it will always fly straigt, even after corridor ends?

They can and will fly into the walls. ;w;
OK, thanks. I will try than to channel it so I can later reclaim such loose ammo.
Title: Re: DF2014 Question and Answer Thread
Post by: Bouchart on December 27, 2015, 07:49:00 pm
Anyone notice that the Exported Wealth figure in the z-screen is bugged?  Mine still says NONE even though I've sold stuff to a bunch of caravans.  This was a 42.04 start.
Title: Re: DF2014 Question and Answer Thread
Post by: Dozebôm Lolumzalìs on December 27, 2015, 10:16:11 pm
Were those items natively produced?
Title: Re: DF2014 Question and Answer Thread
Post by: Bouchart on December 27, 2015, 10:59:34 pm
Yes.  I know how export value works.
Title: Re: DF2014 Question and Answer Thread
Post by: indyofcomo on December 28, 2015, 02:00:55 am
I seem to be having a problem with hauling labors. I have done a text search for "hauling job" on bug tracker, didn't come up with anything recent(that I saw.) My dwarfs should have a ton of hauling jobs to do--clothes dropped on floor, beds from carpentry, items from beaten siege... There seriously has to be over 50 individual hauling jobs to do, not counting rough gems and stone as my miners dig. But my (j)ob list only has 15 listed. Shouldn't it be filled with jobs? I have 2 dwarfs currently idle.
Title: Re: DF2014 Question and Answer Thread
Post by: Amperzand on December 28, 2015, 03:40:16 am
Is there any way to read about dance/musical forms, etc. from the Legends mode? In previous versions there was an "Art" section in the legends but it's absent in my new 0.42.03 world.

The "Art" section seems to consist entirely of whichever engravings/decorated objects/statues the player has personally examined, so if you haven't seem art in person, it won't show up.  I've examined the descriptions of songs/music styles without them later showing up there.
Title: Re: DF2014 Question and Answer Thread
Post by: greycat on December 28, 2015, 08:48:25 am
But my (j)ob list only has 15 listed. Shouldn't it be filled with jobs? I have 2 dwarfs currently idle.

I don't see the problem.  You've got 15 dwarves hauling, and almost no idlers.  Sounds like it's working.
Title: Re: DF2014 Question and Answer Thread
Post by: indyofcomo on December 28, 2015, 09:31:40 am
But my (j)ob list only has 15 listed. Shouldn't it be filled with jobs? I have 2 dwarfs currently idle.
I don't see the problem.  You've got 15 dwarves hauling, and almost no idlers.  Sounds like it's working.

Well, for one even those idling should be hauling. Secondly, does hauling not operate like construction? Construction creates all the individual jobs (like 20 Construct Floor jobs for a 5x4 section) and some will be 'Inactive' until dwarfs are doing it. Does hauling not create jobs?
Thirdly, this condition isn't new, it isn't just this moment in time. I have had many jobs which *could* be done yet have 15+ idlers. It isn't an issue of stockpile links, they are set to take from anywhere. And in one stockpile in particular(furniture--beds-->exceptional+) it has had items taken to it before.
Title: Re: DF2014 Question and Answer Thread
Post by: greycat on December 28, 2015, 10:05:38 am
Secondly, does hauling not operate like construction? Construction creates all the individual jobs (like 20 Construct Floor jobs for a 5x4 section) and some will be 'Inactive' until dwarfs are doing it. Does hauling not create jobs?

That's correct.  The items to be hauled don't all create jobs up front.  That would clog the job list with thousands of jobs, and would make every unhauled item untouchable.  You wouldn't be able to construct furniture anywhere because every tile would have some TSKed untouchable rubbish on it.  It would be extremely inconvenient.

Quote
I have had many jobs which *could* be done yet have 15+ idlers.

Out of how many?  Dwarves do not work 100% of the time.  They wander around between jobs, for a length of time dependent on their personalities.  Mining seems to be the great exception -- miners with a designated mining job are extremely steady workers.
Title: Re: DF2014 Question and Answer Thread
Post by: indyofcomo on December 28, 2015, 04:14:46 pm
Secondly, does hauling not operate like construction? Construction creates all the individual jobs (like 20 Construct Floor jobs for a 5x4 section) and some will be 'Inactive' until dwarfs are doing it. Does hauling not create jobs?

That's correct.  The items to be hauled don't all create jobs up front.  That would clog the job list with thousands of jobs, and would make every unhauled item untouchable.  You wouldn't be able to construct furniture anywhere because every tile would have some TSKed untouchable rubbish on it.  It would be extremely inconvenient.

It's a bug of some minor kind, perhaps related to the fact that hauling doesn't create all the jobs. I just tried removing the stock pile and then remaking it, and dwarfs all over are moving my high-quality beds. When I find it again, I'll try to put it up in the bug tracker.
Title: Re: DF2014 Question and Answer Thread
Post by: ShaveDaWookie on December 28, 2015, 05:10:06 pm
I had a curious thing happen in world gen, between the years of 440 and 460 the age went from myth, to legend, then back to "the second age of myth"

I assumed the parameters in myth/legend status (living force/megabeast count) only depleted from year one on, but im sure one of you wonderful dwarfs can enlighten me as to why this happens.

Title: Re: DF2014 Question and Answer Thread
Post by: Random_Dragon on December 28, 2015, 05:13:12 pm
I had a curious thing happen in world gen, between the years of 440 and 460 the age went from myth, to legend, then back to "the second age of myth"

I assumed the parameters in myth/legend status (living force/megabeast count) only depleted from year one on, but im sure one of you wonderful dwarfs can enlighten me as to why this happens.

Here's a hint. What do male dragons and female dragons do when given a lair and plenty of time alone with each other? o3o

The few varieties of megabeast able to reproduce can drive the era counter back up.
Title: Re: DF2014 Question and Answer Thread
Post by: ShaveDaWookie on December 28, 2015, 05:18:20 pm
I had a curious thing happen in world gen, between the years of 440 and 460 the age went from myth, to legend, then back to "the second age of myth"

I assumed the parameters in myth/legend status (living force/megabeast count) only depleted from year one on, but im sure one of you wonderful dwarfs can enlighten me as to why this happens.

Here's a hint. What do male dragons and female dragons do when given a lair and plenty of time alone with each other? o3o







i forgot to mention it is now the year 1000 and were still in "the second age of myth" i assumed the dragons couldn't be bumping THAT many uglies, but hey, what do i know about the mating habits of millennial Draconics


edit: i dont know how to quote apprently
Title: Re: DF2014 Question and Answer Thread
Post by: Bouchart on December 28, 2015, 05:19:05 pm
I think werebeasts and vampires can also force a new age of myth.
Title: Re: DF2014 Question and Answer Thread
Post by: Uzu Bash on December 28, 2015, 08:16:00 pm
In histories, what is meant by a "mercenary action?" Is this something a fortress can send dwarves on now? Or does it just mean they got hired to go somewhere to fight?
Title: Re: DF2014 Question and Answer Thread
Post by: thatkid on December 29, 2015, 01:18:43 am
Will roads and bridges and other world constructions continue to be built after world gen -- say, while I'm playing a fortress? Or are these basically world-gen only still?
Title: Re: DF2014 Question and Answer Thread
Post by: Pseudo on December 29, 2015, 03:05:51 pm
What do I do about a child bit by a wereelephant? What about a poet visitor?
Title: Re: DF2014 Question and Answer Thread
Post by: Bouchart on December 29, 2015, 03:08:32 pm
Send the child to a burrows, seal it off and make him a scholar so he can sit around reading things when he's not transformed.

You should be able to have your military kill the poet.  I'm not  sure if being a dwarf poet will trigger a loyalty cascade though.
Title: Re: DF2014 Question and Answer Thread
Post by: ShaveDaWookie on December 29, 2015, 05:38:06 pm
so the caravan from the mountian home spontanisly combusts every year, catching large areas of the map on fire, and killing the merchants. It happend three years in a row now, resulting in zero exported wealth, but im still getting good migrant waves.

also im incapable of making bookshelfs

also despite having artifacts on in ini, i never get moods or item artifacts, just codex scholars bring

any thoughts?
Title: Re: DF2014 Question and Answer Thread
Post by: NJW2000 on December 29, 2015, 06:08:05 pm
Wow, your game is pretty fouled up :P Spontaneous combutsion in wagons is a new one to me.

RE: bookshelves, carpenter's workshop, right?

IS it a 42.X world, or a converted 40.x?
Title: Re: DF2014 Question and Answer Thread
Post by: ShaveDaWookie on December 29, 2015, 06:12:13 pm
fresh world 42.04

medium island, year 1000, really like the world, very racially balanced

wierd in many ways though, could my host civ have somthing firebreathing in the cages?
Title: Re: DF2014 Question and Answer Thread
Post by: NJW2000 on December 29, 2015, 06:19:29 pm
Diplomat might tell you in trade agreements in that case?

Edit: you don't suppose Toady secretly made divine metals a bit more interesting and you civ got its grubby paws on a few, do you?
Title: Re: DF2014 Question and Answer Thread
Post by: ShaveDaWookie on December 29, 2015, 06:24:43 pm
thats an interesting theory. Im currently making my trade depot on the beach, loving this world and want her to work.

and i get conversation with the liason, this unexplained pyromancy seems limited to the dwarf trade caravan, elfs managed to not explode until i offered them a sandal or something, and they stopped showing up
Title: Re: DF2014 Question and Answer Thread
Post by: greycat on December 29, 2015, 07:28:09 pm
so the caravan from the mountian home spontanisly combusts every year, catching large areas of the map on fire, and killing the merchants. It happend three years in a row now

What mods did you install?  This sounds like you've got a material that catches fire at your embark's ambient temperature, and your civ is making stuff out of it.  (Or it could be a creature whose body parts catch fire at this temp, maybe.  In any case, something is modded.)
Title: Re: DF2014 Question and Answer Thread
Post by: ShaveDaWookie on December 29, 2015, 07:48:22 pm
zero mods, although i have a sneaking suspicion that using the phobous int auto updater messed with my int/raws somehow

its the no artifacts/moods thing that gets me, and ive triple checked the int

or how ive gone down 40z levels and still havent hit a cavern
Title: Re: DF2014 Question and Answer Thread
Post by: Bouchart on December 29, 2015, 09:14:58 pm
so the caravan from the mountian home spontanisly combusts every year, catching large areas of the map on fire, and killing the merchants. It happend three years in a row now, resulting in zero exported wealth, but im still getting good migrant waves.

also im incapable of making bookshelfs

also despite having artifacts on in ini, i never get moods or item artifacts, just codex scholars bring

any thoughts?

I've reported the same bug with Exported Wealth not increasing.  It's on the bug tracker, but I believe that's down for the time being.  It's a fresh install on 42.04.

Does the human caravan arrive at your fort?  At mine it doesn't, though that's not necessarily the reason why.  I get human visitors though.
Title: Re: DF2014 Question and Answer Thread
Post by: vexxice on December 29, 2015, 11:33:47 pm
My world has only one dwarven civilization and it is dead. As soon as I embarked a dwarf became queen. No outpost liaison has appeared. All these things point to us being the last dwarves on the planet.

So, tell me why I'm getting migrants and a dwarven caravan who says "Greetings from the Mountainhomes. Your efforts are legendary there. Let us Trade!"

Am I forgetting something?
Title: Re: DF2014 Question and Answer Thread
Post by: vjmdhzgr on December 29, 2015, 11:41:44 pm
My world has only one dwarven civilization and it is dead. As soon as I embarked a dwarf became queen. No outpost liaison has appeared. All these things point to us being the last dwarves on the planet.

So, tell me why I'm getting migrants and a dwarven caravan who says "Greetings from the Mountainhomes. Your efforts are legendary there. Let us Trade!"

Am I forgetting something?
Caravans and made grants get generated from out of nowhere if there's no actual populations for them to be taken from. Just imagine it as dwarves living in human civilizations banding together to get a proper mountaintops once again.
The outpost liaison is probably hiding out in a cave or abandoned hamlet somewhere. It happens quite often where civilizations die, but a few historical figures stay behind in some odd place.
Title: Re: DF2014 Question and Answer Thread
Post by: vexxice on December 30, 2015, 12:21:42 am
My world has only one dwarven civilization and it is dead. As soon as I embarked a dwarf became queen. No outpost liaison has appeared. All these things point to us being the last dwarves on the planet.

So, tell me why I'm getting migrants and a dwarven caravan who says "Greetings from the Mountainhomes. Your efforts are legendary there. Let us Trade!"

Am I forgetting something?
Caravans and made grants get generated from out of nowhere if there's no actual populations for them to be taken from. Just imagine it as dwarves living in human civilizations banding together to get a proper mountaintops once again.
The outpost liaison is probably hiding out in a cave or abandoned hamlet somewhere. It happens quite often where civilizations die, but a few historical figures stay behind in some odd place.

I didn't know that, thanks vjmdhzgr!



I have questions about relationships using the new multi-species fortress mechanics. Can two elves in my fortress fall in love and have babies? Can multi-species relationships exist (ex. dwarf in love with human)?
Title: Re: DF2014 Question and Answer Thread
Post by: vjmdhzgr on December 30, 2015, 12:29:50 am
I'm pretty sure any elf permanent residents should be able to fallen love with other elf permanent residents. I'd say long term residents that have requested to stay most likely can as well, they have a full relations screen. However I really don't know about the temporary guests. My bet is on them being unable to, but even if they could I doubt they'd ever stay long enough to develop one.

The second question has a very easy answer though, which is no. Dwarves will never become lovers with humans, and elves will never marry goblins.

Toady has considered adding this as a possibility, and has even said it would be really easy to add, but first he wants to figure out how breastfeeding is going to work, which will be quite complex and might get added tangentially at some point in the tavern related stuff, but will most likely wait until some other point.
Title: Re: DF2014 Question and Answer Thread
Post by: vexxice on December 30, 2015, 01:20:33 am
vjmdhzgr, thanks again.



Actually, I have another question. Is there a special requirement for elves to visit the tavern? I have used taverns for a while on several fortresses and have not met an elf yet. I have seen plenty of humans and even some animal men.

Nevermind, an elf just joined my fortress.
Title: Re: DF2014 Question and Answer Thread
Post by: greycat on December 30, 2015, 08:31:25 am
zero mods, although i have a sneaking suspicion that using the phobous int auto updater messed with my int/raws somehow

Graphics sets count as mods.  Especially when you install the wrong version of a graphics pack (or when the right version does not exist at all) for your version of DF, and you end up corrupting your raws.

At this point all you can do is reinstall DF (in a new directory).  If you are absolutely certain that your preferred graphics pack exists in a version that is compatible with your version of DF, then you can carefully install that... otherwise, don't.
Title: Re: DF2014 Question and Answer Thread
Post by: Pseudo on December 30, 2015, 09:34:49 am
Send the child to a burrows, seal it off and make him a scholar so he can sit around reading things when he's not transformed.
I didn't know that burrows affected children. TIL, I guess. In future: what about babies?
You should be able to have your military kill the poet.  I'm not  sure if being a dwarf poet will trigger a loyalty cascade though.
That's what I was worried about. Although I managed to lock him in a room and flooded it, which worked.

Total causalities from said were-elephant: ~60. Ow. Including my only vampire - mixed blessings I guess.

Also: aside from a single mechanic for making mechanisms, is there any sense having dedicated mechanics now that mechanics has been sped up?
Title: Re: DF2014 Question and Answer Thread
Post by: Bouchart on December 30, 2015, 09:45:27 am
Also: aside from a single mechanic for making mechanisms, is there any sense having dedicated mechanics now that mechanics has been sped up?

Reloading cage traps, if you use them a lot.
Title: Re: DF2014 Question and Answer Thread
Post by: ShaveDaWookie on December 30, 2015, 09:58:27 am
zero mods, although i have a sneaking suspicion that using the phobous int auto updater messed with my int/raws somehow

Graphics sets count as mods.  Especially when you install the wrong version of a graphics pack (or when the right version does not exist at all) for your version of DF, and you end up corrupting your raws.

At this point all you can do is reinstall DF (in a new directory).  If you are absolutely certain that your preferred graphics pack exists in a version that is compatible with your version of DF, then you can carefully install that... otherwise, don't.

thanks for the help greycat, i grabbed a fresh copy and moved my world over, any hope of better stability? i know i should give up on this world but im hoplessly in love. i manually added phoboues this time but im still having the same problems. However i doubt it matters if i stop using phoboes now, as the damage is likely already done.
Ideas?

decided to scrap the world, as much as i love the perfect world history, a world without artifacts just doesnt feel like DF
Title: Re: DF2014 Question and Answer Thread
Post by: greycat on December 30, 2015, 01:42:52 pm
The Phoebus tileset (http://www.bay12forums.com/smf/index.php?topic=137096.0) shows that it was last updated for 0.40.24, 11 months ago.  It's just not going to work in 0.42.
Title: Re: DF2014 Question and Answer Thread
Post by: Bouchart on December 30, 2015, 07:04:08 pm
I have several different types of hand held and stationary instruments in my tavern, but the only one I ever see anyone playing is the dunan.

Anyone know how dwarves choose what instrument to play?
Title: Re: DF2014 Question and Answer Thread
Post by: Dozebôm Lolumzalìs on December 30, 2015, 10:30:04 pm
You see people playing? I never do.
Title: Re: DF2014 Question and Answer Thread
Post by: Bouchart on December 30, 2015, 11:31:30 pm
I've had dwarves simulate an instrument, and it seems like the only instrument they'll actually play is the one they simulate.
Title: Re: DF2014 Question and Answer Thread
Post by: Ianflow on December 31, 2015, 02:10:28 am
Are dwarves still only allowed to reproduce with individuals born 10 years within when they were born or has that been increased/fixed?
Title: Re: DF2014 Question and Answer Thread
Post by: Bouchart on December 31, 2015, 09:53:43 am
I didn't even know there was that limitation.  Anyway, dwarves don't seem to progress in relationships and marry in this version.
Title: Re: DF2014 Question and Answer Thread
Post by: Ghills on December 31, 2015, 03:43:06 pm
The Phoebus tileset (http://www.bay12forums.com/smf/index.php?topic=137096.0) shows that it was last updated for 0.40.24, 11 months ago.  It's just not going to work in 0.42.

I've been using it, no problems so far.
Title: Re: DF2014 Question and Answer Thread
Post by: Uzu Bash on January 01, 2016, 12:31:17 am
I'm not gaining poetic forms from reading manuals about them. Am I supposed to? What's a manual do?
Title: Re: DF2014 Question and Answer Thread
Post by: tryrar on January 01, 2016, 11:01:35 am
My second miner, while helping to build the second story on my garrison, dodged up a tree to try to duck some keas and is now stuck. Any hints on how to get him down? I can live without him if need be, but it's really annoying loosing one of the starting 7 in such a lame way...

Edit: NVM. I went with the classic "set up a hospital to treat injuries after chopping down tree" route, but he only got bruised. Crisis averted!
Title: Re: DF2014 Question and Answer Thread
Post by: Detros on January 01, 2016, 11:35:42 am
My second miner, while helping to build the second story on my garrison, dodged up a tree to try to duck some keas and is now stuck. Any hints on how to get him down? I can live without him if need be, but it's really annoying loosing one of the starting 7 in such a lame way...

Edit: NVM. I went with the classic "set up a hospital to treat injuries after chopping down tree" route, but he only got bruised. Crisis averted!
Units having troubles to navigate from trees and similar places where they didn't see mto have any trouble to get to is a common feature of current version.
Title: Re: DF2014 Question and Answer Thread
Post by: indyofcomo on January 01, 2016, 12:19:34 pm
Is there any way to get civilians to wear armor? I don't want them wading into battle, they aren't trained, but I do want them to have the added protection of armor.
Title: Re: DF2014 Question and Answer Thread
Post by: greycat on January 01, 2016, 12:55:55 pm
My second miner, while helping to build the second story on my garrison, dodged up a tree to try to duck some keas and is now stuck. Any hints on how to get him down?

Usually you can find a clear spot adjacent to a branch, where you can build an up/down staircase.  Dwarves won't climb down out of a tree, but they will happily walk along the branches to a staircase and climb down that.

Is there any way to get civilians to wear armor? I don't want them wading into battle, they aren't trained, but I do want them to have the added protection of armor.

All except miners, woodcutters and hunters, yes.  Just put them in a squad, and assign a uniform.  Don't give that squad a barracks, or any orders (unless you want them to spend time training).

In 0.42 they will replace a cap with a metal helm (OH MY ELFING GOD YES FINALLY), but they won't replace shoes with boots, or gloves with gauntlets.  This can be alleviated somewhat by modding in the [SHAPED] tag on shoes and gloves, or by using "replace clothing" rather than "over clothing", but the latter is a bit much for civilians.

Miners, woodcutters and hunters can never ever ever be made to wear a helm while working, by any means whatsoever due to the longstanding "civilian uniform" bug.  No workarounds.  Nothing.
Title: Re: DF2014 Question and Answer Thread
Post by: indyofcomo on January 01, 2016, 05:40:24 pm
All except miners, woodcutters and hunters, yes.  Just put them in a squad, and assign a uniform.  Don't give that squad a barracks, or any orders (unless you want them to spend time training).

In 0.42 they will replace a cap with a metal helm (OH MY ELFING GOD YES FINALLY), but they won't replace shoes with boots, or gloves with gauntlets.  This can be alleviated somewhat by modding in the [SHAPED] tag on shoes and gloves, or by using "replace clothing" rather than "over clothing", but the latter is a bit much for civilians.

Miners, woodcutters and hunters can never ever ever be made to wear a helm while working, by any means whatsoever due to the longstanding "civilian uniform" bug.  No workarounds.  Nothing.

Thanks. My problem was probably giving them barracks and having them train once in a while.
Title: Re: DF2014 Question and Answer Thread
Post by: Detros on January 01, 2016, 06:27:47 pm
Is there max distance/time caravan will go to get to depot?
I mean, if they have a path to depot and don't get there in, say, a month, will they just turn around and go away?
Title: Re: DF2014 Question and Answer Thread
Post by: indyofcomo on January 01, 2016, 08:03:42 pm
Is there a problem with stockpiles of containers? I'm finding my dwarfs putting plants into barrels of Furniture-->barrels, and Finished goods-->quiver piles are collecting bolts and arrows, and Finished goods-->backpack piles are collecting food.
Title: Re: DF2014 Question and Answer Thread
Post by: indyofcomo on January 01, 2016, 08:04:44 pm
Is there max distance/time caravan will go to get to depot?
I mean, if they have a path to depot and don't get there in, say, a month, will they just turn around and go away?

Yes, though I can't tell you how long they take. They could also take so long to get there that they pack up and leave as soon as they unpack.
Title: Re: DF2014 Question and Answer Thread
Post by: Vorox on January 02, 2016, 07:48:49 am
How am I supposed to fulfill needs like being away from tradition, lack of abstract thinking and being unable to acquire something? I'm at my starting 7 and I can't find a way to fulfill these. I can't manage a whole fortress' needs if I can't even handle 7 dwarves.
Title: Re: DF2014 Question and Answer Thread
Post by: NJW2000 on January 02, 2016, 07:52:11 am
I think it will mostly go away if you run a big, functional fort with loads of stuff like temples, taverns, fine dining, militia squads, buckets, etc.
Title: Re: DF2014 Question and Answer Thread
Post by: greycat on January 02, 2016, 03:01:27 pm
How am I supposed to fulfill needs like being away from tradition, lack of abstract thinking and being unable to acquire something? I'm at my starting 7 and I can't find a way to fulfill these. I can't manage a whole fortress' needs if I can't even handle 7 dwarves.

Tradition: I have no idea.
Abstract thinking: I don't know if reading books is sufficient.  If they get really bad and reading isn't helping, try making them a scholar for a month.
Acquire: Check what they like (rings, amulets, etc.) and try making some of those.  I've seen dwarf claim ownership of fortress-made crafts.

In general, don't expect to have every dwarf fully satisfied all the time.
Title: Re: DF2014 Question and Answer Thread
Post by: J_klaw on January 02, 2016, 03:32:15 pm
Is there a problem with stockpiles of containers? I'm finding my dwarfs putting plants into barrels of Furniture-->barrels, and Finished goods-->quiver piles are collecting bolts and arrows, and Finished goods-->backpack piles are collecting food.

I am having a similar problem with bins, sounds related. My carpenter makes bins, they get stored in the furniture stockpile. and even though I have a bar/block stockpile set to accept 600+ bins they dont move them to the stockpile. instead, they just come and drop off bars/blocks in the bins that are still in the furniture stockpile. So I have a bunch of bar/block bins sitting in my furniture stockpile. I mean, wat? Anyone got a work around or explanation?
Title: Re: DF2014 Question and Answer Thread
Post by: Detros on January 03, 2016, 04:17:00 am
Is there a problem with stockpiles of containers? I'm finding my dwarfs putting plants into barrels of Furniture-->barrels, and Finished goods-->quiver piles are collecting bolts and arrows, and Finished goods-->backpack piles are collecting food.

I am having a similar problem with bins, sounds related. My carpenter makes bins, they get stored in the furniture stockpile. and even though I have a bar/block stockpile set to accept 600+ bins they dont move them to the stockpile. instead, they just come and drop off bars/blocks in the bins that are still in the furniture stockpile. So I have a bunch of bar/block bins sitting in my furniture stockpile. I mean, wat? Anyone got a work around or explanation?
Stockpile links can help ensure something gets stored in given area/taken only from given area.
Title: Re: DF2014 Question and Answer Thread
Post by: NJW2000 on January 04, 2016, 08:17:40 am
I know I've asked this before, but I can't maximise the DF window - just full screen or have it in a small window. How do I fix this?
Title: Re: DF2014 Question and Answer Thread
Post by: NJW2000 on January 05, 2016, 07:27:25 am
Also: how do I create a world with only a few z-levels between each cavern and the surface?
Title: Re: DF2014 Question and Answer Thread
Post by: Detros on January 05, 2016, 07:41:10 am
Also: how do I create a world with only a few z-levels between each cavern and the surface?
Fast search (google: "www.bay12forums.com shallow") says Any way to consistently generate a very shallow world? (http://www.bay12forums.com/smf/index.php?topic=99725.msg2936199#msg2936199).
Title: Re: DF2014 Question and Answer Thread
Post by: NJW2000 on January 05, 2016, 07:52:05 am
Thanks. I'll have a shot at that then.
Title: Re: DF2014 Question and Answer Thread
Post by: Random_Dragon on January 05, 2016, 08:10:56 am
Thanks. I'll have a shot at that then.

Just remember if the max elevation is under about 100 or so, you'll get world rejects galore.

However, if you put up with it and have at least 1 max volcano set, you'll be having some Fun adventures.
Title: Re: DF2014 Question and Answer Thread
Post by: Detros on January 05, 2016, 04:38:49 pm
Are you often seeing dwarves that are worshippers of more gods but both/all such gods are the same one?
Title: Re: DF2014 Question and Answer Thread
Post by: Detros on January 05, 2016, 06:32:32 pm
Are you often seeing dwarves that are worshippers of more gods but both/all such gods are the same one?
Found 3710: Some starting dwarves and immigrants worship the same god... twice (http://www.bay12games.com/dwarves/mantisbt/view.php?id=3710).
Title: Re: DF2014 Question and Answer Thread
Post by: ed boy on January 07, 2016, 11:21:49 am
If I construct a floor and muddy it, can I set up a farm on it? Will it matter what material the floor is made of (e.g. can I construct a metal floor and plant a farm on it)?

If not, is there are way to construct a farm on a tile that's already been channeled out other than obsidian casting?
Title: Re: DF2014 Question and Answer Thread
Post by: BlackFlyme on January 07, 2016, 11:43:31 am
Muddy floors can support farms.
Title: Re: DF2014 Question and Answer Thread
Post by: ed boy on January 07, 2016, 11:55:48 am
Muddy floors can support farms.
This includes muddy constructed floors as well as muddy natural floors?
Title: Re: DF2014 Question and Answer Thread
Post by: Detros on January 07, 2016, 12:38:17 pm
Muddy floors can support farms.
This includes muddy constructed floors as well as muddy natural floors?
Yes. I have just build some floors on the surface (construction caused removal of natural muddyness of surface tiles so yellow warning turned red), dropped on them some water and thanks to mud - wintertime! so thanks to muddy ice - I was able to build a farm plot there.
Title: Re: DF2014 Question and Answer Thread
Post by: Dozebôm Lolumzalìs on January 08, 2016, 11:51:16 am
Wuuuuuuuuuut??????

You can build farms on muddied constructed floors?! That never worked before! The Megadorf needed cast obsidian to make farms! This changes everything!
Title: Re: DF2014 Question and Answer Thread
Post by: Detros on January 08, 2016, 12:03:51 pm
Wuuuuuuuuuut??????

You can build farms on muddied constructed floors?! That never worked before! The Megadorf needed cast obsidian to make farms! This changes everything!
Those have been built just on terrain, I forgot to put them over some hole. Or it maybe was in that muddy ice :D

EDIT: build some floors from highwood on side of my walls, so there is now one level of clear terrain under them. After I dropped water on them from higher walls I was able to construct farm plot there. And it is spring now so it was neither in terrain floor under it or in muddy ice. It just works.
Title: Re: DF2014 Question and Answer Thread
Post by: greycat on January 08, 2016, 12:55:38 pm
You can build farms on muddied constructed floors?! That never worked before! The Megadorf needed cast obsidian to make farms!

Magma makes the crops taste better.
Title: Re: DF2014 Question and Answer Thread
Post by: Detros on January 08, 2016, 03:56:32 pm
Is there any chance of having offsprings between two different units of animal/animal people/giant animal?
Title: Re: DF2014 Question and Answer Thread
Post by: Bouchart on January 08, 2016, 04:43:53 pm
Pretty sure you have to be an identical species.
Title: Re: DF2014 Question and Answer Thread
Post by: Random_Dragon on January 08, 2016, 05:27:52 pm
Pretty sure you have to be an identical species.

No dwarf elf furries for us, then? o3o
Title: Re: DF2014 Question and Answer Thread
Post by: Skorpion on January 09, 2016, 10:12:18 am
Yak hair thread isn't being made into cloth. They're flat-out ignoring it and saying there isn't any, when there's workshop nearby full of it.
Title: Re: DF2014 Question and Answer Thread
Post by: Random_Dragon on January 09, 2016, 11:39:14 am
Yak hair thread isn't being made into cloth. They're flat-out ignoring it and saying there isn't any, when there's workshop nearby full of it.

That's a big annoyance of mine. You can use it as a suture material guaranteed not to get yoinked to make cloth, but it has no stockpile category associated with it. So you have to manually dump it into your hospital then reclaim it.
Title: Re: DF2014 Question and Answer Thread
Post by: Skorpion on January 09, 2016, 11:52:41 am
Yak hair thread isn't being made into cloth. They're flat-out ignoring it and saying there isn't any, when there's workshop nearby full of it.

That's a big annoyance of mine. You can use it as a suture material guaranteed not to get yoinked to make cloth, but it has no stockpile category associated with it. So you have to manually dump it into your hospital then reclaim it.

So, it just can't be made into cloth at all?
Title: Re: DF2014 Question and Answer Thread
Post by: Random_Dragon on January 09, 2016, 12:10:14 pm
So, it just can't be made into cloth at all?

Nope. Like I said, it still has a use, but it's a big pain in the ass to make use of.
Title: Re: DF2014 Question and Answer Thread
Post by: greycat on January 09, 2016, 02:03:56 pm
Unless you've got a whole lot of unweavable large animal hair (yak, etc.) you can just let it sit inside the workshop.  If it starts to accumulate to the point that it's slowing work, then you can dump it.
Title: Re: DF2014 Question and Answer Thread
Post by: Bouchart on January 09, 2016, 02:30:02 pm
Hair thread can be used to bind books and suture wounds.  You can also dye it or sell it, but not make it into cloth.
Title: Re: DF2014 Question and Answer Thread
Post by: Skorpion on January 09, 2016, 03:51:21 pm
They're ALSO refusing to spin regular cloth. There's a mood hung up by a lack of it, and they're flat-out saying there isn't any when there IS. It's not forbidden, just not being used.

Also, how do I get them to actually engrave slabs? I'm getting similar errors of there being a load of them about and yet the craftsdwarf refusing to acknowledge their existence.
Meanwhile, A GHOST HAUNTS THE FORTRESS. Unhelpful!
Title: Re: DF2014 Question and Answer Thread
Post by: greycat on January 09, 2016, 05:30:13 pm
Sounds like you have some problems with stockpiles, or burrows, or pathing (ramps?)....
Title: Re: DF2014 Question and Answer Thread
Post by: Skorpion on January 09, 2016, 06:07:48 pm
No burrows, no ramps inside the fortress. The stockpiles could be the problem, considering there's issues with seeds making it to the farms as well.

My stockpiling systems always used to work in previous editions. I don't know what's so wrong with them now.
Title: Re: DF2014 Question and Answer Thread
Post by: grady on January 09, 2016, 09:14:01 pm
I cannot add labors to my initial dwarves after embark, I saw an error at some point that said something to the effect of "cannot add labors for non-citizens". What event has to occur for my dwarves to become citizens?
-Just realized I can add labors in DF but not in Dwarf Therapist.
Title: Re: DF2014 Question and Answer Thread
Post by: Loci on January 10, 2016, 04:24:18 am
They're ALSO refusing to spin regular cloth. There's a mood hung up by a lack of it, and they're flat-out saying there isn't any when there IS.

If you have any stockpiles linked to your workshop then only materials from linked stockpiles can be used. If you are storing your materials in bins then any job targeting a bin will block access to all the items already in that bin. A burrow with "Workshop" restrictions enabled can also cause problems (even if no dwarves are assigned to that burrow). If none of those apply a save would be helpful to diagnose the issue.
Title: Re: DF2014 Question and Answer Thread
Post by: Detros on January 10, 2016, 05:19:31 am
I cannot add labors to my initial dwarves after embark, I saw an error at some point that said something to the effect of "cannot add labors for non-citizens". What event has to occur for my dwarves to become citizens?
-Just realized I can add labors in DF but not in Dwarf Therapist.
Then you may rather head to Dwarf Therapist thread in Modding forum (http://www.bay12forums.com/smf/index.php?topic=122968.0).
Title: Re: DF2014 Question and Answer Thread
Post by: Detros on January 10, 2016, 05:40:10 am
Is there any way to write characters like "(" or "[" to ease selection of goods for trading? Or write case sensitively?
Title: Re: DF2014 Question and Answer Thread
Post by: indyofcomo on January 10, 2016, 11:24:43 am
I'm having difficulty with storage bins in stockpiles. The stockpiles seem to fill up with the appropriate items before the bins are moved into it, and then no more items are brought. I could move so much more into it, if the bins would just get in there first.

I tried making a stockpile and then letting it only take from links(of which there were none) to see if the bins would make there way there, but that didn't seem to work.
Title: Re: DF2014 Question and Answer Thread
Post by: greycat on January 10, 2016, 01:32:50 pm
I'm having difficulty with storage bins in stockpiles. The stockpiles seem to fill up with the appropriate items before the bins are moved into it, and then no more items are brought. I could move so much more into it, if the bins would just get in there first.

Hauling has undergone several revisions since 0.34 days.  Even then, it was still a bit more complex than you're making it out to be.  But now, it's several notches more so.

Let's say you have a leather stockpile, bigger than 1x1, with bins enabled.

The first thing the stockpile will do (and remember, stockpiles are smarter than dwarves; they can be treated as active beings) is look for a free bin and assign that bin to itself.  It does that by sticking <#nn> on the bin's label, where nn is the stockpile's ID number.  That bin might be in a different stockpile currently, or in a workshop, or on the floor... doesn't matter, as long as it's empty and not currently owned by any other stockpile.

At some point, a hauling job will be created to move that owned bin to the stockpile that owns it.  This will occur even if the stockpile's tiles are all full.  The bin will be placed on the same tile as an item (but not the same tile as another bin).  There is a strong preference for the upper left corner.

Wheelbarrows work very similarly, by the way.  You'll constantly be wondering "Where are the wheelbarrows in this stone stockpile?" because the game shows the stone, not the wheelbarrow, on a tile that has both a stone and a wheelbarrow.  Try the upper left corner first; that's where stockpiles like their wheelbarrows to be stored at first.

Now, once the stockpile has acquired an empty bin of its own, or learned that there are none available, it enters a steady state.  At this point, lots of different things may happen:

So, we need WAY more detail to diagnose a stockpile issue.  Like, WAY WAY more detail.  Starting with what kind of stockpile it is, what its settings are, and what's currently in it.

If you're not looking to do stockpile science, and just want a quick answer: make more bins.  Make a lot more bins.  You don't have enough bins, even if you've counted bins and think that you have enough.  Make some more.  Then make sure you have lots of idle dwarves.  Try taking your military off duty so they can haul stuff.  Then wait.  Usually after enough internal stockpile cogitation and beard-slave hauling jobs that you've been overlooking, the log jam will suddenly break, and you'll see that a dozen floor tiles are now clear, and the items have been binned.  You're perhaps not being patient enough.
Title: Re: DF2014 Question and Answer Thread
Post by: Skorpion on January 10, 2016, 04:35:25 pm
No human or elven caravans. No human or elven civs in the list. However, humans and elves (and goblins) come to visit to play music and recite poetry.
Is that a sign that they all got stomped by the dwarves in worldgen?
Title: Re: DF2014 Question and Answer Thread
Post by: Hellzon on January 10, 2016, 07:46:40 pm
No human or elven caravans. No human or elven civs in the list. However, humans and elves (and goblins) come to visit to play music and recite poetry.
Is that a sign that they all got stomped by the dwarves in worldgen?

There is some kind of bug that makes the human caravans not come even if you have contact with them, you might be hit with that one too. Human, elven and goblin visitors can be from any civilization since civs invade each others' settlements and don't put the original inhabitants to the sword. (The gobs are most certainly from a non-goblin civ.) Elven caravans, I dunno, they're probably wiped in your world.
Title: Re: DF2014 Question and Answer Thread
Post by: indyofcomo on January 11, 2016, 08:32:08 am
If you're not looking to do stockpile science, and just want a quick answer: make more bins.  Make a lot more bins.  You don't have enough bins, even if you've counted bins and think that you have enough.  Make some more.  Then make sure you have lots of idle dwarves.  Try taking your military off duty so they can haul stuff.  Then wait.  Usually after enough internal stockpile cogitation and beard-slave hauling jobs that you've been overlooking, the log jam will suddenly break, and you'll see that a dozen floor tiles are now clear, and the items have been binned.  You're perhaps not being patient enough.

I probably need to make a bunch more bins. I haven't counted in a while so I probably have way more stockpiles than I have mentally updated. I'll see about building a bunch and see how that effects things.
Title: Re: DF2014 Question and Answer Thread
Post by: sirdanilot on January 11, 2016, 09:01:08 am
Hey guys

I used to play Dwarf Fortress a long time ago, and I always used the DwarfTherapist utility with it. However now that I updated to the newest version I get the message that it isnt compatible. I can also not find a new dwarf therapist utility or anything similar.

Does anyone know of such a utility, which makes it easy to have an overview of the dwarves' tasks, skills, jobs etc.?

Without it I find the game kind of unplayable
Title: Re: DF2014 Question and Answer Thread
Post by: Skorpion on January 11, 2016, 09:29:57 am
Hey guys

I used to play Dwarf Fortress a long time ago, and I always used the DwarfTherapist utility with it. However now that I updated to the newest version I get the message that it isnt compatible. I can also not find a new dwarf therapist utility or anything similar.

Does anyone know of such a utility, which makes it easy to have an overview of the dwarves' tasks, skills, jobs etc.?

Without it I find the game kind of unplayable

http://www.bay12forums.com/smf/index.php?topic=122968.0

You're welcome.

EDIT:
How do I stop the mayor socialising and take a damn meeting?
Title: Re: DF2014 Question and Answer Thread
Post by: FrisianDude on January 11, 2016, 11:40:00 am
I just got kinged. Will other nobles come too and need new rooms? Probably, I'd be amazed if the bit I'd dug out for the baron would be enough.
Title: Re: DF2014 Question and Answer Thread
Post by: Bouchart on January 11, 2016, 12:43:17 pm
Getting a king is independent of the baron/count/duke.

There's a bug in 42.04 that indirectly prevents the baron from arriving, though.
Title: Re: DF2014 Question and Answer Thread
Post by: FrisianDude on January 11, 2016, 01:08:37 pm
nah I meant - my expedition leader, already there, became king.


Edit;

is it (still) possible to improve the physical attributes of Dwarves? Because I made a tiny mistake in selecting my militia commander - she's very weak. Not all that much an issue in the actual fight given that Goblins neglect to bring canopeners that can pass through steel but she's horribly slow this way.
Title: Re: DF2014 Question and Answer Thread
Post by: greycat on January 11, 2016, 10:43:19 pm
is it (still) possible to improve the physical attributes of Dwarves? Because I made a tiny mistake in selecting my militia commander - she's very weak. Not all that much an issue in the actual fight given that Goblins neglect to bring canopeners that can pass through steel but she's horribly slow this way.

Yes, to an extent.  A dwarf who starts out below average in strength will never be able to reach the maximum strength level, but you should be able to improve her substantially.  Military training is the best physical stat improver.  Things like Pump Operator that used to be great are no longer very good.

Armor User will also help her move around with armor on.  But until you get her some skill and some strength, you should consider using lighter armor on her.
Title: Re: DF2014 Question and Answer Thread
Post by: FrisianDude on January 12, 2016, 04:43:33 am
Damn.  >:(

In that case there's no point in me burrowing her to her pump instead of letting her do practice drills.

Edit; thanks. Seems to have helped. I swapped one of her mail shirts + her breastplate for a leather armour and at least she's learning now. Three happy thoughts; improving fighting (demonstration), concentration and learning
Title: Re: DF2014 Question and Answer Thread
Post by: Bouchart on January 12, 2016, 11:56:04 am
Pump operator is useful if you ever plan on making that dwarf a scholar.  Also it's a reasonably easy skill to learn.
Title: Re: DF2014 Question and Answer Thread
Post by: indyofcomo on January 12, 2016, 01:31:52 pm
Am I mistaken: Can you only manually power pump screws moving water? Can you not use manual power on any other contraption?
Title: Re: DF2014 Question and Answer Thread
Post by: Detros on January 12, 2016, 01:45:29 pm
Am I mistaken: Can you only manually power pump screws moving water? Can you not use manual power on any other contraption?
What contraptions? You can send open/close signals manually via levers on repeat or via some automatic clockwork, say, some sort of minecart timer.
Title: Re: DF2014 Question and Answer Thread
Post by: Random_Dragon on January 12, 2016, 02:18:31 pm
Am I mistaken: Can you only manually power pump screws moving water? Can you not use manual power on any other contraption?
What contraptions? You can send open/close signals manually via levers on repeat or via some automatic clockwork, say, some sort of minecart timer.

Levers, pressure plates, etc. But those are mechanisms. Screw pumps, axles, etc are machine components. They require power (a dorf pumping, a waterwheel, windmill, etc) instead of receiving discrete blips of signal from levers or pressure plates.

That said, you can link a lever to many machines, or at least the axles/gearshafts that can link machines. All that does is let you break them on command, if I recall.
Title: Re: DF2014 Question and Answer Thread
Post by: greycat on January 12, 2016, 02:30:13 pm
I think the only places where you get a choice between dwarf power and mechanical power are screw pumps, and querns vs. millstones.

Well... I guess you have to count pushing a minecart vs. rollers too.

P.S. Manual pump operation also works when moving magma, not just water.
Title: Re: DF2014 Question and Answer Thread
Post by: indyofcomo on January 12, 2016, 11:37:06 pm
I think the only places where you get a choice between dwarf power and mechanical power are screw pumps, and querns vs. millstones.
Well... I guess you have to count pushing a minecart vs. rollers too.
P.S. Manual pump operation also works when moving magma, not just water.

I guess it's 6 vs half-a-dozen but I was wanting to manually power rollers on tracks.
Title: Re: DF2014 Question and Answer Thread
Post by: greycat on January 13, 2016, 08:37:24 am
I think the closest you can get to that is to have a dwarf give an initial push, from a track stop onto a roller-powered track segment.  The rollers would always be "on", but the cart's motion is initiated by a dwarf.

But I'm really just a Dabbling minecart engineer, so maybe you can ask in a dedicated minecart thread to get a broader audience.
Title: Re: DF2014 Question and Answer Thread
Post by: Bearskie on January 13, 2016, 10:14:15 am
Can marksdwarves still shoot when they are webbed?
Title: Re: DF2014 Question and Answer Thread
Post by: indyofcomo on January 13, 2016, 10:37:51 am
(1) I have a well, un-frozen 7-depth water source for well, soap, and doctors. How did a dwarf end up with an infection?

(2) I haven't really noticed assigned war dogs sticking terribly close to their owners. ??
Title: Re: DF2014 Question and Answer Thread
Post by: greycat on January 13, 2016, 11:04:18 am
(1) I have a well, un-frozen 7-depth water source for well, soap, and doctors. How did a dwarf end up with an infection?

Soap only decreases the chance of an infection.  It doesn't completely prevent them.
Title: Re: DF2014 Question and Answer Thread
Post by: indyofcomo on January 13, 2016, 11:11:21 am
greycat, your wisdom is immeasurable. <<=wisdom=>>
Title: Re: DF2014 Question and Answer Thread
Post by: Bumber on January 13, 2016, 10:53:14 pm
(1) I have a well, un-frozen 7-depth water source for well, soap, and doctors. How did a dwarf end up with an infection?
When you say 7-depth, do you mean 7 z-levels or 7 fluid-levels? You need 2 z-levels of water to avoid mud.
Title: Re: DF2014 Question and Answer Thread
Post by: Random_Dragon on January 13, 2016, 11:05:46 pm
By the way, regarding some discussion  I've read elsewhere. Want to know the REAL reason zombies don't talk, even if you add a version of the reaction that leaves CAN_SPEAK alone?

Spoiler (click to show/hide)
Title: Re: DF2014 Question and Answer Thread
Post by: indyofcomo on January 14, 2016, 12:22:33 am
(1) I have a well, un-frozen 7-depth water source for well, soap, and doctors. How did a dwarf end up with an infection?
When you say 7-depth, do you mean 7 z-levels or 7 fluid-levels? You need 2 z-levels of water to avoid mud.

7 fluid levels
Title: Re: DF2014 Question and Answer Thread
Post by: Bumber on January 14, 2016, 12:25:12 am
(1) I have a well, un-frozen 7-depth water source for well, soap, and doctors. How did a dwarf end up with an infection?
When you say 7-depth, do you mean 7 z-levels or 7 fluid-levels? You need 2 z-levels of water to avoid mud.

7 fluid levels
That might be your problem. Are the water buckets "laced with mud"?
Title: Re: DF2014 Question and Answer Thread
Post by: FantasticDorf on January 14, 2016, 04:09:54 am
(1) I have a well, un-frozen 7-depth water source for well, soap, and doctors. How did a dwarf end up with an infection?
When you say 7-depth, do you mean 7 z-levels or 7 fluid-levels? You need 2 z-levels of water to avoid mud.

7 fluid levels
That might be your problem. Are the water buckets "laced with mud"?

A dusting of mud via flowing water (desalinating and pressurising with a screwpump/floodgated waterway) can eliminate troublesome 'piles' of mud that occur from sitting water. Cavern water will probably have piles of mud for this reason.
Title: Re: DF2014 Question and Answer Thread
Post by: tahu16 on January 15, 2016, 11:21:21 am
Hello!
Is the bug still present, what makes the marksdwarfs attack with melee? If yes, in what conditions is this happening?
Title: Re: DF2014 Question and Answer Thread
Post by: Bouchart on January 15, 2016, 12:28:46 pm
Archers with no ammo will smack things with their crossbows.

But there is a bug where dwarves don't drop their mugs after drinking with them.  They seem to give hitting things with mugs priority over shooting them from a distance.  It should be fixed in the next patch.
Title: Re: DF2014 Question and Answer Thread
Post by: Telgin on January 15, 2016, 03:41:17 pm
I seem to be under the impression that 'k'ill ordering an enemy with a squad of marksdwarves will tend to make them engage in melee too, as opposed to just 's'tationing them near the enemy.  I don't know if that's something anecdotal that I've noticed over time or known behavior.  I'd guess that if they get too close they will engage in melee automatically, and using the 'k'ill command moves them to get into melee range.
Title: Re: DF2014 Question and Answer Thread
Post by: greycat on January 15, 2016, 04:02:48 pm
I try to avoid kill orders.  The main problem with them is that once a single target is killed, the squad decides its job is done, and wanders back to the barracks, or the tavern, or the zoo, ....

The other main problem is that it doesn't work on flyers.  They have to have a walkable path to the target, or they simply stand there and do nothing.

The other other main problem is that you can't order them to kill a target from behind fortifications.  There's no DF way to tell a marksdwarf "Stand here, and fire at the leader, NOT the other guys."  It's either "Stand here and fire at will" or "Charge the leader like a maniac".  There is no other tactic available.
Title: Re: DF2014 Question and Answer Thread
Post by: FrisianDude on January 17, 2016, 05:55:45 am
Goblins, goblins, wherefore art thou not arriving? Srsly, last time was like two years ago. Same happened in previous fort same version, one tiny 'siege' and then not a whisper.




Also my two tamed large rats just upped and died in the caverns it seems.
Title: Re: DF2014 Question and Answer Thread
Post by: Detros on January 18, 2016, 06:19:26 pm
Goblins, goblins, wherefore art thou not arriving? Srsly, last time was like two years ago. Same happened in previous fort same version, one tiny 'siege' and then not a whisper.

Also my two tamed large rats just upped and died in the caverns it seems.
Sieges can take time as they need to come from real goblin populations. Are they prospering? Are they in war with some other nations? Are you the most tasty target around?

And giant rats have max age of just 2-3 years, DF wiki says (http://dwarffortresswiki.org/index.php/DF2014:Giant_rat).
Title: Re: DF2014 Question and Answer Thread
Post by: FrisianDude on January 19, 2016, 05:03:36 am
ah, that explains the rats.

Theoretically I might be tastiest. Fairly early on the king snuffed it and my expedition leader inherited it- after the first offer of barony, but we didn't have a baron yet. So I'm not capital, but do have the king. My architecture demand for capital is beyond necessary, but my offerings not quite yet.  I think they are prospering because I assumed that the king dying and his heir being mine suggested the mountainhome had fallen. Otherwise I don't know how to tell.
Title: Re: DF2014 Question and Answer Thread
Post by: Luriant on January 19, 2016, 09:30:45 am
Hi, I'm a new Urist in the community, and i can't find the answer in the forum.

A lavish meal of Dwarven Sugar and 3 Dwarven Suryp, Are one or two food for the purpuose of eat differents foods?
Same problem with Plump helmet and Dwarven wine meals.

Thanks for your help.
Title: Re: DF2014 Question and Answer Thread
Post by: Skorpion on January 19, 2016, 09:49:05 am
If it's a meal of 'ingredient' and 'ingredient', the stack of meals is all the same. The point of meals is to add variety to the dwarven diet, and to pad out meat and fish with stuff that would otherwise be inedible, such as quarry bush leaves.
Title: Re: DF2014 Question and Answer Thread
Post by: greycat on January 19, 2016, 10:28:31 am
When you cook a lavish meal, it means the cook has to gather up 4 piles of ingredients.  Each pile has a size/quantity number by it, like dog meat [8].  When you cook all 4 piles together, you get a resulting roast, e.g. *dog meat roast [15]*.  The size/quantity on the finished product is the sum of all the ingredient sizes, and indicates how many dwarf-meals it provides.  A stack of size 15 will allow 15 dwarves to perform an "Eat" job to satiate their hunger.  Or 5 dwarves 3 times apiece, etc.

Every prepared meal has to contain at least one solid ingredient.  The remaining ingredients may be solid or liquid.  However, due to the way dwarves select ingredients, it's extremely difficult to get them to cook with liquid ingredients (e.g. dwarven syrup) when you actually want them to.  Congrats on achieving that.

Each meal in the stack has some of every ingredient, like Skorpion says.  A roast that contains dog meat, dog meat (again), horse cheese and asparagus will taste like 3 different things.  As far as I know -- I haven't done real science on it -- such a meal will satisfy the specific-diet needs of a dwarf that likes to eat dog, or horse cheese, or asparagus.
Title: Re: DF2014 Question and Answer Thread
Post by: Bouchart on January 19, 2016, 10:28:51 am
Another reason to cook is to consolidate food into larger stacks.  A +cat meat roast+[20] is one object to carry around whereas four separate cat meat[5] require four hauling jobs.
Title: Re: DF2014 Question and Answer Thread
Post by: greycat on January 19, 2016, 10:33:10 am
The other other reason to cook meals is to create ridiculously expensive trade goods.
Title: Re: DF2014 Question and Answer Thread
Post by: Skorpion on January 19, 2016, 03:25:35 pm
The other other reason to cook meals is to create ridiculously expensive trade goods.

But that would require trading away perfectly good food. Like ore, that feels un-dwarfy, so I just stick with bone crafts.
Title: Re: DF2014 Question and Answer Thread
Post by: vexxice on January 19, 2016, 04:48:06 pm
About how much of a hit does the FPS take for using a graphics pack? With the new tavern system, I frequently have around 200 sentient creatures fumbling about the fortress and I still have pretty good fps (60 with 17 gfps). I had considered using phoebus's graphics pack, but I'm worried that I will not be able to sustain a fort that big without fps going below 10.
Title: Re: DF2014 Question and Answer Thread
Post by: Putnam on January 19, 2016, 06:24:33 pm
shouldn't be any hit at all AFAIK
Title: Re: DF2014 Question and Answer Thread
Post by: FantasticDorf on January 20, 2016, 01:03:11 pm
The other other reason to cook meals is to create ridiculously expensive trade goods.

But that would require trading away perfectly good food. Like ore, that feels un-dwarfy, so I just stick with bone crafts.

But with a high quantity + quality meat industry prepped up additionally with specialised stockpiles (say a single category specific elephant meat pile tied up to 3 kinds of millable and screw pressable goods like whip flour and dwarven syrup etc) can allow it to be managable by adding 'fillers' and moving around the kitchen exports closer to the dining rooms or the trade centre.
Title: Re: DF2014 Question and Answer Thread
Post by: Skorpion on January 20, 2016, 03:13:42 pm
The other other reason to cook meals is to create ridiculously expensive trade goods.

But that would require trading away perfectly good food. Like ore, that feels un-dwarfy, so I just stick with bone crafts.

But with a high quantity + quality meat industry prepped up additionally with specialised stockpiles (say a single category specific elephant meat pile tied up to 3 kinds of millable and screw pressable goods like whip flour and dwarven syrup etc) can allow it to be managable by adding 'fillers' and moving around the kitchen exports closer to the dining rooms or the trade centre.

But then what do I do with all the bones?
Title: Re: DF2014 Question and Answer Thread
Post by: FantasticDorf on January 20, 2016, 07:12:44 pm
The other other reason to cook meals is to create ridiculously expensive trade goods.

But that would require trading away perfectly good food. Like ore, that feels un-dwarfy, so I just stick with bone crafts.

But with a high quantity + quality meat industry prepped up additionally with specialised stockpiles (say a single category specific elephant meat pile tied up to 3 kinds of millable and screw pressable goods like whip flour and dwarven syrup etc) can allow it to be managable by adding 'fillers' and moving around the kitchen exports closer to the dining rooms or the trade centre.

But then what do I do with all the bones?

Craft them and use them for domestic stuff/trade goods. Bone instruments particularly are quite lucrative, and only require the bone carver profession (which is super easy to level with a big enough pile of bones)

Even simple dog and small animal bone crafts can go for 150 dorfbucks at masterwork each, and is easy to manage by simply connecting a filtering refuse pile from your butcher then attaching that said pile to a craft-shop. Water buffalo give the largest amount of bones amongst starter animals and often your wagon animals you arrive with will be plentiful of meat and bones (providing you're not waiting for them to reproduce/get hold of a breeding pair)
Title: Re: DF2014 Question and Answer Thread
Post by: greycat on January 21, 2016, 11:38:38 am
Bone instruments particularly are quite lucrative, and only require the bone carver profession (which is super easy to level with a big enough pile of bones)

That's 0.40 instruments, which are just crafts with a different set of names.  0.42 instruments are totally different.

Bones can be turned into bolts, which are good for marksdwarfship practice, or actually shooting at lightly armored enemies.  Bone crossbows are also really good, since they're lightweight, you can get a nice quality modifier, and the crossbow's material doesn't affect the damage of the bolts you shoot out of it.  (They're not as good as metal crossbows for bashing, though, so make sure you don't give bone crossbows to someone who might feel the need to bash an enemy in the face with the crossbow.)

Other than that, you would mostly make "bone crafts" for trading, or decorate furniture with the bones for value enhancement.
Title: Re: DF2014 Question and Answer Thread
Post by: Bouchart on January 21, 2016, 12:07:19 pm
Bone instruments are actually valuable in 42.xx.  They have a good value multiplier.  Unfortunately you might not be able to make bone instruments depending on world generation.
Title: Re: DF2014 Question and Answer Thread
Post by: Skorpion on January 21, 2016, 01:05:12 pm
Bone instruments particularly are quite lucrative, and only require the bone carver profession (which is super easy to level with a big enough pile of bones)

That's 0.40 instruments, which are just crafts with a different set of names.  0.42 instruments are totally different.

Bones can be turned into bolts, which are good for marksdwarfship practice, or actually shooting at lightly armored enemies.  Bone crossbows are also really good, since they're lightweight, you can get a nice quality modifier, and the crossbow's material doesn't affect the damage of the bolts you shoot out of it.  (They're not as good as metal crossbows for bashing, though, so make sure you don't give bone crossbows to someone who might feel the need to bash an enemy in the face with the crossbow.)

Other than that, you would mostly make "bone crafts" for trading, or decorate furniture with the bones for value enhancement.

I already make bone and shell crafts, and trade them for stuff off the caravans. I don't have much in the way of livestock either, so my food has to last instead of being traded away.
Nearly 200 dorfs and a performance troupe to feed, and I had to slaughter the wagon haulers since they were starving to death. No vegetation in 99% of the map until I breached the caverns.
Title: Re: DF2014 Question and Answer Thread
Post by: greycat on January 21, 2016, 02:49:17 pm
Nearly 200 dorfs and a performance troupe to feed, and I had to slaughter the wagon haulers since they were starving to death. No vegetation in 99% of the map until I breached the caverns.

Yeah, if you want to keep grazers alive, you really need to breach a cavern and dig up (or muddy up) a nice moss/fungus pasture for them.  Especially if your surface is barren.

Many animals aren't grazers, though -- dogs and pigs are especially suitable for this kind of husbandry.  Dogs, pigs and other non-grazers never need to eat anything at all.  Just let them reproduce, and cull them when you want.
Title: Re: DF2014 Question and Answer Thread
Post by: Bouchart on January 21, 2016, 05:19:57 pm
Crundles make good livestock.  They aren't grazers and they lay plenty of eggs, and they are extremely common.

I'm disappointed that you can't collect fruit from any underground trees.
Title: Re: DF2014 Question and Answer Thread
Post by: gordy on January 21, 2016, 11:17:34 pm
Is fruit gathering in any way competitive with farming? I just found lately I want to do something different and not manage any crops except for paper production. How many fruits or whatever will they pick up at once and how many might be dropped by a single tree in a season? Are individual fruits tracked or are they just collected from a zone infinately like sand?
Title: Re: DF2014 Question and Answer Thread
Post by: Detros on January 22, 2016, 02:59:08 am
Is fruit gathering in any way competitive with farming? I just found lately I want to do something different and not manage any crops except for paper production. How many fruits or whatever will they pick up at once and how many might be dropped by a single tree in a season? Are individual fruits tracked or are they just collected from a zone infinately like sand?
Fruits can't be taken infinitely, you need to have the right trees and the right season (no pears in winter) but during that time you can gather plants and so. Lots of fruits can be both brewed and eaten raw. Things like peach pits can't be used for planting so just atomsmash them. I guess you can get like a dozen from a fully grown solitary tree so in a decently forested area, one herbalist can easily get enough food for a whole fort of 100+ citizens. For fruits specifically get few stepladders so that herbalists can get up the trees. And have some free haulers around when all those fruits get ripe as herbalists will often just move on a stepladder over an area and toss all picked fruits down on ground for a while.
Title: Re: DF2014 Question and Answer Thread
Post by: deknegt on January 22, 2016, 04:47:10 am
Is fruit gathering in any way competitive with farming? I just found lately I want to do something different and not manage any crops except for paper production. How many fruits or whatever will they pick up at once and how many might be dropped by a single tree in a season? Are individual fruits tracked or are they just collected from a zone infinately like sand?
Fruits can't be taken infinitely, you need to have the right trees and the right season (no pears in winter) but during that time you can gather plants and so. Lots of fruits can be both brewed and eaten raw. Things like peach pits can't be used for planting so just atomsmash them. I guess you can get like a dozen from a fully grown solitary tree so in a decently forested area, one herbalist can easily get enough food for a whole fort of 100+ citizens. For fruits specifically get few stepladders so that herbalists can get up the trees. And have some free haulers around when all those fruits get ripe as herbalists will often just move on a stepladder over an area and toss all picked fruits down on ground for a while.

Just toss them into the trade pile, Caravans are more than willing to buy your useless tree-seeds.
Title: Re: DF2014 Question and Answer Thread
Post by: Detros on January 22, 2016, 10:10:14 am
Is fruit gathering in any way competitive with farming? I just found lately I want to do something different and not manage any crops except for paper production. How many fruits or whatever will they pick up at once and how many might be dropped by a single tree in a season? Are individual fruits tracked or are they just collected from a zone infinately like sand?
Fruits can't be taken infinitely, you need to have the right trees and the right season (no pears in winter) but during that time you can gather plants and so. Lots of fruits can be both brewed and eaten raw. Things like peach pits can't be used for planting so just atomsmash them. I guess you can get like a dozen from a fully grown solitary tree so in a decently forested area, one herbalist can easily get enough food for a whole fort of 100+ citizens. For fruits specifically get few stepladders so that herbalists can get up the trees. And have some free haulers around when all those fruits get ripe as herbalists will often just move on a stepladder over an area and toss all picked fruits down on ground for a while.

Just toss them into the trade pile, Caravans are more than willing to buy your useless tree-seeds.
Huh, I somehow all this time thought they have value of 0. But it is 1.
Title: Re: DF2014 Question and Answer Thread
Post by: FantasticDorf on January 22, 2016, 10:39:27 am
Remember that all seeds can be cooked. A more productive way to train up your cooks is to give them un-plantable seeds and set them to infinite pear-seed biscuits until they are more experienced, then let your dwarves eat/sell the produce or mix it with other generally trash things to make hodge podge low tier dwarven prepared food slurry/porridge while you sell all the good stuff getting a economy off the ground.

This is why i always build a (no barrel) seed bank for herbalists somewhere close to ground level/securely above ground so that i can gather with impunity, and anything that does not fit into my stocks can safely take a bag and be forgotten about/cooked/sold with a local still to process them on repeat and get some free booze as a byproduct.
Title: Re: DF2014 Question and Answer Thread
Post by: Bouchart on January 22, 2016, 11:23:04 am
Certain junk seeds like plum pits can't be cooked.
Title: Re: DF2014 Question and Answer Thread
Post by: FantasticDorf on January 22, 2016, 11:25:29 am
Certain junk seeds like plum pits can't be cooked.

Noted. But its always useful to have some seeds that you can cook spare for the reasons i listed above. Letting them rot in garbage or firing them en masse from a bridge are a few amusing ways to get rid of them.
Title: Re: DF2014 Question and Answer Thread
Post by: greycat on January 22, 2016, 12:18:01 pm
This is why i always build a (no barrel) seed bank for herbalists somewhere close to ground level

... what?  What do seeds have to do with herbalists?  Herbalists neither produce nor use seeds.  Only planters and cooks and pressers can use seeds.  Only brewers, millers, etc. can produce seeds, which come from the (non-cooking) use of a plant.

Well, OK.  Herbalists can produce seeds by eating a plant raw, but that generally will not happen near ground level, unless that's where your dining room is.
Title: Re: DF2014 Question and Answer Thread
Post by: Bouchart on January 22, 2016, 12:22:08 pm
Herbalists can collect certain things from trees which are considered seeds- walnuts, pecans, almonds, macadamia nuts...
Title: Re: DF2014 Question and Answer Thread
Post by: greycat on January 22, 2016, 12:33:13 pm
OK, yeah.  They can gather nuts (non-plantable seeds).  But I still don't understand FantasticDorf's "seed bank for herbalists ... with free booze as a byproduct" paragraph at all.  Is he just putting a seed stockpile up there so the herbalists can drop off their nuts more quickly, and get back to more gathering?  If so, I'm still dubious, because they tend to carry lots of plants/seeds around with them for a long time before dropping them all off en masse.  (This isn't like 0.34 where dwarves could only haul one item at a time.)
Title: Re: DF2014 Question and Answer Thread
Post by: FantasticDorf on January 22, 2016, 04:20:39 pm
OK, yeah.  They can gather nuts (non-plantable seeds).  But I still don't understand FantasticDorf's "seed bank for herbalists ... with free booze as a byproduct" paragraph at all.  Is he just putting a seed stockpile up there so the herbalists can drop off their nuts more quickly, and get back to more gathering?  If so, I'm still dubious, because they tend to carry lots of plants/seeds around with them for a long time before dropping them all off en masse.  (This isn't like 0.34 where dwarves could only haul one item at a time.)

Apologies if i haven't articulated myself fluently.

The chain of production for my herbalists are that they go off and collect plants, i return said plants which then get used up any which way by my dwarves (personal preferences for instance make often what i bring back a hit at the dining tables without even being cooked) with the produce secured in a close by stockpile. All the goods are indiscriminately processed for the seeds which are then funneled by haulers into my no-barrel all bag seed bank.

Herbalists -> Gathered Plant Stockpile -> Processing (still/quern/workshop etc) -> Seeds gathered for bank -> Bags are ready to be collected for future farms without getting stuck within a barrel or applying another bag.

Should i require above ground farming, i will have a ample supply of seeds i can use. The processing byproducts are eaten and drunk by my dwarves. Quite simple really. Clear out the map of gatherables each season, churn it all up, collect the seeds, sit back and relax no worries.

Better bags, more profit from a surplus of seeds. What more could you want?
Title: Re: DF2014 Question and Answer Thread
Post by: Arvoitusmies on January 22, 2016, 05:50:00 pm
Did this Gray Langur fall off a tree?
(http://i.imgur.com/HXbkmuT.png)
(http://i.imgur.com/ThHNeUo.png)
Title: Re: DF2014 Question and Answer Thread
Post by: FrisianDude on January 22, 2016, 06:17:46 pm
Yes, probably. If that's the entire extent of the combat log- it's likely.


I've also had underground reports of enthousiastic rock-climbing wild trolls losing their handhold on some cavernwall and bruising themselves, much the same as that.
Title: Re: DF2014 Question and Answer Thread
Post by: Uzu Bash on January 22, 2016, 10:25:11 pm
If demons generate with enough bird anatomy, could they have slade gizzard stones?
Title: Re: DF2014 Question and Answer Thread
Post by: Bouchart on January 22, 2016, 11:06:33 pm
Did anyone else notice that visitors get stuck in murky ponds a lot?
Title: Re: DF2014 Question and Answer Thread
Post by: FrisianDude on January 23, 2016, 07:12:14 am
yep
Title: Re: DF2014 Question and Answer Thread
Post by: gordy on January 23, 2016, 11:57:33 pm
. What are your alternatives to dumping at track stops? Will they stock a stockpile from a stopped Minecart?
Title: Re: DF2014 Question and Answer Thread
Post by: Uzu Bash on January 31, 2016, 03:52:09 pm
This must have been answered somewhere, but not in the wiki. What's the difference between woven and forged blue clothing?
Title: Re: DF2014 Question and Answer Thread
Post by: FantasticDorf on January 31, 2016, 04:08:57 pm
This must have been answered somewhere, but not in the wiki. What's the difference between woven and forged blue clothing?

The forged variety is probably   *warning spoilers* Candy - Link to the DF wiki for you if you dont understand the abbreviation *warning spoilers* (http://dwarffortresswiki.org/index.php/DF2014:Adamantine) which is a blue/teal colour and metallic (or you are talking about a mod-exclusive, alternative metal clothing). Whereas regular woven clothing would be dyed blue, via dimple dye (or other colours should you have a supply of dye to apply).

You can gather more details about a object by inspecting it with K, and clicking on it with enter from the K screen.
Title: Re: DF2014 Question and Answer Thread
Post by: Uzu Bash on January 31, 2016, 06:37:07 pm
This must have been answered somewhere, but not in the wiki. What's the difference between woven and forged blue clothing?

The forged variety is probably   *warning spoilers* Candy - Link to the DF wiki for you if you dont understand the abbreviation *warning spoilers* (http://dwarffortresswiki.org/index.php/DF2014:Adamantine) which is a blue/teal colour and metallic (or you are talking about a mod-exclusive, alternative metal clothing). Whereas regular woven clothing would be dyed blue, via dimple dye (or other colours should you have a supply of dye to apply).

You can gather more details about a object by inspecting it with K, and clicking on it with enter from the K screen.
Yeah, I was mistaken; I thought the clothier's shop could work with it. Forged is the only option for the clothing.
Title: Re: DF2014 Question and Answer Thread
Post by: Putnam on January 31, 2016, 06:41:58 pm
This must have been answered somewhere, but not in the wiki. What's the difference between woven and forged blue clothing?

The forged variety is probably   *warning spoilers* Candy - Link to the DF wiki for you if you dont understand the abbreviation *warning spoilers* (http://dwarffortresswiki.org/index.php/DF2014:Adamantine) which is a blue/teal colour and metallic (or you are talking about a mod-exclusive, alternative metal clothing). Whereas regular woven clothing would be dyed blue, via dimple dye (or other colours should you have a supply of dye to apply).

You can gather more details about a object by inspecting it with K, and clicking on it with enter from the K screen.

"Adamantine" shows up on every single stockpile and material list in the game. No reason to put it in spoilers.
Title: Re: DF2014 Question and Answer Thread
Post by: Uzu Bash on January 31, 2016, 07:39:01 pm
"Adamantine" shows up on every single stockpile and material list in the game. No reason to put it in spoilers.
I agree. The obfuscations and euphemisms are a stale running gag by now.
Title: Re: DF2014 Question and Answer Thread
Post by: Skorpion on February 03, 2016, 02:17:10 pm
Thread's fallen off the front page, so I'm bumping it back. Bump!
Title: Re: DF2014 Question and Answer Thread
Post by: Kneenibble on February 03, 2016, 06:11:44 pm
Crundles make good livestock.  They aren't grazers and they lay plenty of eggs, and they are extremely common.

I'm disappointed that you can't collect fruit from any underground trees.

Crundles.... lay......... eggs????!?!?!


This changes everything.
Title: Re: DF2014 Question and Answer Thread
Post by: FantasticDorf on February 03, 2016, 07:44:29 pm
Crundles make good livestock.  They aren't grazers and they lay plenty of eggs, and they are extremely common.

I'm disappointed that you can't collect fruit from any underground trees.

Crundles.... lay......... eggs????!?!?!


This changes everything.

Yeah. Basically

The largest downside to crundles is the butchering cleanup of scales, such a shame we can't utilise them somehow (inherited scale esque properties sounds lucrative not to mention protective if we're talking dragon scale level fire resistance) otherwise ivory, eggs and meat all round.
Title: Re: DF2014 Question and Answer Thread
Post by: Psilobe on February 06, 2016, 02:44:26 am
Havent played in a really long time but as there was a new version it was time to start a new game. Got a small stable fort next to a volcano, flat woodlands. I've created walls around my staircase entry. Traderdepot on ground. Floodgates linked to a lever blocks access to my above ground safe heaven. Basic workshops set up, found some hematite so magma produktion is up and i have started creating iron equipment. Good a farm and still up and running and except the animal breeding also ready for soap produktion.

I'm not really sure what I should focus on next. I've gotten three migrants so far and was planning on starting a military when the next wave comes and generallt start to name and better designate my dwarfs in to more focused roles.

Here is what I'm planning on doing next but i'm not sure in what order:

Build a water reservoir and slowly gather water from ponds to have a stable water source.
Get a stable animal supply for soap making.
Finish a medical ward.

Prison.

Rooms for nobles.
Better rooms for citizens.

Combat facilities.
Military.

What should I prioritize?

Also when pressing c to accsess the menu civilizations/world info I only see my own dwarf civilization does that mean I embarked to a too safe place for fun to take place?
Title: Re: DF2014 Question and Answer Thread
Post by: Blue_Dwarf on February 06, 2016, 03:30:08 am
Also when pressing c to accsess the menu civilizations/world info I only see my own dwarf civilization does that mean I embarked to a too safe place for fun to take place?

That list should get updated when another civ pays you a visit. It won't list goblins until your first encounter with them.

It works differently before you embark. If you see no neighbors at the embark maps screen, then that location probably won't get any visits.
Title: Re: DF2014 Question and Answer Thread
Post by: FantasticDorf on February 06, 2016, 07:17:36 am
On the embark screen the local civs (or those within range/max range travelling distance) can be viewed by cycling the TAB modes over the site. Your dwarf civ will always be available.

Settling close to civs gurantees more visits.
Title: Re: DF2014 Question and Answer Thread
Post by: Psilobe on February 06, 2016, 02:34:03 pm
Tallow. What am i missing!?

Been buthering animals as crazy and people run to the kitchen to render fat but I get no tallow. Sooo what am I missing?

...Yeah wasnt lack of tallow. lye was stored in buckets and then stored in bins... Separete stockpile no bins and barrels accepted aaand done.
Title: Re: DF2014 Question and Answer Thread
Post by: Stormfeather on February 06, 2016, 09:13:37 pm
Man, I hadn't played in ages, saw a new release and came back. Also hadn't checked the site for a while, so I'm way behind. Some questions I had:

1) I saw in my searchings that books are just sorta barely-implemented, and mostly for entertainment/flavor. What about "poetry" and "dancing" and other things that I'm seeing in my dwaves' descriptions. Do they really do anything?

2) One of my trained emus is now "Distracted," which looking at the wiki is a dwarf personality thing. Anyone know what's up with that, and how to stop it?

3) I've made a few worlds between .04 and now one on .05, but I seem to have a big problem getting an embark with all the neighbors, which I like. (Humans, dwarves, elves, and goblins). I assume turning up the 'civilizations' on the world creation helps, any other suggestions? (I also tried making a slightly younger world than default, but don't know if that helps.)

4) Likewise, for a while now I've noticed that I have no bees that I can find in my embarks. They used to be all over the place in older versions, so that I ended up always having at least one beekeeper and setting aside a default area for hives. But I don't think I've seen a single wild hive or swarm of bees in .42 yet. Is this some sort of bug? Is it some weird biome thing that coincidentally I might have always been in the right biome before, and am not now? Any way to get them if they're not "native" to your embark?

5) Likewise, I've seen that there are junk seeds, like some of the fruit seeds - is there anything you can do with them other than hunt them all down and dump them, somehow?

6) Are vampires still a Thing? I know they had been made rarer than they were when they were first introduced, but I don't think I've seen a single one in .42

ETA:

7) I meant to add: is there any way to stop getting my dwarves stuck in trees? They keep getting up in there somehow, I'm not even sure how. Not the ones that are picking fruit with a stepladder or anything - like, my patrol dwarves and such. I've had a few die of starvation now before I caught it, and it's getting really old.

8) Anything else anyone wants to add that I should really know about, and that isn't obvious, in the newer releases?
Title: Re: DF2014 Question and Answer Thread
Post by: Bumber on February 06, 2016, 11:53:26 pm
6) Are vampires still a Thing? I know they had been made rarer than they were when they were first introduced, but I don't think I've seen a single one in .42
I've never had a single vampire in fort mode ever. Now in .42 you can have someone cursed directly via temple desecration. (I think you need to get them to tantrum? Creating a temple zone with a statue and sealing someone in with rotting corpses should probably do the trick. You'll randomly get a vampire or a werebeast.)
Title: Re: DF2014 Question and Answer Thread
Post by: Blue_Dwarf on February 07, 2016, 12:04:30 am
7) I meant to add: is there any way to stop getting my dwarves stuck in trees? They keep getting up in there somehow, I'm not even sure how. Not the ones that are picking fruit with a stepladder or anything - like, my patrol dwarves and such. I've had a few die of starvation now before I caught it, and it's getting really old.

I've read it's simply trees suddenly growing under their feet.
Title: Re: DF2014 Question and Answer Thread
Post by: Detros on February 07, 2016, 06:09:59 am
Man, I hadn't played in ages, saw a new release and came back. Also hadn't checked the site for a while, so I'm way behind. Some questions I had:

1) I saw in my searchings that books are just sorta barely-implemented, and mostly for entertainment/flavor. What about "poetry" and "dancing" and other things that I'm seeing in my dwaves' descriptions. Do they really do anything?

2) One of my trained emus is now "Distracted," which looking at the wiki is a dwarf personality thing. Anyone know what's up with that, and how to stop it?

3) I've made a few worlds between .04 and now one on .05, but I seem to have a big problem getting an embark with all the neighbors, which I like. (Humans, dwarves, elves, and goblins). I assume turning up the 'civilizations' on the world creation helps, any other suggestions? (I also tried making a slightly younger world than default, but don't know if that helps.)

4) Likewise, for a while now I've noticed that I have no bees that I can find in my embarks. They used to be all over the place in older versions, so that I ended up always having at least one beekeeper and setting aside a default area for hives. But I don't think I've seen a single wild hive or swarm of bees in .42 yet. Is this some sort of bug? Is it some weird biome thing that coincidentally I might have always been in the right biome before, and am not now? Any way to get them if they're not "native" to your embark?

5) Likewise, I've seen that there are junk seeds, like some of the fruit seeds - is there anything you can do with them other than hunt them all down and dump them, somehow?

6) Are vampires still a Thing? I know they had been made rarer than they were when they were first introduced, but I don't think I've seen a single one in .42

ETA:

7) I meant to add: is there any way to stop getting my dwarves stuck in trees? They keep getting up in there somehow, I'm not even sure how. Not the ones that are picking fruit with a stepladder or anything - like, my patrol dwarves and such. I've had a few die of starvation now before I caught it, and it's getting really old.

8) Anything else anyone wants to add that I should really know about, and that isn't obvious, in the newer releases?
Title: Re: DF2014 Question and Answer Thread
Post by: Stormfeather on February 07, 2016, 11:02:54 am
7) I meant to add: is there any way to stop getting my dwarves stuck in trees? They keep getting up in there somehow, I'm not even sure how. Not the ones that are picking fruit with a stepladder or anything - like, my patrol dwarves and such. I've had a few die of starvation now before I caught it, and it's getting really old.

I've read it's simply trees suddenly growing under their feet.

WOW, now there's an image...

And thanks Detros. Now I'm picturing emus like little puppies in the pet shop window... And yeah, the bee bug (hah) would probably be it, since I pick temperate zones over warm/hot by preference. And oh yeah, selling, duh.

And yeah, still learning locations in general, that's a huge change! A fun-looking one though. (And possibly Fun!-looking one, depending.)
Title: Re: DF2014 Question and Answer Thread
Post by: tiresius on February 08, 2016, 01:14:13 pm
Quote
7) I meant to add: is there any way to stop getting my dwarves stuck in trees? They keep getting up in there somehow, I'm not even sure how. Not the ones that are picking fruit with a stepladder or anything - like, my patrol dwarves and such. I've had a few die of starvation now before I caught it, and it's getting really old.
My theory is it is from climbing a tree to attack a bird and the tree grows/changes and they cannot get back down.  Chopping the tree down causes injuries, too.
Title: Re: DF2014 Question and Answer Thread
Post by: greycat on February 08, 2016, 01:22:05 pm
I don't know how to prevent dwarves getting stuck in trees (http://www.bay12games.com/dwarves/mantisbt/view.php?id=9252), but getting them down is as simple as building an up/down staircase up to the Z-level of the dwarf, to any open-space tile adjacent to a branch (not a leaf).  The hard part is noticing that a dwarf is stuck in a tree before it starves.
Title: Re: DF2014 Question and Answer Thread
Post by: Stormfeather on February 08, 2016, 02:43:48 pm
Yeah, sadly I've lost about 4 or 5 in this fort so far to them getting stuck and me not realizing it in time.
Title: Re: DF2014 Question and Answer Thread
Post by: Detros on February 09, 2016, 08:36:52 am
Yeah, sadly I've lost about 4 or 5 in this fort so far to them getting stuck and me not realizing it in time.
Periodical checks of Health page for hungry units help with locating both dwarves in trees and grazer animals without a proper pasture (say, forgotten in cages).
Title: Re: DF2014 Question and Answer Thread
Post by: Uzu Bash on February 10, 2016, 03:52:58 pm
Are all crabs considered vermin? Thieves? Enemies of the State? Is there some explanation for why NPC's show an uncharacteristic hostility toward them?
Title: Re: DF2014 Question and Answer Thread
Post by: Slozgo Luzma on February 10, 2016, 11:37:42 pm
I have recently picked up Dwarf Fortress again having last played it at the end of 2014, and noticed that in adventure mode dialogue has been completely reworked. While these changes are a drastic improvement, in 0.42.05 I am no longer prompted with a threatening message when I encounter bandit leaders, Titans, Dragons, Bronze Colossi, Forgotten Beasts, Hydras, Night Creatures, or other such foes that used to declare their name and an intention to murder me. Moreover, I am free to wander around tombs to my hearts content without a single threat from their fitfully slumbering denizens, even when I step over their sarcophagus, topple all of the statues nearby, and throw bits of uncooked meat at it. I should note that I am playing as a crab man and using dfhack. Are these dialogues still present in newer versions? Maybe crab men are treated as wilderness creatures?
Title: Re: DF2014 Question and Answer Thread
Post by: Detros on February 11, 2016, 05:04:28 am
Are all crabs considered vermin? Thieves? Enemies of the State? Is there some explanation for why NPC's show an uncharacteristic hostility toward them?
I have recently picked up Dwarf Fortress again having last played it at the end of 2014, and noticed that in adventure mode dialogue has been completely reworked. While these changes are a drastic improvement, in 0.42.05 I am no longer prompted with a threatening message when I encounter bandit leaders, Titans, Dragons, Bronze Colossi, Forgotten Beasts, Hydras, Night Creatures, or other such foes that used to declare their name and an intention to murder me. Moreover, I am free to wander around tombs to my hearts content without a single threat from their fitfully slumbering denizens, even when I step over their sarcophagus, topple all of the statues nearby, and throw bits of uncooked meat at it. I should note that I am playing as a crab man and using dfhack. Are these dialogues still present in newer versions? Maybe crab men are treated as wilderness creatures?
In some worlds of DF multiverse, crabs are praised and everyone tries to get out of their way. In other worlds, they are hunted and face everlasting persecution. Long live the RNG.
Title: Re: DF2014 Question and Answer Thread
Post by: Shonai_Dweller on February 11, 2016, 06:48:32 am
I have recently picked up Dwarf Fortress again having last played it at the end of 2014, and noticed that in adventure mode dialogue has been completely reworked. While these changes are a drastic improvement, in 0.42.05 I am no longer prompted with a threatening message when I encounter bandit leaders, Titans, Dragons, Bronze Colossi, Forgotten Beasts, Hydras, Night Creatures, or other such foes that used to declare their name and an intention to murder me. Moreover, I am free to wander around tombs to my hearts content without a single threat from their fitfully slumbering denizens, even when I step over their sarcophagus, topple all of the statues nearby, and throw bits of uncooked meat at it. I should note that I am playing as a crab man and using dfhack. Are these dialogues still present in newer versions? Maybe crab men are treated as wilderness creatures?
Be careful. Some tombs are just tombs, but the more Fun variety still exist.
Title: suggestions for which material to craft pick from in my fort?
Post by: Chaosegg on February 11, 2016, 08:40:56 am
Best metal for making a [mostly-for-digging] pick?
A. Copper
B. Bronze
C. Iron

From what I've read, it seems Copper for cheap digging tool, and iron for combat option, but, well... see below.

Situation:
First year fort, 10 dwarves, I only have the weapons-grade-ores I brought with me upon embark right now, so limited options.
Spoiler (click to show/hide)

It will be mostly used for digging I guess.
I have ~6 diggers[, and one pick lover,] with 4 picks; 2 copper, 1 bronze, 1 iron pick currently.
Metal Bars left:
Iron 5/8 (made a few weapons, including one iron pick for my one pick-loving miner to fight with)
Bronze ~13/16 (thinking of making a set of helm, gauntlets & boots to equip at least one dwarf right away; seems good?)
Copper ~10/12 (making copper xbow & pick now, then maybe some bolts)
Silver 4-10/5-16 (1 silver war hammer from 1 galena smelt with 3 tetrahedrite & 1 more galena still unsmelted)
Title: Re: suggestions for which material to craft pick from in my fort?
Post by: greycat on February 11, 2016, 09:00:58 am
Metal Bars left:
Iron 5/8 (made a few weapons, including one iron pick for my one pick-loving miner to fight with)
Bronze ~13/16 (thinking of making a set of helm, gauntlets & boots to equip at least one dwarf right away; seems good?)
Copper ~10/12 (making copper xbow & pick now, then maybe some bolts)
Silver 4-10/5-16 (1 silver war hammer from 1 galena smelt with 3 tetrahedrite & 1 more galena still unsmelted)

If you have no local weapons-grade metals at all, then certainly do not waste metal making crossbows.  Crossbows can be made of bone or wood, and have exactly the same shooting performance as metal ones.  The metal one is heavier, which is bad unless you're bashing enemies with it.  Which you should do all you can do to avoid.

Copper is the worst of the metals for weapons and armor, so use that in the places of least importance.  Bronze and iron are pretty much tied (see the other thread for details), to the point where I wouldn't waste a lot of time wondering which one is better for which application.  If you can get some flux stone and charcoal, turn the iron into steel -- that's a tier above all the other metals.
Title: Re: DF2014 Question and Answer Thread
Post by: NJW2000 on February 11, 2016, 12:23:11 pm
Dumb question, but if I copy  a fortress mode save directly from 42.05 to 42.06, will it still work?

(Also wrong thread, but a fairly universal question)
Title: Re: DF2014 Question and Answer Thread
Post by: Telgin on February 11, 2016, 01:09:10 pm
It should.  Toady mentioned that old saves would start to get correct exported wealth values after a caravan left in the new version, which implies it should work.
Title: Re: DF2014 Question and Answer Thread
Post by: NJW2000 on February 11, 2016, 01:15:30 pm
Thanks. Haven't messed about with that stuff for a while.
Title: Re: DF2014 Question and Answer Thread
Post by: Kneenibble on February 11, 2016, 01:53:22 pm
Can confirm... transferred an old save to 42.06 successfully last night.
Title: Re: DF2014 Question and Answer Thread
Post by: TheCritsyBear on February 24, 2016, 12:15:19 pm
Hi. I'm not getting any caravans.

Or, rather, I AM getting caravans...

But they walk right past my depot. They come to it, start unloading their goods, then before they've even come to a stop, immediately leave. No further messages. No "The merchants from X have embarked on their journey." They just walk past.

Is this a glitch, or something I'm missing in the new version?

Title: Re: DF2014 Question and Answer Thread
Post by: Bumber on February 24, 2016, 04:53:13 pm
Hi. I'm not getting any caravans.

Or, rather, I AM getting caravans...

But they walk right past my depot. They come to it, start unloading their goods, then before they've even come to a stop, immediately leave. No further messages. No "The merchants from X have embarked on their journey." They just walk past.

Is this a glitch, or something I'm missing in the new version?
Check your dead units list. If you have 'missing' wagons, they're getting spooked by something and scuttling.
Title: Re: DF2014 Question and Answer Thread
Post by: vexxice on February 25, 2016, 05:18:10 pm
Do caged prisoners hurt FPS?
Title: Re: DF2014 Question and Answer Thread
Post by: FantasticDorf on February 26, 2016, 04:44:15 am
Do caged prisoners hurt FPS?

By means of a educated guess, probably not as much as taking them there, containing them in a cage would probably raise FPS given they wont all be walking about at once.

The pathing to put all those prisoners in a cage at once is probably more laborious on top of prisoner demands for food + drink, try one at a time.
Title: Re: DF2014 Question and Answer Thread
Post by: locustgate on February 26, 2016, 09:12:24 am
Quote
Do caged prisoners hurt FPS?

They hurt fps less than non caged prisoners
Title: Re: DF2014 Question and Answer Thread
Post by: Dozebôm Lolumzalìs on February 27, 2016, 08:43:38 am
Do you mean dwarven prisoners or cage-trapped invaders?
Title: Re: DF2014 Question and Answer Thread
Post by: Uzu Bash on February 27, 2016, 10:56:35 am
What qualifies as a "great beast" for purposes of satisfying the need to see one?
Title: Re: DF2014 Question and Answer Thread
Post by: FantasticDorf on February 27, 2016, 01:31:48 pm
What qualifies as a "great beast" for purposes of satisfying the need to see one?

Educated guess - A animal in a well decorated cage, that is also the dwarf's personal favorite assigned to them preferably for exclusive viewing rights.

I've personally never seen this status. Can you elaborate please?
Title: Re: DF2014 Question and Answer Thread
Post by: locustgate on February 27, 2016, 05:32:47 pm
Just getting into DF 42. so...why should I build a library or tavern. The temples, provide a place for worship. The library....stores books, the tavern is just another meeting hall that can be handled with the traditional great dining hall.

Do the new adventurers/visitors provide money or something other than taking up alcohol and food that my good dwarven workers need.
Title: Re: DF2014 Question and Answer Thread
Post by: NJW2000 on February 27, 2016, 05:41:31 pm
I think it helps you attract soldiers/mercenaries and other residents.
Title: Re: DF2014 Question and Answer Thread
Post by: Blue_Dwarf on February 27, 2016, 05:52:52 pm
Just getting into DF 42. so...why should I build a library or tavern. The temples, provide a place for worship. The library....stores books, the tavern is just another meeting hall that can be handled with the traditional great dining hall.

Do the new adventurers/visitors provide money or something other than taking up alcohol and food that my good dwarven workers need.

Apparently some dwarves can become distracted if you don't have a library. Thoughts are more complicated in the new versions, a legendary dining hall is somehow no longer enough.
Title: Re: DF2014 Question and Answer Thread
Post by: Sutremaine on February 27, 2016, 06:09:08 pm
Libraries are a bit more specialised than taverns or temples, because you need to assign a dwarf and they go straight from 'no library activity' to 'Ponder!' and spend ages at it. You can snap them out of it by using a burrow restriction and unassigning them from the library, and waiting a while for the job to cancel.

I dunno how how distractions are counted up. Let's say that 0 is 'undistracted', a negative number is 'distracted', and a positive number is 'fulfilled'. Do the numbers go (for example) -3 -2 -1 0 1 2 3, or -4 -2 -1 0 1 2 4? If it's the former, you might be better off snagging more points by giving that dwarf an activity which fulfils multiple needs, and letting them stew over that one need that's kind of a pain to fulfil.
Title: Re: DF2014 Question and Answer Thread
Post by: Uzu Bash on February 27, 2016, 06:56:48 pm
What qualifies as a "great beast" for purposes of satisfying the need to see one?

Educated guess - A animal in a well decorated cage, that is also the dwarf's personal favorite assigned to them preferably for exclusive viewing rights.

I've personally never seen this status. Can you elaborate please?
"See great beast" is one of the needs. I've seen it appear with High Curiosity and max Nature value before, but my adventurer somehow acquired it while in the dungeon of a dark fortress. The need was already "Unfettered", though they always begin with a value of 0.

The only animals present were beak dogs. They're COMMON_DOMESTIC and (Tame) with not very high pet value, size 150k but there are larger livestock animals. I think it's either the LARGE_PREDATOR or LARGE_ROAMING tags, but I hoped someone here would know for certain.
Title: Re: DF2014 Question and Answer Thread
Post by: Bumber on February 27, 2016, 07:57:06 pm
The only animals present were beak dogs. They're COMMON_DOMESTIC and (Tame) with not very high pet value, size 150k but there are larger livestock animals.
What about trolls?
Title: Re: DF2014 Question and Answer Thread
Post by: Uzu Bash on February 27, 2016, 08:57:34 pm
The only animals present were beak dogs. They're COMMON_DOMESTIC and (Tame) with not very high pet value, size 150k but there are larger livestock animals.
What about trolls?
I don't think they qualify, they have CAN_LEARN. Same reason meeting beastfolk won't work.

EDIT: I thought it could be that all of these beak dogs were named for killing civ members, but the need was refreshed by seeing an unnamed beak dog.

EDIT: A dingo is also LARGE_PREDATOR, LARGE_ROAMING and satisfied the need.
Title: Re: DF2014 Question and Answer Thread
Post by: locustgate on February 29, 2016, 02:56:17 pm
I haven't started playing 42. and I'm wondering if you have a nondwarf citizen do they adopt your entity's ethics, i.e. cutting wood, or do they keep their own. So lets say I let an elf stay long term will s/he get mad everytime s/he goes to bed in the wooden bed and uses the wooden shield and wooden training axe, while walking along the wooden draw bridge to the training area which has wood statues.

Also will entity races be the only ones that visit or is it possible to have a [can_learn] [can_speak] visitor.
Title: Re: DF2014 Question and Answer Thread
Post by: Psilobe on February 29, 2016, 03:24:59 pm
I've run in to a problem. I've got several goblin corpses around my entrance area and the weaker dwrafs gets horrified whenever they walk there. No one hauls them to the refuse stockpiles and when trying todump them the job doesnt even show up in the job queue. Didnt find anything that worked when searching. Are there any DF hack commands that can fix it?
Title: Re: DF2014 Question and Answer Thread
Post by: tiresius on February 29, 2016, 04:13:12 pm
I've got several goblin corpses around my entrance area
Do you have Dwarves to haul refuse from outside?  It is one of the options 'o'->'r' I think.
Do you have a corpse pile?
Title: Re: DF2014 Question and Answer Thread
Post by: Sutremaine on February 29, 2016, 06:33:27 pm
Are the corpses unforbidden?
Title: Re: DF2014 Question and Answer Thread
Post by: Telgin on February 29, 2016, 08:47:47 pm
I haven't started playing 42. and I'm wondering if you have a nondwarf citizen do they adopt your entity's ethics, i.e. cutting wood, or do they keep their own. So lets say I let an elf stay long term will s/he get mad everytime s/he goes to bed in the wooden bed and uses the wooden shield and wooden training axe, while walking along the wooden draw bridge to the training area which has wood statues.

Also will entity races be the only ones that visit or is it possible to have a [can_learn] [can_speak] visitor.

I don't think elves care about hauling or using wooden things, but Toady said he specifically handled the case of making them cut down trees.  According to a recent post from him, right now only tree cutting, butchering, caging and I believe gelding (plus maybe shearing) can cause bad thoughts.

I guess that means that new citizens keep their old ethics.
Title: Re: DF2014 Question and Answer Thread
Post by: Dozebôm Lolumzalìs on February 29, 2016, 10:34:58 pm
Wood statues don't exist. Beware the Trojan Dwarf.
Title: Re: DF2014 Question and Answer Thread
Post by: Telgin on February 29, 2016, 11:06:05 pm
I seem to recall asking this whenever the release came out that included all of the modern farmable plants, but couldn't find it after searching.

Can someone confirm that crops that produce pods are kind of worthless right now?  I realized after embarking that I took, for example, string beans, which contain all of their seeds in pods.  The raws seem to indicate that the pods can't be eaten or cooked, which means that I also can't get the seeds out in any way, right?  Nothing like plant processing?
Title: Re: DF2014 Question and Answer Thread
Post by: gordy on February 29, 2016, 11:53:00 pm
Surface fires.... More likely in this version? I'm like five for five. Often arriving without warning. One accompanied by a merchant.
Title: Re: DF2014 Question and Answer Thread
Post by: Telgin on March 01, 2016, 12:13:24 am
I've seen similar reports, to which someone suggested that merchants might be bringing fire snakes with them.  No idea if that was confirmed or not, but it would be an interesting bug if so.
Title: Re: DF2014 Question and Answer Thread
Post by: hun on March 01, 2016, 12:25:28 am
What is the easiest way to embark everywhere in 42.06, if any? In particular, I want two my fortresses overlap.
Title: Re: DF2014 Question and Answer Thread
Post by: Dozebôm Lolumzalìs on March 01, 2016, 11:10:41 am
Warning: it will likely cause bugs, crashes, etc. That's what I got last time I tried to do that.
Title: Re: DF2014 Question and Answer Thread
Post by: Legless on March 01, 2016, 12:12:05 pm
Several questions, guys!
42.06.
1. Founded a tavern, assigned tavern keepers, got some visitors. After half a month got a message, that my diplomat had been found dead. Near was a human-visitor with local dwarf. Both were unconscious, vomit covered, with trauma of the lungs. There was a tavern keeper and dozen goblets. They died soon, memorial slab said they suffocated. WTF? Bugged Too zealous tavern keeper?
2. If I disable poisonous keepers and performers, could visitors entertain themself?
3. Soapmakers read a lot! Won't haul stones, react on job queues slowly. Idlers: 0 is everytime.
4. All (20) books of my scientists are 1-paged manuals. Not a problem anyway, but rather dissapointed, heh.
5. Oh, the most confusing. Got four sieges in two first years. Necromant with dozens of corpses. Six gobbos. Necromant with six corpses, revived gobbos also. Three gobbos. Really? There are 50k goblins in the world, cmon!

Title: Re: DF2014 Question and Answer Thread
Post by: Random_Dragon on March 01, 2016, 12:21:40 pm
So...hmm. It's raining goblin blood, but I want to make it more !!FUN!! by modding goblin blood to ignite.

Anyone now how to fuck with it to cause that result? I've found out so far that adding a fixed temp and/or bumping up the melting point do nothing, as it seems it forces it to rain/snow at the ambient temperature.

And setting a low ignite point hasn't gotten results either.
Title: Re: DF2014 Question and Answer Thread
Post by: hun on March 01, 2016, 12:31:32 pm
Warning: it will likely cause bugs, crashes, etc. That's what I got last time I tried to do that.

It's ok, but how can I do that? I remember that DFHack could do the trick, but it's not available in 42.06 yet. Is it the only option?
Title: Re: DF2014 Question and Answer Thread
Post by: Blue_Dwarf on March 01, 2016, 12:36:36 pm
Warning: it will likely cause bugs, crashes, etc. That's what I got last time I tried to do that.

It's ok, but how can I do that? I remember that DFHack could do the trick, but it's not available in 42.06 yet. Is it the only option?

I think DFTool (http://www.bay12forums.com/smf/index.php?topic=152903.0) lets you embark anywhere, and it's 42.06.
Title: Re: DF2014 Question and Answer Thread
Post by: hun on March 01, 2016, 01:01:46 pm
Warning: it will likely cause bugs, crashes, etc. That's what I got last time I tried to do that.

It's ok, but how can I do that? I remember that DFHack could do the trick, but it's not available in 42.06 yet. Is it the only option?

I think DFTool (http://www.bay12forums.com/smf/index.php?topic=152903.0) lets you embark anywhere, and it's 42.06.

Thank you! Exactly what I wanted... I knew something else exist, but couldn't find it using search.
Title: Re: DF2014 Question and Answer Thread
Post by: Psilobe on March 01, 2016, 02:49:22 pm
I've got several goblin corpses around my entrance area
Do you have Dwarves to haul refuse from outside?  It is one of the options 'o'->'r' I think.
Do you have a corpse pile?

Thanks, they didnt haul from outside. Finally dwarfs not horrified whenever i'm expanding my defences or hauling stuff to and from depot.
Title: Re: DF2014 Question and Answer Thread
Post by: greycat on March 01, 2016, 04:09:15 pm
42.06.
1. Founded a tavern, assigned tavern keepers

Nooooo....!

Quote
, got some visitors. After half a month got a message, that my diplomat had been found dead. Near was a human-visitor with local dwarf. Both were unconscious, vomit covered, with trauma of the lungs. There was a tavern keeper and dozen goblets. They died soon, memorial slab said they suffocated. WTF? Bugged Too zealous tavern keeper?

Tavern keepers are insidious.  Don't use them.

"Here, drink up!"
"Done already?  Here, have another!"
"Thirsty?  I've got just the thing!"
"Oh, don't quit on me now!  The night is young!"
"Have you tried this peach brandy yet?"
Title: Re: DF2014 Question and Answer Thread
Post by: NJW2000 on March 01, 2016, 04:56:24 pm
So what you're saying is that I can get visitor's stuff if I have enough dwarves to make them drink themselves to death?
Title: Re: DF2014 Question and Answer Thread
Post by: Random_Dragon on March 01, 2016, 05:06:56 pm
Here's a dumb thought. If you mod in a civ that has no sheriff/captain of the guard but has a hammerer, will executions still be carried out?
Title: Re: DF2014 Question and Answer Thread
Post by: Dozebôm Lolumzalìs on March 01, 2016, 06:52:49 pm
I doubt it, as no crimes will be reported and no punishments assigned. I think. Justice depends on a sheriff existing.
Title: Re: DF2014 Question and Answer Thread
Post by: Bradders on March 01, 2016, 09:22:07 pm
Question here about generating new worlds:

Using the 'Create New World' option generates deep worlds of ~140-160 depth, but when I use 'Design new world with advanced Parameters' and use one of the stock options like Medium Region or Medium Island, I get very shallow worlds of ~50-60 depth, and I'm not sure what params to change to add more depth to the world.  Tips anyone?
Title: Re: DF2014 Question and Answer Thread
Post by: Random_Dragon on March 02, 2016, 12:22:57 am
I doubt it, as no crimes will be reported and no punishments assigned. I think. Justice depends on a sheriff existing.

Ah, interesting. :V
Title: Re: DF2014 Question and Answer Thread
Post by: FantasticDorf on March 02, 2016, 02:50:08 am
I doubt it, as no crimes will be reported and no punishments assigned. I think. Justice depends on a sheriff existing.

Just throw on the raw tag for the sheriff to the local militia commander or squads and they'll do it instead. Its much easier, given that it would probably prevent a nobleman fistfight with sometimes undesirable consequences.

Helps keep the peace in my goblin forts (in the rare instance that there is peace to be kept)
Title: Re: DF2014 Question and Answer Thread
Post by: Bumber on March 02, 2016, 03:06:34 am
42.06.
1. Founded a tavern, assigned tavern keepers

Nooooo....!

Quote
, got some visitors. After half a month got a message, that my diplomat had been found dead. Near was a human-visitor with local dwarf. Both were unconscious, vomit covered, with trauma of the lungs. There was a tavern keeper and dozen goblets. They died soon, memorial slab said they suffocated. WTF? Bugged Too zealous tavern keeper?

Tavern keepers are insidious.  Don't use them.

"Here, drink up!"
"Done already?  Here, have another!"
"Thirsty?  I've got just the thing!"
"Oh, don't quit on me now!  The night is young!"
"Have you tried this peach brandy yet?"
I have a tavern keeper and haven't had anyone die yet; not even humans. As long as you have sufficient population, the keeper isn't likely to serve the same person repeatedly.
Title: Re: DF2014 Question and Answer Thread
Post by: NJW2000 on March 02, 2016, 11:08:21 am
Question here about generating new worlds:

Using the 'Create New World' option generates deep worlds of ~140-160 depth, but when I use 'Design new world with advanced Parameters' and use one of the stock options like Medium Region or Medium Island, I get very shallow worlds of ~50-60 depth, and I'm not sure what params to change to add more depth to the world.  Tips anyone?
I recall some people discussing the fact that shallower embarks are found closer to oceans. So reducing partial and full edge ocean number might help, as might bigger worlds.
Title: Re: DF2014 Question and Answer Thread
Post by: Random_Dragon on March 02, 2016, 12:01:40 pm
Just throw on the raw tag for the sheriff to the local militia commander or squads and they'll do it instead. Its much easier, given that it would probably prevent a nobleman fistfight with sometimes undesirable consequences.

Helps keep the peace in my goblin forts (in the rare instance that there is peace to be kept)

I figured that might be the most goblin-flavored way to do it. Only thing is that it seems literally the only crime warranting punishment is treason, which is a capital offense. So flavor-wise it'd make more sense for there to be executioners but no law enforcement. ;w;
Title: Re: DF2014 Question and Answer Thread
Post by: locustgate on March 02, 2016, 04:13:31 pm
What races are 'visitors' are they any race with an entity, i.e. subterranean animal men, are they any friendly race, any [intelligent] race?
Title: Re: DF2014 Question and Answer Thread
Post by: Random_Dragon on March 02, 2016, 04:17:00 pm
What races are 'visitors' are they any race with an entity, i.e. subterranean animal men, are they any friendly race, any [intelligent] race?

Any population from a friendly civilization, as far as I can tell. And I'm unsure of the exact mechanics behind animalpeople joining civiliations.

EDIT: And now, a question of my own. When assigning details to an engrave designation, how the fuck does it apply them? Will it apply the desired image details for all the tiles designated in that instance, or do I have to assign it to each individual tile?
Title: Re: DF2014 Question and Answer Thread
Post by: FantasticDorf on March 03, 2016, 10:34:18 am
Just throw on the raw tag for the sheriff to the local militia commander or squads and they'll do it instead. Its much easier, given that it would probably prevent a nobleman fistfight with sometimes undesirable consequences.

Helps keep the peace in my goblin forts (in the rare instance that there is peace to be kept)

I figured that might be the most goblin-flavored way to do it. Only thing is that it seems literally the only crime warranting punishment is treason, which is a capital offense. So flavor-wise it'd make more sense for there to be executioners but no law enforcement. ;w;

Here's mine, i just roll champions and executioners into one, plop a greataxe into their hands and bob's your uncle.


Works like a charm, further fiddling can go forward to push them into military service but eh, nobody's complaining (when killed for treason or other means) I don't dabble with justice personally but here it is. Given goblins violent nature, there will probably always be some prisoners around to blame for a inconsequential crime with the constant state of war (given that your demon lord isn't steamrolling the continent)
Title: Re: DF2014 Question and Answer Thread
Post by: Random_Dragon on March 03, 2016, 11:35:26 am
Interesting. So it works even without a justice noble? I'm assuming that this still requires a built chain designated as a jail, which can be done without access to the justice screen.

Only problem is that I don't know whether any convictions can occur without access to the justice screen, EXCEPT for failed mandates.

So, I'll repeat my earlier question (how do I ensure that a mass engrave designation all engraves the same desired detail?) and add another question: What ethic, if any, controls whether failed mandates show up as a crime? Or is it all hard-coded stuff?
Title: Re: DF2014 Question and Answer Thread
Post by: Putnam on March 03, 2016, 05:44:47 pm
What races are 'visitors' are they any race with an entity, i.e. subterranean animal men, are they any friendly race, any [intelligent] race?

Historical figures, nothing specific.
Title: Re: DF2014 Question and Answer Thread
Post by: Psilobe on March 04, 2016, 05:09:20 am
Is there a max on items a trader can bring with them? The last 3 years the traders has braught a few pages worth of cheese, meat and fish while less than 20 other items and I'm wondering if its because there is a max on items they bring and I've set too high priority on all different kinds of food?

Secondly is there any way to speed up hauling? Earlier version it helped if you just increased the dwarfs speed but now you can have lightning dwarfs ( if you boost their speed that much) and then moves super slow just for stone hauling.
Title: Re: DF2014 Question and Answer Thread
Post by: Telgin on March 04, 2016, 09:46:30 am
Yes, merchants have a limit on the items they can bring.  I believe it's just a limit on the total weight, not the number of items, but there is a limit.

For stone hauling in particular, you probably want to make some wheelbarrows and change your stone stockpiles to use them.  Toady revamped stone hauling a while ago and ever since it became very impractical for dwarves to haul them around without assistance.  You can also build mine carts to help with it, but those are substantially more complicated to build and use than wheelbarrows.
Title: Re: DF2014 Question and Answer Thread
Post by: Psilobe on March 04, 2016, 09:57:46 am
Damn so I have to use stone stockpiles then instead of dwarven quantum storage if I want to use them?
Title: Re: DF2014 Question and Answer Thread
Post by: Telgin on March 04, 2016, 10:32:29 am
Afraid so.  There are ways to use mine carts to quantum stockpile stone, but I've never tried it and so don't know the details.
Title: Re: DF2014 Question and Answer Thread
Post by: Gigaz on March 04, 2016, 11:59:32 am
My starting 7 are standing on a tree on the edge of the map. I have no idea how to get them down.  :o
Title: Re: DF2014 Question and Answer Thread
Post by: vexxice on March 04, 2016, 04:23:52 pm
(sorry I took a while to reply, college was brutal this week)

My original question was whether or not caged prisoners increased FPS

Do you mean dwarven prisoners or cage-trapped invaders?

I actually mean cage-trapped invaders.
Title: Re: DF2014 Question and Answer Thread
Post by: Sutremaine on March 04, 2016, 09:54:01 pm
Afraid so.  There are ways to use mine carts to quantum stockpile stone, but I've never tried it and so don't know the details.
Set up the stone stockpile with the wheelbarrows, and then set up a hauling route. You need one track stop, set to dump, and one minecart to sit on top of it. No departure conditions necessary, but you do need to link the route stop to the stone stockpile. Where the track stop dumps to, place a single-tile stockpile.

Stone stockpile: wheelbarrows, accepts specifically the items you want.
Hauling route: one stop, no departures, takes from stone stockpile. You can set the stop to take any stone, because the stone stockpile settings will filter out anything undesireable.
Single-tile stockpile: no wheelbarrows, can take any stone if set to 'take from links only'. Can take any stone if not set to take from links only, but if it ever empties you might find a random stone type being hauled there to fill the gap.
Title: Re: DF2014 Question and Answer Thread
Post by: Legless on March 05, 2016, 12:44:31 pm
Hi, guys!

Encountered a problem. A few pieces of poisoned used thread and clothes (hospital) were mixed with others pieces in bin on cloth stockpile. So, whenewer I need to do some cloth goods, my dwarf spams that he cancels make yarn sock: needs 1 unused yarn cloth. Sometimes he bypasses it and craft without announcement. But it spams really often and annoying. How to find out where is that used piece of cloth/thread? Is there a script in new DFHack that fixes it? I have only one obvious solution, sell/atomsmash everything, wait for caravan with new goods and pray for not triggering strangemood.
Also, I remember that medical dwarf ignored supplies in the hospital chest and went to stockpiles. WTF?
Title: Re: DF2014 Question and Answer Thread
Post by: Random_Dragon on March 05, 2016, 01:15:21 pm
So, let's say I decide to play kobolds, and open a tavern. Will the only visitors be fellow kobolds, or will humans and others arrive? And if non-kobolds do visit us, will be they friendly? :V
Title: Re: DF2014 Question and Answer Thread
Post by: greycat on March 05, 2016, 08:03:04 pm
A few pieces of poisoned used thread and clothes (hospital) were mixed with others pieces in bin on cloth stockpile. So, whenewer I need to do some cloth goods, my dwarf spams that he cancels make yarn sock: needs 1 unused yarn cloth. Sometimes he bypasses it and craft without announcement. But it spams really often and annoying.

A unit of cloth or thread that has been used in medicine is no longer a whole unit.  It's a fractional unit, and can't be used for crafting jobs.

Quote
How to find out where is that used piece of cloth/thread?

You mean, how to tell the fractional units from the whole units?  I don't know of any way.

If you mean, "How to find all my cloth"?  Use the stocks screen (with bookkeeper set to sufficiently high precision), scroll down to your cloth, and use Tab or z or something to expand the list into individual units of cloth.  I forget the exact keystrokes.

Quote
Is there a script in new DFHack that fixes it?

You mean, to create cloth or thread out of nowhere?  Probably.  It would be cheating of course.

Quote
I have only one obvious solution, sell/atomsmash everything

Um.  Or you could just, y'know, make some more cloth.

Quote
wait for caravan with new goods

Sure, buying more cloth would work too.

Quote
Also, I remember that medical dwarf ignored supplies in the hospital chest and went to stockpiles. WTF?

The cloth and thread that are stored in the hospital are just a reserve, to make sure your clothiers don't take it all and leave none for patients.  Doctors don't necessarily use the hospital stores.  They use the nearest cloth or thread.  They can be really annoying about it, too.
Title: Re: DF2014 Question and Answer Thread
Post by: Legless on March 05, 2016, 10:18:13 pm
Thank you for your answer, I'm sorry about fuzzy questions.
A few pieces of poisoned used thread and clothes (hospital) were mixed with others pieces in bin on cloth stockpile. So, whenewer I need to do some cloth goods, my dwarf spams that he cancels make yarn sock: needs 1 unused yarn cloth. Sometimes he bypasses it and craft without announcement. But it spams really often and annoying.

A unit of cloth or thread that has been used in medicine is no longer a whole unit.  It's a fractional unit, and can't be used for crafting jobs.
...
The cloth and thread that are stored in the hospital are just a reserve, to make sure your clothiers don't take it all and leave none for patients.  Doctors don't necessarily use the hospital stores.  They use the nearest cloth or thread.  They can be really annoying about it, too.

Yeah, it seems so. Looks like, it will be wise, to bulld hospital and its coffers near meeting zone (tavern, temple, library), and cloth industry much further from crowded places, because of dwarfes tendency to grab the nearest resource.
Quote
Is there a script in new DFHack that fixes it?
You mean, to create cloth or thread out of nowhere?  Probably.  It would be cheating of course.

No, I meant to use some script, which restores, well, from 14500/15000 thread to 15000. So far, haven't found it yet.
Title: Re: DF2014 Question and Answer Thread
Post by: Purdurabo on March 06, 2016, 03:57:25 am
The wiki says that if your dwarfs are wearing chain mail + high boots then you don't need leg armor like greaves. Does that mean that greaves are completely useless in such a situation, or does it still provide an armor bonus?

Secondly does wearing cloth underclothes or  leather over clothes with metal armour provide any bonus to your protection? If so what are the best leather items  I can combine with full metal armor besides hood and cloak?
Title: Re: DF2014 Question and Answer Thread
Post by: c13303 on March 06, 2016, 07:58:21 am
Playing for a few years now ... And that's cool :D

A few things remains strange to me, so I try to ask !

- I had refuse piles outdoors for (in-game) years, worked very well. Then a day came, people stopped to haul refuse things, I had tons of idlers, checked everthing : orders, path, no forbidden things, free space in piles, tried to create new refuse piles outside, garbage dump zone, corpses piles, checked burrows (I don't have any) ... Still no one decided to move this remains that started to cause miasma. Then I created a refuse pile underground, in a locked room ... And everyone started to fill it with refused items !! I repeat, no burrows or locked door to outside (actually dwarves where moving thru the outdoor refuse piles).  Can anyone enlight me about this phenomena ?

- I have tons of blocks from masonry (mostly chalk and microline) and used to make constructions with it : floors, walls etc.
Then now I have no option to use it anymore as construction material ! It only offers me wood logs or eventually raw granite ... I don't get it and didn't find any information about it : do I have too much materials so they can't show in the list ? I thought maybe the pile was too far away, made a pile closer, didn't changed anything. Can someone help ?

EDIT : solved ... I had a up/down staircase changed into a downstair case only .. NO BUGS :-) Actually this 40.24 is very stable for after a few days playing !

Thanks :)
Title: Re: DF2014 Question and Answer Thread
Post by: Blue_Dwarf on March 06, 2016, 01:57:24 pm
- I had refuse piles outdoors for (in-game) years, worked very well. Then a day came, people stopped to haul refuse things, I had tons of idlers, checked everthing : orders, path, no forbidden things, free space in piles, tried to create new refuse piles outside, garbage dump zone, corpses piles, checked burrows (I don't have any) ... Still no one decided to move this remains that started to cause miasma. Then I created a refuse pile underground, in a locked room ... And everyone started to fill it with refused items !! I repeat, no burrows or locked door to outside (actually dwarves where moving thru the outdoor refuse piles).  Can anyone enlight me about this phenomena ?

You need to allow them to haul refuse from outside. Press o, then r I think.
Title: Re: DF2014 Question and Answer Thread
Post by: greycat on March 06, 2016, 05:56:50 pm
Quote
Is there a script in new DFHack that fixes it?
You mean, to create cloth or thread out of nowhere?  Probably.  It would be cheating of course.

No, I meant to use some script, which restores, well, from 14500/15000 thread to 15000. So far, haven't found it yet.

As I said: that would require creating thread out of thin air, extending the "spool" from 14500 to 15000 milliUrists in length.  Such a script may exist, or it may not.  I don't know.  You could ask in one of the DFHack threads, in the Modding forum.

It would be easier just to chill out until the next harvest of pig tails.  Or rope reed.  Or hemp.  Or hairy animals being shorn.  Or whatever you've got.
Title: Re: DF2014 Question and Answer Thread
Post by: gordy on March 14, 2016, 10:55:17 pm
Is there an easy way to make all wooden doors resemble stone doors?  Also, if I change the color of wood to grey (how?) will tree trunks and logs also be grey?
Title: Re: DF2014 Question and Answer Thread
Post by: gordy on March 14, 2016, 10:57:06 pm
Yet another fire, this one in depot when traders arrived and not before. Fortunately, only smoke and no flame, and was extinguished soon. I never found out what caused it.



Surface fires.... More likely in this version? I'm like five for five. Often arriving without warning. One accompanied by a merchant.
Title: Re: DF2014 Question and Answer Thread
Post by: Telgin on March 14, 2016, 11:25:06 pm
Is there an easy way to make all wooden doors resemble stone doors?  Also, if I change the color of wood to grey (how?) will tree trunks and logs also be grey?

Not sure about making them look like stone, but if you look in plant_standard.txt there is an example of making trees a different color.  The glumprong is a purple color and it has tags to change that.  So far as I know, that should work on other trees and extends to logs and constructions made of them.  Looks like [DISPLAY_COLOR:7:0:0] would make a tree gray, for example.

Color codes explained here (http://dwarffortresswiki.org/index.php/DF2014:Color).
Title: Re: DF2014 Question and Answer Thread
Post by: gordy on March 15, 2016, 03:11:27 am
I just hate the wooden door icon, I might change graphics instead.
Title: Re: DF2014 Question and Answer Thread
Post by: Fewah on March 15, 2016, 02:00:12 pm
How do you wet a area for farming?

I have a underground farm and a above ground farm that I'm trying to get wet for farming... How do I go about get water onto it?

Aside from flooding it etc...

Thanks :)
Title: Re: DF2014 Question and Answer Thread
Post by: Random_Dragon on March 15, 2016, 02:06:32 pm
How do you wet a area for farming?

I have a underground farm and a above ground farm that I'm trying to get wet for farming... How do I go about get water onto it?

Aside from flooding it etc...

Thanks :)

Easy way, once you've had practice on how not to flood your fort, involves careful digging of a higher-up water source and use of floodgates and/or drawbridges, and might require screw pumps or cave-in bombs if you don't HAVE a water source on the same z-level or higher.

The tedious, slow, but damn near idiotproof way is to just hit "i" and establish a zone, declare it to be a pit/pond, and make your dorfs dump water on the floor the hard way.

But if you're above-ground you should just have dirt to place plots on, unless you're in the mountains and thus NEED to flood some stone.
Title: Re: DF2014 Question and Answer Thread
Post by: Raven on March 15, 2016, 02:14:12 pm
iirc, the pit/pond zone, need a hole to dump water in the lower level
Title: Re: DF2014 Question and Answer Thread
Post by: greycat on March 15, 2016, 02:25:06 pm
How to farm, including irrigation (http://www.bay12forums.com/smf/index.php?topic=67744.0).
Title: Re: DF2014 Question and Answer Thread
Post by: Blue_Dwarf on March 15, 2016, 02:28:25 pm
How do you wet a area for farming?

I have a underground farm and a above ground farm that I'm trying to get wet for farming... How do I go about get water onto it?

Aside from flooding it etc...

Thanks :)

Build a strip of floor above the farm, and designate a zone as a pond on the sides of the strip. Your dwarves will grab buckets and dump water on the farm, creating mud.
Title: Re: DF2014 Question and Answer Thread
Post by: Random_Dragon on March 15, 2016, 02:33:56 pm
iirc, the pit/pond zone, need a hole to dump water in the lower level

Basically yeah, you need to at least designate the zone above what you want wet, but beyond that it's infinitely simpler than a controled flood.

Though the more I think about it, the more "tedious but simpler if you aren't used to the complex part" explains a lot of features I never use. o3o
Title: Re: DF2014 Question and Answer Thread
Post by: gordy on March 15, 2016, 05:44:11 pm
I usually just channel soil for above ground plots and put the below ground in a similarly sized room beside it. That's if you want to farm only within the first few z legend below ground. Far below or in the caverns you need to pump or pit water.
Title: Re: DF2014 Question and Answer Thread
Post by: Random_Dragon on March 15, 2016, 06:21:37 pm
Most practical, yeah. It seems I very rarely try to actually bunker down and make my dwarves live underground. :V
Title: Re: DF2014 Question and Answer Thread
Post by: Sutremaine on March 16, 2016, 07:29:48 am
The wiki says that if your dwarfs are wearing chain mail + high boots then you don't need leg armor like greaves. Does that mean that greaves are completely useless in such a situation, or does it still provide an armor bonus?

Secondly does wearing cloth underclothes or  leather over clothes with metal armour provide any bonus to your protection? If so what are the best leather items  I can combine with full metal armor besides hood and cloak?
You don't need the leg armour because the boots and mail overlap. You still want it, because it's an extra layer of metal. It's similar to combining a mail shirt with a breastplate -- if you have the materials and your dwarves can still move quickly enough, why not?

Regular clothing items will provide a small bonus, but 1. It's unlikely that a blow will fall in the tiny gap between 'stopped by armour' and 'hits flesh', and 2. They're a pain in the butt to manage. Either you allow uniforms over civilian clothes and run the risk of dwarves choosing clothes over armour, or you make clothing items a part of the uniform and put up with dwarves complaining about the worn items they won't take off because said items are part of their uniform.

If you want your military to be uniformed in clothing, dress them in whatever you like except caps and shoes, but keep an eye on the dwarves' inventories to make sure they're still wearing their metal layers. Don't go by the green ticks in the military screen.
Title: Re: DF2014 Question and Answer Thread
Post by: greycat on March 16, 2016, 07:39:18 am
Regular clothing items will provide a small bonus, but 1. It's unlikely that a blow will fall in the tiny gap between 'stopped by armour' and 'hits flesh', and 2. They're a pain in the butt to manage. Either you allow uniforms over civilian clothes and run the risk of dwarves choosing clothes over armour, or you make clothing items a part of the uniform and put up with dwarves complaining about the worn items they won't take off because said items are part of their uniform.

Eh?  I've never had that problem.  My custom uniforms for melee dwarves typically include helm, hood, mail shirt, and cloak.  They replace the cloaks and hoods all the time, with no problems.
Title: Re: DF2014 Question and Answer Thread
Post by: Sutremaine on March 16, 2016, 07:58:10 am
Hmm, maybe that's new. Is your custom uniform 'replace clothing' or 'over clothing'?
Title: Re: DF2014 Question and Answer Thread
Post by: Telgin on March 16, 2016, 08:44:30 am
Wear affects an item's value, doesn't it?  I'd guess as long as you had new and unworn items lying around, they would probably replace the worn parts.  My understanding was always that civilians and soldiers replaced clothing and gear by checking for more valuable things to change into.

If that really is how it works, I'd guess that they wouldn't change into a less worn item if what they had was already of very high value (a worn master work?) and the only replacements were average quality.

Or maybe they won't replace clothing inside of armor?  I know there have been a ton of problems in the past where dwarves would put on and take off clothing in the wrong order and never figure it out on their own.  I think that was all pretty much fixed in the .34 release that added the need to wear clothing back in though.
Title: Re: DF2014 Question and Answer Thread
Post by: mirrizin on March 16, 2016, 09:21:40 am
This feels like a really dumb question, but I don't know if I could find one on the wiki...

If I modify the d_init file in mid-game (Fortress mode) will that create problems?

Specifically, I want to lower the max population and max visitors. It's an early fort, so we're nowhere near capacity, but I'd rather not watch 300 units slough through a molasses sludge.

I imagine it shouldn't be a problem, but being fairly ignorant about such things, I felt I should ask...
Title: Re: DF2014 Question and Answer Thread
Post by: Telgin on March 16, 2016, 09:47:26 am
That works just fine.  You'll need to restart DF after making changes to the file, but it won't hurt running saves at all.
Title: Re: DF2014 Question and Answer Thread
Post by: mirrizin on March 16, 2016, 10:27:13 am
That works just fine.  You'll need to restart DF after making changes to the file, but it won't hurt running saves at all.
Great, thanks.

Though I do wonder what happens if you do this after the fort has exceeded the new cap. Does it just let the surplus die off naturally or do the last additions become sudden strangers?
Title: Re: DF2014 Question and Answer Thread
Post by: Random_Dragon on March 16, 2016, 10:54:17 am
Though I do wonder what happens if you do this after the fort has exceeded the new cap. Does it just let the surplus die off naturally or do the last additions become sudden strangers?

Far as I can recall, it just stops sending migrants after it realizes its over the population cap. You can and will potentially get a nudge over that limit.

Additionally, far as I know the "strict" population cap only adds births to the values considered, and stops any further conception in the same way that the baby/child cap would. It mostly seems to exist to the instance where being at your population cap without disabling babies/children entirely leads to a steady increase in population anyway.
Title: Re: DF2014 Question and Answer Thread
Post by: mirrizin on March 16, 2016, 11:01:02 am
Though I do wonder what happens if you do this after the fort has exceeded the new cap. Does it just let the surplus die off naturally or do the last additions become sudden strangers?

Far as I can recall, it just stops sending migrants after it realizes its over the population cap. You can and will potentially get a nudge over that limit.

Additionally, far as I know the "strict" population cap only adds births to the values considered, and stops any further conception in the same way that the baby/child cap would. It mostly seems to exist to the instance where being at your population cap without disabling babies/children entirely leads to a steady increase in population anyway.
So in that case, it's probably safer to keep the pop cap artificially low with the understanding that it will rise slowly due to reproduction.

If I set the cap to less than the min for sieges or whatnot, would natural reproduction by itself cause sieges and whatnot to begin to occur? Or would the hard number indicate to the game that they should never happen?
Title: Re: DF2014 Question and Answer Thread
Post by: Telgin on March 16, 2016, 11:04:23 am
If you get enough dwarves and wealth somehow, then you'll get sieges regardless of what he population cap is set at.  That said, I'm pretty sure there's an init option for turning sieges off too if you're concerned about that.  I've never actually turned it off though, so I'm not positive if it works in the current version.
Title: Re: DF2014 Question and Answer Thread
Post by: mirrizin on March 16, 2016, 11:09:36 am
If you get enough dwarves and wealth somehow, then you'll get sieges regardless of what he population cap is set at.  That said, I'm pretty sure there's an init option for turning sieges off too if you're concerned about that.  I've never actually turned it off though, so I'm not positive if it works in the current version.
I was more worried about accidentally turning sieges off, or seeing how close I could get to the line. Thanks!
Title: Re: DF2014 Question and Answer Thread
Post by: greycat on March 16, 2016, 11:57:27 am
Hmm, maybe that's new. Is your custom uniform 'replace clothing' or 'over clothing'?

"Replace clothing" for each squad position, as soon as I have the full set of armor forged for that position.
Title: Re: DF2014 Question and Answer Thread
Post by: moondowner on March 19, 2016, 04:30:28 am
I forgot how to worldgen  :-[ I distintctly remember that in the days of 0.34 a standard world with all default settings would result in normal age-changing. Nowadays, whaterever I do, I can't get the Age to change past the starting one on any standard or large world (and I like large worlds).
Title: Re: DF2014 Question and Answer Thread
Post by: Random_Dragon on March 19, 2016, 12:26:09 pm
I forgot how to worldgen  :-[ I distintctly remember that in the days of 0.34 a standard world with all default settings would result in normal age-changing. Nowadays, whaterever I do, I can't get the Age to change past the starting one on any standard or large world (and I like large worlds).

I suspect that age changes might be FUBAR. I've yet to get past Age of Myth in any of my DF2014 worlds.

If anything, I know that age changes are broken in adventure mode. I've personally scoured a Monster Island of every historical entity and it's still the Age of Myth. >w>
Title: Re: DF2014 Question and Answer Thread
Post by: Dunamisdeos on March 19, 2016, 01:41:18 pm
I've had multiple changes. It seems to be a landslide one way or another. Either the megabeast population thrives or declines rapidly.
Title: Re: DF2014 Question and Answer Thread
Post by: Random_Dragon on March 19, 2016, 02:05:27 pm
Have you personally exterminated every megabeast and semi-megabeast on the planet in Adventure Mode? :\
Title: Re: DF2014 Question and Answer Thread
Post by: Nevrast on March 20, 2016, 04:20:42 pm
Quick question here ! I generated a pretty cool map, but unfortunately the only civs around are gobbos and dwarves. What are the parameters to tweak in worldgen to have some ohter civs (human and elves) if i regenerate it ?

Cheers
Title: Re: DF2014 Question and Answer Thread
Post by: Khalari on March 20, 2016, 04:27:09 pm
Question about designation priority:

I've done mining with different priority but they ignored the priority. I'm assuming 7 is max priority and 1 is minimal priority.

Priority glitch or is the system not really implemented?
Title: Re: DF2014 Question and Answer Thread
Post by: Random_Dragon on March 20, 2016, 04:35:42 pm
Question about designation priority:

I've done mining with different priority but they ignored the priority. I'm assuming 7 is max priority and 1 is minimal priority.

Priority glitch or is the system not really implemented?

Wrong way around. :V
Title: Re: DF2014 Question and Answer Thread
Post by: Khalari on March 20, 2016, 05:08:11 pm
Thanks
Title: Re: DF2014 Question and Answer Thread
Post by: Telgin on March 20, 2016, 08:16:28 pm
Quick question here ! I generated a pretty cool map, but unfortunately the only civs around are gobbos and dwarves. What are the parameters to tweak in worldgen to have some ohter civs (human and elves) if i regenerate it ?

Cheers

You mean trying to regen the exact same world, keeping the same map but having different civilizations?  I don't think that's possible.  If you had the worldgen seed and regenned it, you'd get the same exact setup.  If you want the civilizations to be different, you'd have to use a different seed.

The only other option I could think of would be to regen the world reusing the same seed but just end worldgen sooner.  That way you could at least play before some civilizations were wiped out, assuming that's why they're absent in your current world.  If they were just never placed then there's nothing you can do.

Someone else may be able to help you extract the worldgen seed from your current world, if it's possible, but I don't know how to do it.
Title: Re: DF2014 Question and Answer Thread
Post by: Culise on March 21, 2016, 12:47:40 am
Quick question here ! I generated a pretty cool map, but unfortunately the only civs around are gobbos and dwarves. What are the parameters to tweak in worldgen to have some ohter civs (human and elves) if i regenerate it ?

Cheers
Now, I'm not positive on this, but with the world that you like, go into Legends and re-export its map/gen information by pressing the p button.  This will generate several text files in the program's main directory (where you'd find the executable).  The one you want to for the purposes of this is called "<worlddirectoryname>-world_gen_param.txt" (for a default save directory, it'll typically be something like "region1-world_gen_param.txt" or the like).  There are two changes you'll want to make inside this file:
Now, copy the text in that file and paste it at the very end of world_gen.txt, which is located in the data\init subdirectory.  Restart Dwarf Fortress, Design a New World with Advanced Parameters, pick the new world-gen parameters you've just copy-pasted in, and generate your world.  Your net result: the geography should be either the same or close to the same, but the history of the world (including civilizations) should be different. 

Alternately, if you don't feel like changing things in the text file, you can copy-paste it over as above without making any changes at all, then open Dwarf Fortress, Design a New World with Advanced Parameters, pick the new world-gen parameters you just copy-pasted in (at the very end, assuming that's where you pasted it in), then open the parameters screen with e.  For "Use History Seed", set it to "Random", then ESC out, use F6 to save (optional, but if you want to regen until you get a favorable history, a decent idea), and then generate. This does the exact same thing as the above.

EDIT:
Mind you, I'm assuming the reason you don't have humans or elves is because they were created but later went extinct during worldgen.  If they weren't created in the first place, you'll need to increase the total number of civilizations to include at least one of each; five is the bare minimum, since the game will aim for at least one civ of each type before creating duplicates.  That won't affect anything as long as you don't touch the "Use Seed" or "Seed" values, though.  Strictly speaking, you can also get rid of the NAME_SEED and CREATURE_SEED (or just set both and HISTORY_SEED to random using Dwarf Fortress' internal settings screens instead of playing with the text file) if you want to mix those things up as well, also.  There are apparently some really finicky changes that may also affect geography that are listed on the Wiki here (http://dwarffortresswiki.org/index.php/DF2014:Advanced_world_generation#Seed_values), so if you have the geography the way you like it, I don't recommend playing with any of the geography settings further.  That is, unless it's for !!SCIENCE!!. :3
Title: Re: DF2014 Question and Answer Thread
Post by: Tarsius on March 21, 2016, 08:54:20 am
is there a way to generate a world that is guaranteed to only have dwarves, kobolds, and goblins without having to rely on random generation?
Title: Re: DF2014 Question and Answer Thread
Post by: Culise on March 21, 2016, 09:18:58 am
Raw manipulation.  You'll want to get rid of anything tied to elves and humans to be thorough, or to be hacky, tweak their raws so that they cannot survive.  Setting their maxage to some arbitrarily low number, f'rex, or going the nuclear option by playing with the ignition or homeothermal settings.  I'm afraid it's not something I've ever actually done before, though.
Title: Re: DF2014 Question and Answer Thread
Post by: indyofcomo on March 21, 2016, 01:24:03 pm
Is there anything I can do/try to stop missing "R"epeating or "S"uspended tags in a workshop 'Q' interface? That's really annoying. Something about true type?
Title: Re: DF2014 Question and Answer Thread
Post by: Nevrast on March 21, 2016, 01:47:48 pm



EDIT:
Mind you, I'm assuming the reason you don't have humans or elves is because they were created but later went extinct during worldgen.  If they weren't created in the first place, you'll need to increase the total number of civilizations to include at least one of each; five is the bare minimum, since the game will aim for at least one civ of each type before creating duplicates.  That won't affect anything as long as you don't touch the "Use Seed" or "Seed" values, though.  Strictly speaking, you can also get rid of the NAME_SEED and CREATURE_SEED (or just set both and HISTORY_SEED to random using Dwarf Fortress' internal settings screens instead of playing with the text file) if you want to mix those things up as well, also.  There are apparently some really finicky changes that may also affect geography that are listed on the Wiki here (http://dwarffortresswiki.org/index.php/DF2014:Advanced_world_generation#Seed_values), so if you have the geography the way you like it, I don't recommend playing with any of the geography settings further.  That is, unless it's for !!SCIENCE!!. :3


Thanks for the answer ! So far i have tried to :

- regenerate with a new history seed
- increase the number of civilizations (from 5 up to 40 )
- changing the numbers of years (from 10 to 500 )

I generated at least 10 worlds and still no elves or humans in sight  :( ! Even with a very short world history (like 10 years), so i'm pretty sure that they don't extinct, they are just not generated ... Any clue ?
Title: Re: DF2014 Question and Answer Thread
Post by: Sanctume on March 21, 2016, 01:48:25 pm
Is there anything I can do/try to stop missing "R"epeating or "S"uspended tags in a workshop 'Q' interface? That's really annoying. Something about true type?

I use 2D, True Type = Yes, and Phoebus default that came with LNP. Toggle with F12.
Title: Re: DF2014 Question and Answer Thread
Post by: Sanctume on March 21, 2016, 01:51:16 pm



EDIT:
Mind you, I'm assuming the reason you don't have humans or elves is because they were created but later went extinct during worldgen.  If they weren't created in the first place, you'll need to increase the total number of civilizations to include at least one of each; five is the bare minimum, since the game will aim for at least one civ of each type before creating duplicates.  That won't affect anything as long as you don't touch the "Use Seed" or "Seed" values, though.  Strictly speaking, you can also get rid of the NAME_SEED and CREATURE_SEED (or just set both and HISTORY_SEED to random using Dwarf Fortress' internal settings screens instead of playing with the text file) if you want to mix those things up as well, also.  There are apparently some really finicky changes that may also affect geography that are listed on the Wiki here (http://dwarffortresswiki.org/index.php/DF2014:Advanced_world_generation#Seed_values), so if you have the geography the way you like it, I don't recommend playing with any of the geography settings further.  That is, unless it's for !!SCIENCE!!. :3


Thanks for the answer ! So far i have tried to :

- regenerate with a new history seed
- increase the number of civilizations (from 5 up to 40 )
- changing the numbers of years (from 10 to 500 )

I generated at least 10 worlds and still no elves or humans in sight  :( ! Even with a very short world history (like 10 years), so i'm pretty sure that they don't extinct, they are just not generated ... Any clue ?

Don't elves need trees to establish a civ?  And humans need farming lands?  Just like dwarves need mountain/hills to start a civ?
Title: Re: DF2014 Question and Answer Thread
Post by: Diamond on March 23, 2016, 04:34:01 am
Quick question:

Are savegames compatible between Windows and linux version?
Can I just copy save folder from one to another and expect it to work?
Title: Re: DF2014 Question and Answer Thread
Post by: indyofcomo on March 23, 2016, 12:56:14 pm
quick question while I'm away from my personal computer, if you assign a dining room table to a spouse does the other spouse get the table too? I think that's true...
Title: Re: DF2014 Question and Answer Thread
Post by: Blue_Dwarf on March 23, 2016, 01:52:20 pm
Is there anything I can do/try to stop missing "R"epeating or "S"uspended tags in a workshop 'Q' interface? That's really annoying. Something about true type?

I just hit F12 a couple times when I suspect it happens.
Title: Re: DF2014 Question and Answer Thread
Post by: Purdurabo on March 23, 2016, 06:11:59 pm
quick question while I'm away from my personal computer, if you assign a dining room table to a spouse does the other spouse get the table too? I think that's true...
Yes, same with bedrooms.
Title: Re: DF2014 Question and Answer Thread
Post by: greycat on March 24, 2016, 08:30:50 am
Are savegames compatible between Windows and linux version?
Can I just copy save folder from one to another and expect it to work?

Yes, and yes.
Title: Re: DF2014 Question and Answer Thread
Post by: vexxice on March 24, 2016, 01:40:27 pm
I have a large amount of caged prisoners. I tried to drown them, but it seems that they survived. Can creatures in cages not be drowned?
Title: Re: DF2014 Question and Answer Thread
Post by: henriqueb1 on March 25, 2016, 09:06:36 am
Is it possible to start an adventure mode game on a world you are currently playing a fortress? I am getting bored with my fortress but I would like to come back after exploring the world for a while.
Title: Re: DF2014 Question and Answer Thread
Post by: NJW2000 on March 25, 2016, 09:09:51 am
Not unless you retire your fortress, start an adventurer, then unretire it.

And retiring a fortress can lead to various phenomena including:




Otherwise you'll have to copy the save.
Title: Re: DF2014 Question and Answer Thread
Post by: Telgin on March 25, 2016, 10:10:39 am
I have a large amount of caged prisoners. I tried to drown them, but it seems that they survived. Can creatures in cages not be drowned?

The wiki confirms that they're immune to drowning, oddly enough.  The behavior of caged things is very quirky.
Title: Re: DF2014 Question and Answer Thread
Post by: Untrustedlife on March 26, 2016, 06:10:17 pm
Not unless you retire your fortress, start an adventurer, then unretire it.

And retiring a fortress can lead to various phenomena including:

  • Scattering of all items everywhere
  • Releasing of all trapped and maybe caged beasts
  • Possible destruction by siege, megabeast, etc
  • Massive FPS rise after reclaiming.



Otherwise you'll have to copy the save.

Wrong retiring doesn't get items scattered only abandoning does.
Title: Re: DF2014 Question and Answer Thread
Post by: Untrustedlife on March 26, 2016, 06:12:29 pm
Is it possible to start an adventure mode game on a world you are currently playing a fortress? I am getting bored with my fortress but I would like to come back after exploring the world for a while.

Yep just retire the fort. You can unretire later and it's fun to go to retired forts and don't worry items WONT get scattered only abandoning does that. And you get to talk to your dwarves.
Title: Re: DF2014 Question and Answer Thread
Post by: mirrizin on March 26, 2016, 09:23:43 pm
Probably a dumb question...

I have had the dwarves write on quires. I have had them make book bindings. But when I ask them to bind a book, they insist that no bindings are available.

Turns out the bindings in question are in a bin in a finished goods stockpile.

Is there some reason the dwarves can't access this particular bin?
Title: Re: DF2014 Question and Answer Thread
Post by: Shonai_Dweller on March 26, 2016, 11:33:44 pm
Is it possible to start an adventure mode game on a world you are currently playing a fortress? I am getting bored with my fortress but I would like to come back after exploring the world for a while.

Yep just retire the fort. You can unretire later and it's fun to go to retired forts and don't worry items WONT get scattered only abandoning does that. And you get to talk to your dwarves.
Just to repeat the above (because false information is best countered with a large amount of the truth), retiring fortresses, controlling adventurers, visiting old fortresses, joining your old fortress' militia, unretiring old fortresses (compete with retired adventurers who joined the militia), building loads of fortresses and adventurers throughout the world is a great fun way to fully enjoy dwarf fortress' active world.

There are some issues with unretiring which will hopefully be ironed out one day. Item Scatter isn't one of them. You might find an explosion of visitors at your tavern. You'll probably find the merchants never went home. Some objects may need rebuilding. Oh and some of the visitors may be marked 'hostile' for some reason (they're not).
Title: Re: DF2014 Question and Answer Thread
Post by: Tarqiup Inua on March 27, 2016, 05:56:58 am
I seem to have forgotten how to install a tileset. Could anyone help me out with that?

Is showing the water depth on water tiles default setting?
Title: Re: DF2014 Question and Answer Thread
Post by: Shonai_Dweller on March 27, 2016, 06:14:23 am
I seem to have forgotten how to install a tileset. Could anyone help me out with that?

Is showing the water depth on water tiles default setting?
1) Save your tileset in data\art
2) Edit init.txt and replace "curses_640x300.png" with the filename of the tileset.

Example of mine with Taffer tileset:
Spoiler (click to show/hide)

Water depth is set in d_init.txt (I think default is off).
Title: Re: DF2014 Question and Answer Thread
Post by: Tarqiup Inua on March 27, 2016, 11:18:56 am
Thanks for the answer, unfortunately I ran into another issue, rather quickly.

I tried running 42.06 - the Mac version, for the first time after transferring to OS Yosemite from Snow Leopard.

At first it asked for X11 installation, which I went through with, now the game can be ran, but there is no graphics... I don't see the window at all and if I try going full screen, the only thing I see is black screen.

Any ideas about what happened to the graphics?

For the record, tileset was my first culprit and that's not it - it wouldn't run even with fresh download without any modifications.
Title: Re: DF2014 Question and Answer Thread
Post by: greycat on March 28, 2016, 07:38:10 am
I have had the dwarves write on quires. I have had them make book bindings. But when I ask them to bind a book, they insist that no bindings are available.

Turns out the bindings in question are in a bin in a finished goods stockpile.

Is there some reason the dwarves can't access this particular bin?

It's possible that this is yet another bin-related bug.  More Science may be required.  (Most importantly, you need to rule out whether you made a mistake with stockpile settings, which is easy to do by accident, even for veteran players.)

Personally, I do not use all-inclusive finished goods stockpiles.  They cause too many problems.  All of your book-industry products will be better off just sitting in the workshops where they were made, until needed.
Title: Re: DF2014 Question and Answer Thread
Post by: Random_Dragon on March 28, 2016, 11:21:20 am
Personally, I do not use all-inclusive finished goods stockpiles.  They cause too many problems.  All of your book-industry products will be better off just sitting in the workshops where they were made, until needed.

Exactly this. This is a rather useful piece of general advice. Ideally you want:

* A stockpile for mugs, if you have a tavern (ideally in the tavern).
* A stockpile for book-related finished goods, if you have a library (also ideally in the library).
* A stockpile for musical instruments if you have taverns or temples (one in each if you feel like it).
* A stockpile for splints and crutches (also again, guess where best to put them).
* A stockpile for non-armor clothing.
* A stockpile for misc. finished goods you might not want to sell (quivers, ropes, etc).
* And finally, all the useless crap you export.
Title: Re: DF2014 Question and Answer Thread
Post by: Bumber on March 28, 2016, 11:39:21 am
Probably a dumb question...

I have had the dwarves write on quires. I have had them make book bindings. But when I ask them to bind a book, they insist that no bindings are available.

Turns out the bindings in question are in a bin in a finished goods stockpile.

Is there some reason the dwarves can't access this particular bin?
If someone so much as thinks about doing anything involving the bin, the entire thing becomes unusable until that job completes. Does the bin have mixed contents that dwarves want to take/add? Try forbidding the bin, then possibly unforbidding right as you want the binding job taken (just in case forbidding the bin prevents the contents from being used for binding.) A feeder stockpile or binding-specific stockpile is a more permanent solution.
Title: Re: DF2014 Question and Answer Thread
Post by: mirrizin on March 28, 2016, 05:54:08 pm
Probably a dumb question...

I have had the dwarves write on quires. I have had them make book bindings. But when I ask them to bind a book, they insist that no bindings are available.

Turns out the bindings in question are in a bin in a finished goods stockpile.

Is there some reason the dwarves can't access this particular bin?
If someone so much as thinks about doing anything involving the bin, the entire thing becomes unusable until that job completes. Does the bin have mixed contents that dwarves want to take/add? Try forbidding the bin, then possibly unforbidding right as you want the binding job taken (just in case forbidding the bin prevents the contents from being used for binding.) A feeder stockpile or binding-specific stockpile is a more permanent solution.
Yeah, it was definitely a bin bug. I went through standard un-binning protocol, and once the book bindings were unbound from their bins, the dwarves got binding.
Title: Re: DF2014 Question and Answer Thread
Post by: mirrizin on March 28, 2016, 06:06:32 pm
Personally, I do not use all-inclusive finished goods stockpiles.  They cause too many problems.  All of your book-industry products will be better off just sitting in the workshops where they were made, until needed.

Exactly this. This is a rather useful piece of general advice. Ideally you want:

* A stockpile for mugs, if you have a tavern (ideally in the tavern).
* A stockpile for book-related finished goods, if you have a library (also ideally in the library).
* A stockpile for musical instruments if you have taverns or temples (one in each if you feel like it).
* A stockpile for splints and crutches (also again, guess where best to put them).
* A stockpile for non-armor clothing.
* A stockpile for misc. finished goods you might not want to sell (quivers, ropes, etc).
* And finally, all the useless crap you export.
In other words, what this guy said ^^^.
Title: Re: DF2014 Question and Answer Thread
Post by: gordy on March 29, 2016, 05:39:36 pm
Why does my trading depot smoke and occasionally catch fire (causing all sorts of path cancellation spam) when merchants arrive? First two times, large fires. Last two times (replacing wooden depot with metal) only smoke for a few days.
Title: Re: DF2014 Question and Answer Thread
Post by: Telgin on March 29, 2016, 08:58:48 pm
I've seen a few people report the same thing, but I haven't seen it myself in modded games.  I'm not sure if anyone has ever narrowed down what causes it exactly.

Merchants must be bringing something that has a naturally high temperature that ignites things.

If it happens again it might be interesting to inspect the items brought to see if any are on !!fire!!.
Title: Re: DF2014 Question and Answer Thread
Post by: SOLDIER First on March 29, 2016, 09:01:17 pm
More bagma?
Title: Re: DF2014 Question and Answer Thread
Post by: Urist McManiac on March 30, 2016, 01:31:12 pm
Can an elephant man become a were-elephant, thereby becoming an elepant-man hybrid that turns into an elephant-man hybrid every full moon? Would they end up being half elephant and half man, or would they rather be half elephant and half elephant man, thereby becoming 75% elephant and 25% man? Could they raise their elephant-ness through this?
Title: Re: DF2014 Question and Answer Thread
Post by: Random_Dragon on March 30, 2016, 01:33:55 pm
Can an elephant man become a were-elephant, thereby becoming an elepant-man hybrid that turns into an elephant-man hybrid every full moon?

Quite likely. Now if only a dorf could become a were-dorf.
Title: Re: DF2014 Question and Answer Thread
Post by: gordy on March 30, 2016, 06:50:34 pm
Will surface fires jump a one tile thick floor or road of any material? I want to protect against rampant trading post (and lately LYE) fires.
Title: Re: DF2014 Question and Answer Thread
Post by: gordy on March 30, 2016, 10:51:29 pm
What dictates dwarf speed, how does armor effect it? Is does showed down proportional to weight carried, so what is the best protection vs speed?
Title: Re: DF2014 Question and Answer Thread
Post by: gordy on March 31, 2016, 12:28:05 am
Help!
Dwarves cancel Give Water and jobs for cleaning wounds on account of NO Water Source. We have a freezing biome that dries up surface water for three months of the year. After the last year where we lost five people to thirst, I started three cistern projects to protect water underground. As it is they still get freezing but by moving the wells around I CAN get full buckets. Even so, they don’t seem to be using the water and cancelling jobs. Why? Must I set them as water sources? I have plenty of buckets. Do they care that the water is ‘muddy’?
Title: Re: DF2014 Question and Answer Thread
Post by: NJW2000 on March 31, 2016, 03:46:29 am
Do they care that the water is ‘muddy’?
Unlikely, iirc. Dwarves will even drink vomit, they'll complain, but not actually not drink it.

Which does mean everyone going outside can temporarily relieve a drought, now that I think about it. Definitely something to conside  ???
Title: Re: DF2014 Question and Answer Thread
Post by: Telgin on March 31, 2016, 09:34:55 am
What dictates dwarf speed, how does armor effect it? Is does showed down proportional to weight carried, so what is the best protection vs speed?

Speed is dependent on the strength of the dwarf and how much they're carrying, so heavy armor does slow them down.  Higher armor user skill reduces the effect, but I don't know the details.

For best protection vs. speed you have to decide what compromises you want to make.  In my experience, leather armor is fairly useless, so I usually just go with a single layer of steel armor if possible.  That's a single mail shirt, not three like some guides suggest, since that does add a lot of weight for questionable benefit.  A single cloak or hood is probably a good investment too, since they don't weigh a huge amount and are kind of buggy in a way that makes them disproportionately effective.
Title: Re: DF2014 Question and Answer Thread
Post by: Khalari on April 01, 2016, 07:32:40 am
How long does it take for a tree farm to fully mature? I've read something around 5 years. I have a 2 z-level deep farm set up underground with all kinds of saplings growing there (Fugiwood, Tower Cap, Spore, etc...)
Title: Re: DF2014 Question and Answer Thread
Post by: tahu16 on April 01, 2016, 12:41:01 pm
Hello!
In my next fortress I want to build an archer tower which would serve as an entrance too. My strategy would be stationing archers on the top of the tower, so they can shoot the invaders while they enter in the fortress, inside they would face my melee squads.

My question: will I have any kind of problems with the archers, like jumping off the tower? As far as I know, there is a bug which makes them charge the enemy (The tower would be climber-proof, the only way for them to attack the enemies with melee would be jumping off, in the middle of the battle).
Title: Re: DF2014 Question and Answer Thread
Post by: Random_Dragon on April 01, 2016, 12:53:51 pm
Hello!
In my next fortress I want to build an archer tower which would serve as an entrance too. My strategy would be stationing archers on the top of the tower, so they can shoot the invaders while they enter in the fortress, inside they would face my melee squads.

My question: will I have any kind of problems with the archers, like jumping off the tower? As far as I know, there is a bug which makes them charge the enemy (The tower would be climber-proof, the only way for them to attack the enemies with melee would be jumping off, in the middle of the battle).

And that is why you'd want to give the tower a roof. It isn't just so your archers won't , it's also because enemies can and will climb if they have no alternative. If things go south and you decide to just hunker down and pelt them with arrows, they'll stop charging the main gate and start using the only way in available.

And of course if climbing enemies don't get you, the first decently tough flying enemy you face will reveal why a roof is a smart idea. ;_;
Title: Re: DF2014 Question and Answer Thread
Post by: _Rogue on April 02, 2016, 09:45:53 am
Hi! I am a new player to DF and this forum and I have a few questions regarding gameplay.

1. My militia dwarves are not equipping helms or some other forms of armor. I have assigned them the metal armor uniform (with some of my random adjustments) and also specifically told them to wear helms, and they are not. This also happens to other forms of armor, and I really feel like I am missing something.
2. There is vomit everywhere. I highly suspect this is from cave adaptation, but I was wondering if 2 years spent mainly underground would case it. (IDK how long it takes for a dwarf to adapt)
3. What are the most important items that I should try trading for? ATM I have been getting food, alcohol, weapons/armor, and some tools for the most part.
Title: Re: DF2014 Question and Answer Thread
Post by: _Rogue on April 02, 2016, 10:02:12 am
Other stuff:
Some of my dwarves are milling about in a random location (strangely they are pretty close to each other) that is not designated as a meeting area. They are standing around, with "No job" and getting thirsty and hungry but not doing anything about it. Some of the dwarves in my military have reverted to there civilian roles and are among these random dwarves, but other militia members are not. None them are insane or anything like it.
Title: Re: DF2014 Question and Answer Thread
Post by: Raven on April 03, 2016, 01:13:24 am
Hi! I am a new player to DF and this forum and I have a few questions regarding gameplay.

1. My militia dwarves are not equipping helms or some other forms of armor. I have assigned them the metal armor uniform (with some of my random adjustments) and also specifically told them to wear helms, and they are not. This also happens to other forms of armor, and I really feel like I am missing something.
2. There is vomit everywhere. I highly suspect this is from cave adaptation, but I was wondering if 2 years spent mainly underground would case it. (IDK how long it takes for a dwarf to adapt)
3. What are the most important items that I should try trading for? ATM I have been getting food, alcohol, weapons/armor, and some tools for the most part.
1) have you tried using "replace clothing" option in the equip menu?

2) probably cave adp

3)that depends on your specific needs for the upcoming year, I usually buy leather bins that are very cheap and craft dresses and other commodities used by dorfs to make them happy
Title: Re: DF2014 Question and Answer Thread
Post by: _Rogue on April 03, 2016, 10:11:45 am
Something weird-ish happened. I did the replace option (I had already known about it but I forgot to change it) for one squad, and they all went to get helmets. However, another squad as "Replace Clothing" as well but they do not have helmets.
Title: Re: DF2014 Question and Answer Thread
Post by: Mostali on April 03, 2016, 11:57:41 am
Other stuff:
Some of my dwarves are milling about in a random location (strangely they are pretty close to each other) that is not designated as a meeting area. They are standing around, with "No job" and getting thirsty and hungry but not doing anything about it. Some of the dwarves in my military have reverted to there civilian roles and are among these random dwarves, but other militia members are not. None them are insane or anything like it.

This behavior sounds like they're burrowed and can't get to food or drink.  I think military that are assigned to a barracks outside the burrow also revert to civilian.  Check to make you didn't assign a burrow to an active alert.  Otherwise no clue.
Title: Re: DF2014 Question and Answer Thread
Post by: Random_Dragon on April 03, 2016, 12:26:30 pm
Something weird-ish happened. I did the replace option (I had already known about it but I forgot to change it) for one squad, and they all went to get helmets. However, another squad as "Replace Clothing" as well but they do not have helmets.

They're either busy doing something (it seems like when I assign a uniform to fresh migrants, it doesn't immediately show the equipment update on the military screen until they at least get inside), or you don't have enough helms.
Title: Re: DF2014 Question and Answer Thread
Post by: _Rogue on April 03, 2016, 05:20:00 pm
[quote"Random Dragon"]They're either busy doing something (it seems like when I assign a uniform to fresh migrants, it doesn't immediately show the equipment update on the military screen until they at least get inside), or you don't have enough helms.[/quote]
I'm pretty sure it wasn't the lack of helms, because I had plenty before I had assigned the squad to "Replace clothing". They were definitely doing something (I think it was training), but I'm not sure if that caused them to not pick up the helms.
(One another note: Hello Random_Dragon, I didn't know you played DF! I remember you from the CDDA forums, btw.)   
Title: Re: DF2014 Question and Answer Thread
Post by: _Rogue on April 03, 2016, 05:20:35 pm
Wow, complete quote fail from me. I don't really go on forums that often so I have no idea how they work.
Title: Re: DF2014 Question and Answer Thread
Post by: _Rogue on April 03, 2016, 05:23:24 pm
Quote from: Mostali
This behavior sounds like they're burrowed and can't get to food or drink.  I think military that are assigned to a barracks outside the burrow also revert to civilian.  Check to make you didn't assign a burrow to an active alert.  Otherwise no clue.
I don't have any burrows that are being used, so damn. I just hope they stop milling about and starving themselves.
Title: Re: DF2014 Question and Answer Thread
Post by: _Rogue on April 03, 2016, 05:25:31 pm
If it means anything, the dwarves that have separated themselves are all pretty stressed out.
Title: Re: DF2014 Question and Answer Thread
Post by: Random_Dragon on April 03, 2016, 05:26:38 pm
I'm pretty sure it wasn't the lack of helms, because I had plenty before I had assigned the squad to "Replace clothing". They were definitely doing something (I think it was training), but I'm not sure if that caused them to not pick up the helms.
(One another note: Hello Random_Dragon, I didn't know you played DF! I remember you from the CDDA forums, btw.)

Glorious quote implosions. And yeah, anytime I get a new squad assembled I have to ramp up production because the new squad highlights exactly what I'm missing.

And ah yeah, I recall now. A belated welcome to the DF forums.
Title: Re: DF2014 Question and Answer Thread
Post by: pisskop on April 03, 2016, 05:33:56 pm
Having not played since people considered 4 goblins a good siege, what changes to gameplay would affect me making a fort like I would in 34?

i.e.

no traps, 65+% militia, magma forges, clothing shops, farming, etc.


Also, whats all this about recruiting not-dwarfs to my dwarf fort?  And sieges are regular/larger now?
Title: Re: DF2014 Question and Answer Thread
Post by: Random_Dragon on April 03, 2016, 05:47:09 pm
Having not played since people considered 4 goblins a good siege, what changes to gameplay would affect me making a fort like I would in 34?

i.e.

no traps, 65+% militia, magma forges, clothing shops, farming, etc.


Also, whats all this about recruiting not-dwarfs to my dwarf fort?  And sieges are regular/larger now?

Meep. And heya Pisskop. Moar deja vu.

Mainly, you can't rely on mass pitting anymore to keep your prisons contained, and any defense that enemies can climb over is as good as fucked.

Also, if you have a tavern you'll get visitors. Some of them will be humans or other non-dwarves. Some of these visitors will ask you stay as mercenaries if your tavern includes beds.
Title: Re: DF2014 Question and Answer Thread
Post by: pisskop on April 03, 2016, 06:42:51 pm
:v

So no more pits of glory?

Well, I did some testing of ai at one point, I guess I should test if any alternatives do exist.  Something spomething naturally smoothed rock and bridges?
Title: Re: DF2014 Question and Answer Thread
Post by: Random_Dragon on April 03, 2016, 06:59:44 pm
Apparently it's claimed if you keep the hatches over your pits of glory forbidden, pitters MIGHT be able to dump prisoners safely, but I've yet to test this.

Even then, using built cages and levers is the safest, but most pain-staking, method. You would've had to use that method on fliers and thieves anyway.
Title: Re: DF2014 Question and Answer Thread
Post by: hun on April 04, 2016, 10:25:39 am
How to obtain papyrus seeds? Making paper out of it doesn't leave seeds, but that seems to be the only thing I can do with it...
Title: Re: DF2014 Question and Answer Thread
Post by: Off in an arc on April 04, 2016, 12:46:18 pm
Is there a way to specify which wheelbarrows should a stockpile use that does not involve the use of burrows or temporarily forbidding all other wheelbarrows?
Title: Re: DF2014 Question and Answer Thread
Post by: Random_Dragon on April 04, 2016, 01:02:21 pm
Is there a way to specify which wheelbarrows should a stockpile use that does not involve the use of burrows or temporarily forbidding all other wheelbarrows?

Far as I know, wheelbarrows are in the same nebulous, hard-to-control position as barrels and bins. It usually only matters if you have especially dense wheelbarrows, in which case you prevent the issue by using the new "details" option when making more wheelbarrows. Or you can treat the problem by trading away and/or dumping any wheelbarrows that might cause problems.

Even then, chance are whatever's in the wheelbarrow during hauling will cause more trouble than the wheelbarrow itself.
Title: Re: DF2014 Question and Answer Thread
Post by: Raven on April 04, 2016, 01:21:16 pm
I would forbid all wb except the one you want to assign to a specific stockpile, then assign it via the stockpile menù

it should work

but why?
Title: Re: DF2014 Question and Answer Thread
Post by: Random_Dragon on April 04, 2016, 01:30:10 pm
Exactly, you can but there aren't a lot of reasons why it'd be essential. ¿Por que?
Title: Re: DF2014 Question and Answer Thread
Post by: pisskop on April 04, 2016, 01:32:03 pm
I demand that my rock stockpiles be staffed with only the finest color coordinated stone and wheelbarrows.
Title: Re: DF2014 Question and Answer Thread
Post by: Loci on April 04, 2016, 02:32:26 pm
Some of my dwarves are milling about in a random location (strangely they are pretty close to each other) that is not designated as a meeting area. They are standing around, with "No job" and getting thirsty and hungry but not doing anything about it. Some of the dwarves in my military have reverted to there civilian roles and are among these random dwarves, but other militia members are not. None them are insane or anything like it.

Sounds like you've managed to break connectivity (by removing stairs or ramps, making ramps unusable, or blocking the passage with impassible workshop tiles). You can use station orders to "walk" your military closer and closer to the location of the stranded dwarves to figure out approximately where the break is.



Apparently it's claimed if you keep the hatches over your pits of glory forbidden, pitters MIGHT be able to dump prisoners safely, but I've yet to test this.

Even then, using built cages and levers is the safest, but most pain-staking, method. You would've had to use that method on fliers and thieves anyway.


Try replacing your hatches with bridges. Due to a bug (http://www.bay12games.com/dwarves/mantisbt/view.php?id=8887), dwarves will pit creatures below the bridge even though the bridge itself cannot be opened. I haven't tested it, but the bridge should stop creatures from climbing back up.

You can also use a minecart-shotgun approach to empty cages, though that's rather more complicated.



but why?

Hauling around magma-filled minecarts (http://dwarffortresswiki.org/index.php/Magma#Design_3:_Minimalist_magma_moving) will rapidly destroy non-magma-safe wheelbarrows, for one example.
Title: Re: DF2014 Question and Answer Thread
Post by: Random_Dragon on April 04, 2016, 02:52:52 pm
Try replacing your hatches with bridges. Due to a bug (http://www.bay12games.com/dwarves/mantisbt/view.php?id=8887), dwarves will pit creatures below the bridge even though the bridge itself cannot be opened. I haven't tested it, but the bridge should stop creatures from climbing back up.

Ooh. OOH. Yesss. I've exploited the everloving fuck out of the "digging from underneath a bridge" exploit, so more physics fuckery involving bridges would be delicious.
Title: Re: DF2014 Question and Answer Thread
Post by: pisskop on April 04, 2016, 03:06:16 pm
Are 'everlasting fucks' like the gobstoppers?
Title: Re: DF2014 Question and Answer Thread
Post by: Random_Dragon on April 04, 2016, 03:15:25 pm
Are 'everlasting fucks' like the gobstoppers?

Maybe, but not as tasty as an everloving fuck. o3o
Title: Re: DF2014 Question and Answer Thread
Post by: Mostali on April 04, 2016, 11:37:32 pm
Is there a way to specify which wheelbarrows should a stockpile use that does not involve the use of burrows or temporarily forbidding all other wheelbarrows?

If you have excess wheelbarrows, then wheelbarrows already assigned to a stockpile won't be moved to a new one.  Therefore, if say, you want those nickel wheelbarrows to move those nickel minecarts full of magma, then all you really need to do is forbid the other non-nickel wheelbarrows in your wheelbarrow stockpile then create your minecart stockpile with three wheelbarrows.  I think you'll actually need to have the nickel minecarts ready to transport before they'll move the nickel wheelbarrows from storage.  After the nickel wheelbarrows are there though, again assuming you keep excess wheelbarrows around, you shouldn't have to worry about them being moved to another stockpile.

I don't honestly know the rules when you're short wheelbarrows, but it seems like I've seen them yoink wheelbarrows from other stockpiles when needed.
Title: Re: DF2014 Question and Answer Thread
Post by: Mostali on April 04, 2016, 11:41:23 pm
Now my question.  Why have my dwarves stopped moving caged invaders to their new cage home?  There are already twenty or so in there, but that shouldn't be a limit.  The only one listed in the job queue is an animated severed hand, but no dwarf is taking the job - despite there being about a dozen dwarves in the library with green reading jobs.  Is it possible the hand can't be transferred and it's somehow blocking anything else from being moved to the cage?

edit: Sorry, not a hand - an animated dog head.  Same thing - animated parts is animated parts.

edit 2:  So unassigning the body parts got them to start transferring corpses again.  So now the question is why?  Can body parts not be moved?  Is my only choice going to be magma-dumping the yak hair that wants to eat my dwarfs faces?
Title: Re: DF2014 Question and Answer Thread
Post by: Raven on April 05, 2016, 05:44:41 am

Hauling around magma-filled minecarts (http://dwarffortresswiki.org/index.php/Magma#Design_3:_Minimalist_magma_moving) will rapidly destroy non-magma-safe wheelbarrows, for one example.
wait.....

a wheelbarrow can haul a minecart? shouldn't be the other way around?
Title: Re: DF2014 Question and Answer Thread
Post by: pisskop on April 05, 2016, 05:56:18 am
well no.

how else would you carry the magma?
Title: Re: DF2014 Question and Answer Thread
Post by: SOLDIER First on April 05, 2016, 06:29:38 am
fireproof wheelbarrow
Title: Re: DF2014 Question and Answer Thread
Post by: Raven on April 06, 2016, 09:50:43 am
fireproof wheelbarrow
and how would you fill the wheelbarrow?

what he said makes sense (in a dorf way... lol)
Title: Re: DF2014 Question and Answer Thread
Post by: SOLDIER First on April 06, 2016, 10:03:09 am
you put the lava in the cart in the barrow
Title: Re: DF2014 Question and Answer Thread
Post by: pisskop on April 06, 2016, 10:04:45 am
Well no.

fireproof =/= magmaproof.



The reason you can put a much larger minecart into a wheelbarrow is because the minecart is an item.  A dwarf can put an item in the wheelbarrow, and bring it back faster.

That the cart is physically larger makes no difference, and in fact in real world with our hinky physics its possible to balance a larger item on/in a wheelbarrow.

Id question why magma produces no toxic gas and the intense heat is tolerable for any length of time.



pedit:  ^^ that
Title: Re: DF2014 Question and Answer Thread
Post by: Bumber on April 06, 2016, 05:10:36 pm
Id question why magma produces no toxic gas and the intense heat is tolerable for any length of time.
Well, it's clearly not molten rock if you can sink in it. Armok's blood is non-toxic and not subject to convection.
Title: Re: DF2014 Question and Answer Thread
Post by: Tarsius on April 10, 2016, 08:26:06 am
1) what token does the kobold civ has that makes it invisible in the neighbor tab in the embark screen?
2) what is the use of ponds actually? since I never use it in my forts... I'm afraid that I'm missing something important and/or useful there....
Title: Re: DF2014 Question and Answer Thread
Post by: Mostali on April 10, 2016, 08:48:35 am
Good question on Kobolds, now I'm curious too.  Though I don't think I've ever had Kobolds without Goblins, so the two might be wrapped into one.

As for ponds, they're mostly used to get your dwarves to transport water.  Designate a hole as a pond and dwarves will haul buckets to the hole in an attempt to fill it.  But for actual purpose, they are just water environment equivalent of pits - if you had an aquatic creature you could house it there.  I've never captured an aquatic creature, so I'm not sure how effective they are.  Hmmm... guess I have new fort goal.
Title: Re: DF2014 Question and Answer Thread
Post by: greycat on April 10, 2016, 09:38:32 am
Murky ponds are not an infinite water source unless you get frequent rains -- in which case, they become a nearly infinite water source, as the rain will cause them to refill.  You can also fish in them, at least for a little while before the fish are exhausted.

Otherwise, they're an easily accessible early game water source for underground farm plot irrigation, or filling a cistern of modest size for a well.  (But do be sure to pump the water somewhere along the way to purify it.)
Title: Re: DF2014 Question and Answer Thread
Post by: Mostali on April 10, 2016, 10:22:49 am
If you stack "need zones" will it prevent them from working?  I had the bright idea to get my zones started early by putting a dining room, tavern, temple, and library all overlapping in the same room.  Problem is, it doesn't seem to be used as anything other than the dining room - meaning they hang out there with "no job" rather than praying/meditating/socializing.
Title: Re: DF2014 Question and Answer Thread
Post by: Random_Dragon on April 10, 2016, 10:27:41 am
1) what token does the kobold civ has that makes it invisible in the neighbor tab in the embark screen?

Their use of caves as their preferred site, if I recall. Mainly from testing giving other entities, such as modded-in ones, that site type.
Title: Re: DF2014 Question and Answer Thread
Post by: pisskop on April 10, 2016, 11:01:20 am
Gibberish and cavesites make them effectively untenable as neighbors.


Cave sites will always show up as invisible, and furthermore, a lot of 'cave sites' are actually empty fields that they will mill around in.  Even dwarves will mill around in an empty field if given the ability/inkling to settle caves.
Title: Re: DF2014 Question and Answer Thread
Post by: Random_Dragon on April 10, 2016, 11:06:15 am
Except these days the caves are flat-out empty unless you add some positions to the kobold civ. :V
Title: Re: DF2014 Question and Answer Thread
Post by: mirrizin on April 12, 2016, 06:01:39 pm
If I want to make a stockpile exclusively for bookbindings, those are called "codices" under the stockpile menu, right?
Title: Re: DF2014 Question and Answer Thread
Post by: gordy on April 13, 2016, 01:25:02 am
What are the best things to set perpetual orders for? Will that mean they will smelt steel as flux stones and pig iron become available, with out cancellation spam?
Title: Re: DF2014 Question and Answer Thread
Post by: Random_Dragon on April 13, 2016, 10:10:38 am
What are the best things to set perpetual orders for? Will that mean they will smelt steel as flux stones and pig iron become available, with out cancellation spam?

Repeats will eventually get canceled sadly. I usually set smelt orders to repeat anyway, then use the cancelation message as an indicator to mine for more. :V
Title: Re: DF2014 Question and Answer Thread
Post by: Random_Dragon on April 13, 2016, 08:40:49 pm
EDIT: Question excised because I am a derp and didn't check the wiki.
Title: Re: DF2014 Question and Answer Thread
Post by: Telgin on April 14, 2016, 09:50:16 am
I do similar things with repeat jobs, with the addition of occasionally setting brew jobs on repeat.  More commonly these days I just queue up a lot of jobs because the repeats tend to get canceled by a barrel being hauled or something similarly frustrating.

It does make me wonder what Toady plans for in the next release, which includes permanent or perpetual jobs of some kind.  I was hoping for the ability to set maintenance levels of some stock (say, keep 500 drink in stock without me having to order more), but that doesn't seem to be the case.  I can't imagine very many jobs I'd want to literally run forever as often as possible.
Title: Re: DF2014 Question and Answer Thread
Post by: greycat on April 14, 2016, 11:03:57 am
I can't imagine very many jobs I'd want to literally run forever as often as possible.

Magma smelting ores, skulls into totems, milk into cheese, pig iron into steel, maybe iron into pig iron, maybe lye into soap....

Otherwise, yeah, "don't let my supply of unused shirts fall below 20" is more useful.  I think DFhack has some stuff like that, but I don't use it.
Title: Re: DF2014 Question and Answer Thread
Post by: Loci on April 14, 2016, 03:44:04 pm
I can't imagine very many jobs I'd want to literally run forever as often as possible.

Magma smelting ores, skulls into totems, milk into cheese, pig iron into steel, maybe iron into pig iron, maybe lye into soap....

Shearing creatures, spinning yarn, rendering fat, processing plants, milking creatures, melting items, assembling instruments, pressing slurry, making quires, pressing honeycomb... generally if there is only one desired use for an item then placing the job on perpetual repeat in a specific workshop makes sense.
Title: Re: DF2014 Question and Answer Thread
Post by: Mostali on April 14, 2016, 08:15:48 pm
I can't imagine very many jobs I'd want to literally run forever as often as possible.

Magma smelting ores, skulls into totems, milk into cheese, pig iron into steel, maybe iron into pig iron, maybe lye into soap....

Shearing creatures, spinning yarn, rendering fat, processing plants, milking creatures, melting items, assembling instruments, pressing slurry, making quires, pressing honeycomb... generally if there is only one desired use for an item then placing the job on perpetual repeat in a specific workshop makes sense.

You could make an entire production chain dependent on the output of one or two workshops.  Manually enter jobs for the starting workshop(s) to control volume and have the rest of the chain on perpetual repeat.

Title: Re: DF2014 Question and Answer Thread
Post by: Wolfechu on April 14, 2016, 11:18:54 pm
Quick question where I'm not sure where to look, and hesitant to try out - if I go down a single z level and start mining under rooms, is it going to take out the floor above, or is there a kind of buffer between levels?
Title: Re: DF2014 Question and Answer Thread
Post by: Detros on April 14, 2016, 11:37:11 pm
Quick question where I'm not sure where to look, and hesitant to try out - if I go down a single z level and start mining under rooms, is it going to take out the floor above, or is there a kind of buffer between levels?

It won't fall if you just mine.

DF wiki says: (http://dwarffortresswiki.org/index.php/DF2014:Mining)
Mining removes the section of the wall while preserving both the ceiling (which is the floor of the level above) and the floor.
Channeling removes the section of the wall, the floor, and if possible places a ramp one level below.
Title: Re: DF2014 Question and Answer Thread
Post by: Wolfechu on April 14, 2016, 11:48:48 pm
Quick question where I'm not sure where to look, and hesitant to try out - if I go down a single z level and start mining under rooms, is it going to take out the floor above, or is there a kind of buffer between levels?

It won't fall if you just mine.

Awesome, thanks! Sure I used to know this stuff, but it's been a looong time since I played.
Title: Re: DF2014 Question and Answer Thread
Post by: gordy on April 15, 2016, 01:28:55 am
I didn't plan well after a weredeer attacked and now I've had three seasons where the survivors have turned. How can I mitigate this rush without horrible micro management? I have no idea who is interested until they turn, and they kill 3-4 dwarves and infect good knows how many others. Is the fort doomed?
Title: Re: DF2014 Question and Answer Thread
Post by: mirrizin on April 15, 2016, 12:52:48 pm
One possibility is to let the infection run its course until all of the dwarves are infected or dead, then isolate the dwarves who are infected and wait for migrants. It wouldn't take much micro management, though there are certainly other drawbacks...
Title: Re: DF2014 Question and Answer Thread
Post by: Random_Dragon on April 15, 2016, 03:35:54 pm
This is why the most efficient solution is to quarantine anyone bitten by a werebeast as soon as possible, before it becomes effectively impossible to track the number of victims.
Title: Re: DF2014 Question and Answer Thread
Post by: pisskop on April 15, 2016, 04:41:06 pm
This is why the most efficient solution is to quarantine anyone bitten by a werebeast as soon as possible, before it becomes effectively impossible to track the number of victims blessings.
ftfy

There was a mistranslation in the game, a real stubborn bug, where legends mode calls it a curse to have regenerating superhuman fighters
Title: Re: DF2014 Question and Answer Thread
Post by: Random_Dragon on April 15, 2016, 05:15:17 pm
Right, regenerating superhumans that menace the enemy with spontaneous nudity at the worst possible times. :V
Title: Re: DF2014 Question and Answer Thread
Post by: Mostali on April 15, 2016, 06:46:33 pm
How do you go about collecting wood from underground lakes?
Title: Re: DF2014 Question and Answer Thread
Post by: Detros on April 15, 2016, 07:03:23 pm
How do you go about collecting wood from underground lakes?
What about mining from below or side and draining those lakes? You are a dwarf so use that pick of yours.
Title: Re: DF2014 Question and Answer Thread
Post by: greycat on April 15, 2016, 07:58:20 pm
How do you go about collecting wood from underground lakes?

MAGMA, obviously.
Title: Re: DF2014 Question and Answer Thread
Post by: Ajonos on April 16, 2016, 12:36:42 am
I just resumed playing after a long break, got a fort up and running, and was pumping out tradegoods like mad... and then I traded a bunch of masterwork crafts to a human caravan. And the moment they left the map, I got a ton of announcements about "A masterwork has been lost" x80... Is this a bug? Or am I really supposed to never sell anything masterwork? Is there a workaround?

How bad is the "lost masterwork" bad thoughts for that matter? I haven't had any tantrums yet, but I'm paused right after the masterwork lost spam... I'm worried I'm in for some Fun.
Title: Re: DF2014 Question and Answer Thread
Post by: Bradders on April 16, 2016, 01:00:33 am
It is a noted bug with 42.06, and yes it is a pain.  Don't trade your masterworks away, if possible.  So many losses at once can cause a tantrum, but a couple losses isn't a big deal, 80 is probably a big sanity hit.  Depends on the dwarf's stress levels and junk.  Hopefully fixed for next version.
Title: Re: DF2014 Question and Answer Thread
Post by: Detros on April 17, 2016, 11:24:23 am
I just resumed playing after a long break, got a fort up and running, and was pumping out tradegoods like mad... and then I traded a bunch of masterwork crafts to a human caravan. And the moment they left the map, I got a ton of announcements about "A masterwork has been lost" x80... Is this a bug? Or am I really supposed to never sell anything masterwork? Is there a workaround?

How bad is the "lost masterwork" bad thoughts for that matter? I haven't had any tantrums yet, but I'm paused right after the masterwork lost spam... I'm worried I'm in for some Fun.
The caused damage of lost items is supposedly divided by the amount of items that dwarf has crafted. So losing one of three masterworks is much bigger hit then losing 20 arrows from 1000 made by that dwarf.
Title: Re: DF2014 Question and Answer Thread
Post by: nimbus25 on April 17, 2016, 11:51:06 am
Dwarves are having issues putting on armor, yet again. I've tried disbanding the squad, replacing clothing, exact match, stripping all clothing away and reassigning the armor, and nothing works. There also seems to be no pattern to how much they equip - 5 dwarves have all their equipment, one is only missing greaves, one is missing one high boot, greaves, and a helm, etc. Any fix?
Title: Re: DF2014 Question and Answer Thread
Post by: Random_Dragon on April 17, 2016, 12:20:45 pm
Dwarves are having issues putting on armor, yet again. I've tried disbanding the squad, replacing clothing, exact match, stripping all clothing away and reassigning the armor, and nothing works. There also seems to be no pattern to how much they equip - 5 dwarves have all their equipment, one is only missing greaves, one is missing one high boot, greaves, and a helm, etc. Any fix?

First ensure you actually have enough gear to go around. Then activate the squad. It seems active squads are more diligent in picking up their uniform.
Title: Re: DF2014 Question and Answer Thread
Post by: gordy on April 18, 2016, 06:53:27 pm
So, what happens exactly when you retire a fortress then reclaim it? We had serious weredeer issues that left all 20+ inhabitants (including local law maker and King) unconscious or resting. Funnily enough all the kids were away safely playing make believe at the time. I had none on their feet to recover wounded so I retired and came back. They seem to have healed in the meantime and I brought some new arrivals with me?
Title: Re: DF2014 Question and Answer Thread
Post by: gordy on April 18, 2016, 08:11:35 pm
How can you ensure marksdorfs always have bolts available for combat? How many can a quiver hold?

If you can only train with bone or wood, do you need to sourdough both combat bolts (any) and training bolts? Sick of stationing the marksdorfs and finding they have no ammo.
Title: Re: DF2014 Question and Answer Thread
Post by: Uggh on April 19, 2016, 06:34:40 am
How can I specify the creation of statues of gods? Historical figures?
Title: Re: DF2014 Question and Answer Thread
Post by: Random_Dragon on April 19, 2016, 11:25:14 am
How can I specify the creation of statues of gods? Historical figures?

They're in historical figures, yes.
Title: Re: DF2014 Question and Answer Thread
Post by: Loci on April 19, 2016, 11:29:51 am
How can you ensure marksdorfs always have bolts available for combat? How many can a quiver hold?

If you can only train with bone or wood, do you need to sourdough both combat bolts (any) and training bolts? Sick of stationing the marksdorfs and finding they have no ammo.

Sourdough bolts don't sound particularly deadly...

Getting marksdwarves to carry ammo can be a pain. Each dwarf should carry 30 or so ammunition in their quiver. You should allocate ammunition in the military menu; 30 x (number of dwarves in squad) for each marksdwarf squad. Storing ammunition in bins may prevent dwarves from reloading; disabling bins in ammo stockpiles is recommended. Due to a longstanding bug, dwarves will report for combat with training bolts and training with combat bolts, so you should set all bolts for training and combat use. Finally, when possible you should order your marksdwarves to station out of sight of the enemy so they will reload if necessary.
Title: Re: DF2014 Question and Answer Thread
Post by: greycat on April 19, 2016, 02:57:16 pm
How many can a quiver hold?

I believe the practical upper limit is 49.

A quiver has no actual capacity limit, as far as I can tell.  It can hold "one more stack" as long as it currently has fewer than 25 bolts.  So if your quiver has 24 bolts, and you pick up a new stack of 25 (metal), then you've got 49.  I believe the largest stack you can make is 25, hence this answer.

On the other hand, if you've got 20 bolts right now, and you pick up a new stack of 5 (bone), then your quiver now has 25, and you can't (or won't) put any more in.
Title: Re: DF2014 Question and Answer Thread
Post by: indyofcomo on April 20, 2016, 09:13:35 am
In 42.x as a whole is there still the problem where miners or lumberjacks need 2 picks/axes because one will only be for work and the other only for battle?
Obviously 42.06 is the current version, but I'm still back playing 42.04 since the improvements don't outweigh the bugs and I'm not sure the mods are caught up.
Title: Re: DF2014 Question and Answer Thread
Post by: greycat on April 20, 2016, 09:21:38 am
In 42.x as a whole is there still the problem where miners or lumberjacks need 2 picks/axes because one will only be for work and the other only for battle?

Yes, bug 1451 (http://www.bay12games.com/dwarves/mantisbt/view.php?id=1451) is still around.  But you're miscontruing it.  You don't need "2 picks".  You simply shouldn't put a Miner in a squad at all.  A Miner has to be a full-time civilian, period.  If you want to turn him into a military dwarf later, disable his Mining labor.  Don't try to make the two things coexist.  They can't.  Because of the bug.
Title: Re: DF2014 Question and Answer Thread
Post by: Random_Dragon on April 20, 2016, 09:59:08 am
Yeah, I always give my miners and woodcutters specific profession titles so I'll remember not to draft them. :V
Title: Re: DF2014 Question and Answer Thread
Post by: Mostali on April 20, 2016, 11:31:35 am
I have no trouble with miners in my citizen milita.  When not mining, they are in uniform, when mining they swap to civilian clothes.  The reason it's said you need two picks per miner is if you assign your miners a pick as a weapon.  I generally avoid the situation by making miners wrestlers.
Title: Re: DF2014 Question and Answer Thread
Post by: pisskop on April 20, 2016, 12:42:13 pm
In 42.x as a whole is there still the problem where miners or lumberjacks need 2 picks/axes because one will only be for work and the other only for battle?

Yes, bug 1451 (http://www.bay12games.com/dwarves/mantisbt/view.php?id=1451) is still around.  But you're miscontruing it.  You don't need "2 picks".  You simply shouldn't put a Miner in a squad at all.  A Miner has to be a full-time civilian, period.  If you want to turn him into a military dwarf later, disable his Mining labor.  Don't try to make the two things coexist.  They can't.  Because of the bug.
Well they can.  And do in my fortresses.  I usally have my starting miners train as a last resort squad.  The issues come when they kitout and dekitout.

-They spend days getting civilian clothes and vice versa, so if you do put them in a squad give them ample time to kit up.

-Make sure you do have extra picks laying around.  Or axes, ftm, though training axes usually work fine for civilian labor, due to the risk of them designating wooden axes as war weapons make sure you specify a metal one.  The lumberminers will dedicate 1 tool their 'weapon' and use that for combat.  Period.  So make sure they store it in a place they can reach it quickly.  i.e. their room should be close to their whatever.

-They show a definitive preference for training that borders on the ridiculous.  They will ocassionally take a break from training to go dig out 1 square or cut 1 tree, then travel all the way back to train more.  The issue is that they will train alone if you allow them.  So make sure you disable their barracks to send them to work.

-They might get pissy if they dont have an article of clothing to change into going into and out of their uniforms for work and war.  Make sure you have extra laying around and/or that they are suitably lightly equipped.

-I dont bother with lumberjacks in the militia, or if I do I designate whole squads of them and give them all axes to train with and treat them as 75% on duty squads so their lose is less felt, and they fight better and carry a shield on them at all times and I usually keep a few fulltime lumberjacks anyway so *shrug"

-Same with miners, I usually keep the crippled miners and newbie miners as civilians, and when newbie miners gain legendary status I train them and add them to a squad.


No, it can be done, with some microing.  And particularly the miners make good fighters.  I never have to escort my miners in the caves because since civilians were allowed to get pissed and fight in 40.x they've put down things easily enough.  Once a pack of 3 BCOs tried to get cute with a miner.  The miner put that down quick.  GCS/FBs are about the only things Id hesitate to allow them near unwatched.  And magma crabs, honestly.  Magma crabs are deadly.
Title: Re: DF2014 Question and Answer Thread
Post by: Random_Dragon on April 20, 2016, 02:33:10 pm
I have no trouble with miners in my citizen milita.  When not mining, they are in uniform, when mining they swap to civilian clothes.  The reason it's said you need two picks per miner is if you assign your miners a pick as a weapon.  I generally avoid the situation by making miners wrestlers.

This is actually a bigger problem than the "need two picks" issue. I frequently graduate to giving my civilians basic uniforms instead of clothing, but miners refusing to mine while in uniform prevents me from totally eliminating the need to ever produce replacement clothes.
Title: Re: DF2014 Question and Answer Thread
Post by: Mostali on April 20, 2016, 04:06:56 pm
I have no trouble with miners in my citizen milita.  When not mining, they are in uniform, when mining they swap to civilian clothes.  The reason it's said you need two picks per miner is if you assign your miners a pick as a weapon.  I generally avoid the situation by making miners wrestlers.

This is actually a bigger problem than the "need two picks" issue. I frequently graduate to giving my civilians basic uniforms instead of clothing, but miners refusing to mine while in uniform prevents me from totally eliminating the need to ever produce replacement clothes.

Here's a snapshot of my current fort - 27 dwarfs in 6 citizen squads, 6 miners - 1 per squad.  Squads rotate training through the year, so there is always one squad (incl one miner) training.  Of the six miners right at this paused moment -
1 is training in military uniform.
5 are doing (Store Owned Item, Drink, Strange Mood, Eat, Construct Building) all in clothing (should be in uniform like everyone else).
3 are carrying their picks.
10 additional picks in storage.
I assign all of my mining at once each month with different priorities depending on what I want done, and just let them go and see how much they finish.  At this point I'm about to designate new mining, but all mining jobs from last month are complete.

So, it would appear that I'm wrong about miners wearing uniforms when not mining.  But, they are wearing uniforms to train and all of the mining is getting done, so I'm happy (or at least somewhat focused with satisfied needs).

Also, this may be a factor, I take the time to assign specific armor for each dwarf.  It's possible that may be keep my miners from getting tangled up in other uniforms problems.
Title: Re: DF2014 Question and Answer Thread
Post by: ragincajun on April 21, 2016, 07:00:56 pm
Can someone link me to the Wiki page for what the Arrows mean?  Or tell me what they are called?

I looked up Moods but that wasn't it.  I've got the typical blue (thirsty) and brown (hungry) but recently got a yellow arrow on two guys and wanted to look up what that meant.
Title: Re: DF2014 Question and Answer Thread
Post by: greycat on April 21, 2016, 07:09:02 pm
Can someone link me to the Wiki page for what the Arrows mean?  Or tell me what they are called?

http://dwarffortresswiki.org/index.php/DF2014:Status_icon
Title: Re: DF2014 Question and Answer Thread
Post by: ragincajun on April 22, 2016, 08:32:25 am
Can someone link me to the Wiki page for what the Arrows mean?  Or tell me what they are called?

http://dwarffortresswiki.org/index.php/DF2014:Status_icon
Status....duh.  Thanks.  I was drawing a blank on that one yesterday.

Hmm, strange but the yellow arrow is not on that list.  Possibly a "new" status/mood?
Title: Re: DF2014 Question and Answer Thread
Post by: Mostali on April 22, 2016, 08:39:45 am
It's "disoriented distracted" I believe.  You can "v" the unit and "w" its wounds and it will list the status.

edit: fixed for posterity
Title: Re: DF2014 Question and Answer Thread
Post by: Random_Dragon on April 22, 2016, 10:16:28 am
Distracted, yeah. It occurs when too many emotional needs go unmet for too long, which is separate from happiness (though distractions can ALSO cause unhappy thoughts).

Since the stress system is currently poorly balanced ( http://www.bay12games.com/dwarves/mantisbt/view.php?id=9660 (http://www.bay12games.com/dwarves/mantisbt/view.php?id=9660) ), the minor penalty for being unfocused is the earliest possible incentive you'll get for keeping your dwarves happy. :V
Title: Re: DF2014 Question and Answer Thread
Post by: pisskop on April 22, 2016, 10:27:37 am
oh?

I know there are a few things thate page doesnt show.  So one more hunh?
Title: Re: DF2014 Question and Answer Thread
Post by: ragincajun on April 29, 2016, 09:19:43 am
Training Weapons....

I don't have my metal up and running yet so I have my first two squads armed with wood shields and training weapons.  Do they NOT learn skills from this?

Also, can they not kill anything with them?  I've had one or two kill a kobold thief pretty quickly with no weapons...but they've been beating on a poor emu in a group of eight for almost 80 pages and while there are injuries they've been unable to kill it.  WTH?
Title: Re: DF2014 Question and Answer Thread
Post by: Bumber on April 29, 2016, 09:32:26 am
Training Weapons....

I don't have my metal up and running yet so I have my first two squads armed with wood shields and training weapons.  Do they NOT learn skills from this?

Also, can they not kill anything with them?  I've had one or two kill a kobold thief pretty quickly with no weapons...but they've been beating on a poor emu in a group of eight for almost 80 pages and while there are injuries they've been unable to kill it.  WTH?
How long have they been training? Are they even set up to train properly (i.e., Active/Train mode, barracks set to train) and not just hoping they'll practice on their own when they feel like it? Do they have the training weapons in their inventory?

Even if everything's set up properly, training weapons were designed to minimize damage back when sparring hurt. You're probably going to get more damage from their fists than their weapons.
Title: Re: DF2014 Question and Answer Thread
Post by: ragincajun on April 29, 2016, 09:43:56 am
Training Weapons....

I don't have my metal up and running yet so I have my first two squads armed with wood shields and training weapons.  Do they NOT learn skills from this?

Also, can they not kill anything with them?  I've had one or two kill a kobold thief pretty quickly with no weapons...but they've been beating on a poor emu in a group of eight for almost 80 pages and while there are injuries they've been unable to kill it.  WTH?
How long have they been training? Are they even set up to train properly (i.e., Active/Train mode, barracks set to train) and not just hoping they'll practice on their own when they feel like it? Do they have the training weapons in their inventory?

Even if everything's set up properly, training weapons were designed to minimize damage back when sparring hurt. You're probably going to get more damage from their fists than their weapons.

Haven't been training long, just set them up recently.  Barracks in place one for melee and one for archery.  All had 3 ratings in their specific weapon skill (for melee).  I figured with 80 pages of attacks they'd have gotten a little better...but no change.  Was hoping this would ramp up their skills quickly.  I've seen it jump from 3-4 in minutes with metal weapons so wasn't sure if wood weapons didn't help skill up.
Title: Re: DF2014 Question and Answer Thread
Post by: greycat on April 29, 2016, 12:41:27 pm
Sparring with training weapons should be giving skill increases.  If it's not doing so, then that's a bug that should be investigated.
Title: Re: DF2014 Question and Answer Thread
Post by: indyofcomo on May 11, 2016, 12:24:07 pm
Halp!  ;)
What can I do about my dorfs not doing enough work. There's lots that needs to be done, but everyone available are socializing, listening to stories, etc. I have 12 jewelers and 4 workshops, all 4 idle. I have 10 crafters and the kiln is idle.

Perhaps allowing all those visiting bards residency was a mistake.
0.42.04, lnp
Title: Re: DF2014 Question and Answer Thread
Post by: Random_Dragon on May 11, 2016, 02:12:27 pm
Halp!  ;)
What can I do about my dorfs not doing enough work. There's lots that needs to be done, but everyone available are socializing, listening to stories, etc. I have 12 jewelers and 4 workshops, all 4 idle. I have 10 crafters and the kiln is idle.

Perhaps allowing all those visiting bards residency was a mistake.
0.42.04, lnp

Unset your taverns, libraries, and temples as active, or un-assign them, etc.
Title: Re: DF2014 Question and Answer Thread
Post by: Mostali on May 11, 2016, 09:51:31 pm
Halp!  ;)
What can I do about my dorfs not doing enough work. There's lots that needs to be done, but everyone available are socializing, listening to stories, etc. I have 12 jewelers and 4 workshops, all 4 idle. I have 10 crafters and the kiln is idle.

Perhaps allowing all those visiting bards residency was a mistake.
0.42.04, lnp

If it's just the crafting jobs that aren't getting done then your workshops could be cluttered.  If nothing is getting done and their socializing, etc jobs are purple, then you may need to let them "satisfy their needs" by letting the jobs queue clear.
Title: Re: DF2014 Question and Answer Thread
Post by: gordy on May 12, 2016, 01:09:28 am
What's the minimum you need to survive the night against Boogeymen as an adventurer? Walls, roof, doors? Floor? Is it possible to wall yourself in?
Title: Re: DF2014 Question and Answer Thread
Post by: Random_Dragon on May 12, 2016, 01:15:20 am
What's the minimum you need to survive the night against Boogeymen as an adventurer? Walls, roof, doors? Floor? Is it possible to wall yourself in?

Either:
1. At least one companion traveling with you.
or
2. A roof of any sort over your head.

Seems even snoozing in a cave or lair will work, but that has a disadvantage in that you can't tell when dawn will arrive if you're deep enough in to sleep safely.
Title: Re: DF2014 Question and Answer Thread
Post by: gordy on May 12, 2016, 01:33:17 am
So a wall, ramp and floor for a roof?
Title: Re: DF2014 Question and Answer Thread
Post by: Random_Dragon on May 12, 2016, 02:22:30 am
Why a ramp? :V
Title: Re: DF2014 Question and Answer Thread
Post by: Putnam on May 12, 2016, 02:53:45 am
to build the roof
Title: Re: DF2014 Question and Answer Thread
Post by: indyofcomo on May 12, 2016, 07:45:45 am
What can I do about my dorfs not doing enough work. There's lots that needs to be done, but everyone available are socializing, listening to stories, etc.
Unset your taverns, libraries, and temples as active, or un-assign them, etc.

But aren't there consequences to doing that? Wouldn't I cease to attract mercenaries, scholars, bards(well, i'd be completely okay with that.)
Actually, perhaps unsetting them would be a good idea. I'd probably only do the taverns--there aren't that many dwarves praying nor studying and I wouldn't want to get in the way of either of those activities anyways.
Title: Re: DF2014 Question and Answer Thread
Post by: FantasticDorf on May 12, 2016, 09:03:37 am
What can I do about my dorfs not doing enough work. There's lots that needs to be done, but everyone available are socializing, listening to stories, etc.
Unset your taverns, libraries, and temples as active, or un-assign them, etc.

But aren't their consequences to doing that? Wouldn't I cease to attract mercenaries, scholars, bards(well, i'd be completely okay with that.)
Actually, perhaps unsetting them would be a good idea. I'd probably only do the taverns--there aren't that many dwarves praying nor studying and I wouldn't want to get in the way of either of those activities anyways.

Consequences are that dwarves will just get pent up about it, on top of the lack of visitors as you describe.

If you set up these commodities earlier its not so much of a issue, and they'll be well inclined to build their next grand temple or mead hall above ground (with the added bonus of warding against sunlight sickness) as you wish it. Its like need driven parties of old (i sort of miss people holding parties, everyone seems to be a bit glum now besides drinking and dancing) just a distraction to break loose a bit.
Title: Re: DF2014 Question and Answer Thread
Post by: Random_Dragon on May 12, 2016, 10:10:31 am
to build the roof

You don't need a ramp to build the roof in adventure-mode construction, last I checked. ಠ_ಠ
Title: Re: DF2014 Question and Answer Thread
Post by: Stormfeather on May 12, 2016, 03:28:14 pm
Hey, is there any sort of comprehensive (or even non-comprehensive) list of which food items can give seeds? I'm thinking of things like purple amaranth, which gives both "purple amaranth" and "purple amaranth leaves," lettuce ditto, or things like strawberries which give "strawberries" and "strawberry plants." I want to give more options for cooking for my poor little chefy dwarfs, but I also don't want to lose seeds when I still have a very limited number of gathered/grown plants.

I'm guessing things that give (item) and (item) leaves, the (item) itself is what drops the seeds, like with quarry bushes/rock nuts. But for strawberries/strawberry plants and capers and other items I'm even less sure. And the individual items I've checked in the wiki don't seem to say.
Title: Re: DF2014 Question and Answer Thread
Post by: Mostali on May 12, 2016, 03:31:50 pm
It's under "crops"

http://dwarffortresswiki.org/index.php/DF2014:Crop

Just remember that cooking doesn't yield seeds.  Milling and brewing both do yield seeds.
Title: Re: DF2014 Question and Answer Thread
Post by: Stormfeather on May 12, 2016, 03:38:13 pm
Thanks. Though I went through the file, and can't see where it says which parts of the plant drop seeds.
Title: Re: DF2014 Question and Answer Thread
Post by: Mostali on May 12, 2016, 04:59:02 pm
Thanks. Though I went through the file, and can't see where it says which parts of the plant drop seeds.

Yeah, it's not perfect.  For the most part any part that is brewable, millable or threshable drops seeds.  Also things that are edible raw will drop seeds when eaten.  So, like Oats aren't edible or brewable but can be milled for seeds.  Hemp and the like can be threshed.  Most beans are dead-end crops since they can only be cooked, though I've seen human traders with bean seeds.  I used to have elaborate schemes to grow edible crops, like melons, and keep them out of cooking piles but near dining halls.  It works well, it's just a hassle to set up and not especially worth the trouble to do it again.

Also, keep in mind that all of this is in the raws... guess that was a pun.  Still, if you really want a specific crop you can edit it to fit your needs.  I've considered making different beans threshable to produce seeds only, it's not unrealistic and at least you could perpetuate them that way.
Title: Re: DF2014 Question and Answer Thread
Post by: gordy on May 12, 2016, 06:43:40 pm
What would you need to change to have bags and barrels recovered after they were used? Change the raw green glass reaction to make a bag too?
Title: Re: DF2014 Question and Answer Thread
Post by: Criptfeind on May 12, 2016, 08:04:20 pm
So, playing around with the new job manager, I can't seem to find the option for made of wood as a trait in the conditions. There's specific types of wood, but not wood in general? There is generic for other materials though, like metal and bone, so it seems weird that wood is left out. Am I missing some way to specify generic wood or is that just a thing that's missing?
Title: Re: DF2014 Question and Answer Thread
Post by: megahelmet on May 14, 2016, 06:44:46 pm
I've been away from the game for about a year. Downloaded the lazy newb pack and got to playing.

I can't make it through a single season without the game crashing. I'm on Windows 10 running therapist, soundsense, dfhack. Any tips to solve the problem?
Title: Re: DF2014 Question and Answer Thread
Post by: FantasticDorf on May 14, 2016, 06:50:44 pm
Are all the third party applications you have up to date with the current spec of the game? Since if you're playing off the latest model of the game which is only a few days old might not be 100% compatible.
Title: Re: DF2014 Question and Answer Thread
Post by: Random_Dragon on May 14, 2016, 07:00:45 pm
Why am I suddenly having so much trouble recruiting even a single hearthperson? ;w;
Title: Re: DF2014 Question and Answer Thread
Post by: megahelmet on May 14, 2016, 07:02:48 pm
Are all the third party applications you have up to date with the current spec of the game? Since if you're playing off the latest model of the game which is only a few days old might not be 100% compatible.

42.06
Well, its the bundled lazy newb pack, so it contains the version of the game that was working with those utilities at the time of bundling.
Title: Re: DF2014 Question and Answer Thread
Post by: Bumber on May 15, 2016, 12:57:18 pm
Are all the third party applications you have up to date with the current spec of the game? Since if you're playing off the latest model of the game which is only a few days old might not be 100% compatible.
42.06
Well, its the bundled lazy newb pack, so it contains the version of the game that was working with those utilities at the time of bundling.
When in doubt, it's probably TWBT's multi-level rendering.

Edit: Actually, I think it's disabled by default now. Try PRINT_MODE:STANDARD in your init (to disable TWBT,) and see if that helps any. I think there issues with using different-sized tilesets for text and graphics when it's enabled.
Title: Re: DF2014 Question and Answer Thread
Post by: Mostali on May 21, 2016, 08:18:32 am
Is there a way to get marksdwarves to consistently reuse bolts?  Sometimes they'll put 4-5 single bolt stacks in their quiver, but usually not.  I'm at 694 single unforbidden bolts around the fortress and growing.  I'd like to address it before it becomes an actual fps problem, plus training would go a whole lot faster if they would use them instead of waiting for new ones.
Title: Re: DF2014 Question and Answer Thread
Post by: Random_Dragon on May 21, 2016, 12:40:17 pm
Is there a way to get marksdwarves to consistently reuse bolts?  Sometimes they'll put 4-5 single bolt stacks in their quiver, but usually not.  I'm at 694 single unforbidden bolts around the fortress and growing.  I'd like to address it before it becomes an actual fps problem, plus training would go a whole lot faster if they would use them instead of waiting for new ones.

I would assume that halting bolt production for a while is the only reliable method, as I'm guessing they pick the largest stacks when they have the chance.
Title: Re: DF2014 Question and Answer Thread
Post by: Mostali on May 21, 2016, 03:00:33 pm
Is there a way to get marksdwarves to consistently reuse bolts?  Sometimes they'll put 4-5 single bolt stacks in their quiver, but usually not.  I'm at 694 single unforbidden bolts around the fortress and growing.  I'd like to address it before it becomes an actual fps problem, plus training would go a whole lot faster if they would use them instead of waiting for new ones.

I would assume that halting bolt production for a while is the only reliable method, as I'm guessing they pick the largest stacks when they have the chance.

Just tried halting production.  Over the course of one month a squad of five fired 42 bolts (19 recovered, total count dropped by 23).  I don't stockpile bolts at all, so there are no bins involved.  The squad has 150 bolts assigned. 
Title: Re: DF2014 Question and Answer Thread
Post by: Random_Dragon on May 21, 2016, 03:58:26 pm
Hmm. See how long it takes before they deplete the individual bolts then. Hope it works. :V
Title: Re: DF2014 Question and Answer Thread
Post by: Aslandus on May 21, 2016, 08:46:49 pm
Is there a way to get marksdwarves to consistently reuse bolts?  Sometimes they'll put 4-5 single bolt stacks in their quiver, but usually not.  I'm at 694 single unforbidden bolts around the fortress and growing.  I'd like to address it before it becomes an actual fps problem, plus training would go a whole lot faster if they would use them instead of waiting for new ones.
Go to
Title: Re: DF2014 Question and Answer Thread
Post by: Bumber on May 22, 2016, 09:35:37 am
Is there a way to get marksdwarves to consistently reuse bolts?  Sometimes they'll put 4-5 single bolt stacks in their quiver, but usually not.  I'm at 694 single unforbidden bolts around the fortress and growing.  I'd like to address it before it becomes an actual fps problem, plus training would go a whole lot faster if they would use them instead of waiting for new ones.
Go to [o]rders, and under [F]orbid you'll want to use [p] to set ammunition to "claim" instead of "forbid". It's really much simpler than what these guys are saying.
He said they were unforbidden.
Title: Re: DF2014 Question and Answer Thread
Post by: Aslandus on May 22, 2016, 09:54:04 am
Is there a way to get marksdwarves to consistently reuse bolts?  Sometimes they'll put 4-5 single bolt stacks in their quiver, but usually not.  I'm at 694 single unforbidden bolts around the fortress and growing.  I'd like to address it before it becomes an actual fps problem, plus training would go a whole lot faster if they would use them instead of waiting for new ones.
Go to [o]rders, and under [F]orbid you'll want to use [p] to set ammunition to "claim" instead of "forbid". It's really much simpler than what these guys are saying.
He said they were unforbidden.
Then why are they "waiting for new ones"? Surely they'd be going to get the bolts themselves
Title: Re: DF2014 Question and Answer Thread
Post by: Mostali on May 22, 2016, 12:13:25 pm
Is there a way to get marksdwarves to consistently reuse bolts?  Sometimes they'll put 4-5 single bolt stacks in their quiver, but usually not.  I'm at 694 single unforbidden bolts around the fortress and growing.  I'd like to address it before it becomes an actual fps problem, plus training would go a whole lot faster if they would use them instead of waiting for new ones.
Go to [o]rders, and under [F]orbid you'll want to use [p] to set ammunition to "claim" instead of "forbid". It's really much simpler than what these guys are saying.
He said they were unforbidden.
Then why are they "waiting for new ones"? Surely they'd be going to get the bolts themselves

That's just it, they're happy to run and grab a fresh stack off the woodcrafters shop, but I don't have them crafting new bolts perpetually.

I did use your advice, but it wasn't the root of the problem.  Each month I would d-b-c the area with all the single bolts, so they weren't forbidden.  Your advice did help there.  The problem is that they wouldn't use the singles.

I have since mitigated the problem somewhat, but it would still be nice to find a consistent solution.  I set the orders as you suggested and then designated the entire area under/around the targets as a no-bin ammo stockpile.  This has helped to some extent, they are now sometimes picking up about 10 single bolts before heading back to the range.  But I'm now up over 1000 single unforbidden bolts laying about and all the marksdwarves hanging around the tavern most of the time.
Title: Re: DF2014 Question and Answer Thread
Post by: ManaUser on May 22, 2016, 01:28:38 pm
I'm having a weird problem here. I'm not real experienced with the clothing industry, so maybe someone else has a better idea what's going on. OK, so there's a dyer's shop and a clothier's shop, right next to each other, and also a cloth stockpile set to take from the former and give it to the latter. I didn't want to set "Use only dyed cloth" since it seems silly to waste dye on bags and such, so this seemed like the logical way to make sure this clothier uses only dyed cloth. BUT every time I set some clothing to be made (on repeat), they'll usually make one thing (not necessarily the first on the list), cancel a bunch of the jobs (not necessarily all) and then wander away. Supposedly the cancellations are due to lack of materials, but clearly this isn't true in the literal sense. The stockpile contains a mix of wool and plant cloth, and orders for either kind of clothing get canceled. I thought maybe it was due to the glitch where items in a bin briefly become unavailable while it's being filled, but dumping the cloth into a binless stockpile (linked the same way, and yes I reclaimed it) didn't help at all. And just in case this relates in some strange way, the clothier's workshop is Profile-restricted to legendary.

Please help, it's causing a severe shortage of midnight blue pants.
Title: Re: DF2014 Question and Answer Thread
Post by: Loci on May 22, 2016, 01:54:49 pm
Do you have a burrow with workshop restrictions over the clothier's shop?

If not, posting a save would be helpful.
Title: Re: DF2014 Question and Answer Thread
Post by: Mostali on May 22, 2016, 02:08:58 pm
I'm having a weird problem here...

My first thought was bins.  It's not a glitch, but typical behavior that if there is a job to put an item into the bin then everything already in the bin is unavailable for use until the job completes.

But you said you tried no-bins, so there's likely something else wrong with the stockpiles.  Try this as an experiment, consider it debugging:  Check your jobs list and make sure all of your dye jobs are complete and "store in stockpile" jobs for the cloth stockpile are complete, then try your clothing orders.  If they complete without cancelation then it is definitely something having to do with both storing cloth and using cloth at the same time.  You can alternate jobs for a while until you get a more permanent solution.

And it still might be a bin problem if there is any cloth stockpile in your fortress that uses bins, even if it's not in your production chain.
Title: Re: DF2014 Question and Answer Thread
Post by: Aslandus on May 22, 2016, 02:51:42 pm
That's just it, they're happy to run and grab a fresh stack off the woodcrafters shop, but I don't have them crafting new bolts perpetually.

I did use your advice, but it wasn't the root of the problem.  Each month I would d-b-c the area with all the single bolts, so they weren't forbidden.  Your advice did help there.  The problem is that they wouldn't use the singles.

I have since mitigated the problem somewhat, but it would still be nice to find a consistent solution.  I set the orders as you suggested and then designated the entire area under/around the targets as a no-bin ammo stockpile.  This has helped to some extent, they are now sometimes picking up about 10 single bolts before heading back to the range.  But I'm now up over 1000 single unforbidden bolts laying about and all the marksdwarves hanging around the tavern most of the time.
I've never had problems with bins, only some cancellation spam when it comes to farmers, but a lot of people apparently do. I would consider using one or two bins to compress the stockpile a bit so your dwarves don't have to run ten tiles to get ten shots.

I'm having a weird problem here. I'm not real experienced with the clothing industry, so maybe someone else has a better idea what's going on. OK, so there's a dyer's shop and a clothier's shop, right next to each other, and also a cloth stockpile set to take from the former and give it to the latter. I didn't want to set "Use only dyed cloth" since it seems silly to waste dye on bags and such, so this seemed like the logical way to make sure this clothier uses only dyed cloth. BUT every time I set some clothing to be made (on repeat), they'll usually make one thing (not necessarily the first on the list), cancel a bunch of the jobs (not necessarily all) and then wander away. Supposedly the cancellations are due to lack of materials, but clearly this isn't true in the literal sense. The stockpile contains a mix of wool and plant cloth, and orders for either kind of clothing get canceled. I thought maybe it was due to the glitch where items in a bin briefly become unavailable while it's being filled, but dumping the cloth into a binless stockpile (linked the same way, and yes I reclaimed it) didn't help at all. And just in case this relates in some strange way, the clothier's workshop is Profile-restricted to legendary.

Please help, it's causing a severe shortage of midnight blue pants.
Is it set to take them both or have you checked the actual contents of the stockpile to make sure they're there? If they're marked with "TSK" then they are being used for some other task, perhaps being taken to another stockpile because dorfs aren't very smart...
Title: Re: DF2014 Question and Answer Thread
Post by: ManaUser on May 23, 2016, 02:57:08 am
Dammit, it's a lost cause now. Well moot for the time being anyway. Somehow in my attempts to reorganize the stockpile I let all the dyed cloth get hauled away and mixed with the other cloth. There isn't any way to automatically separate it again, is there? Assuming not I'll probably have to set the "use dyed cloth" order anyway now. At least there shouldn't be any weirdness that way... if there is I'll get back to debugging. Thanks for all your suggestions.
Title: Re: DF2014 Question and Answer Thread
Post by: levraininjaneer on May 23, 2016, 03:13:00 am
To avoid problems with bins in the clothing industry, I usually set a stockpile of about 40 squares in front respectively of my dyer and clothier shops. Both allow NO bins. The one takes from the dyer, and only takes from links.

No problems with cancellations ever, and by making either pile "give to" the clothier, you can control whether you want to use dyed cloth or not. (for me, since dye is a completely renewable resource, and dying a value-adding skill that needs training, I dye absolutely everything).

The system has the added bonus of an at-a-glance stock take of how much dyed and undyed cloth is available.
Title: Re: DF2014 Question and Answer Thread
Post by: ManaUser on May 23, 2016, 03:41:54 am
To avoid problems with bins in the clothing industry, I usually set a stockpile of about 40 squares in front respectively of my dyer and clothier shops. Both allow NO bins. The one takes from the dyer, and only takes from links.

No problems with cancellations ever, and by making either pile "give to" the clothier, you can control whether you want to use dyed cloth or not. (for me, since dye is a completely renewable resource, and dying a value-adding skill that needs training, I dye absolutely everything).

The system has the added bonus of an at-a-glance stock take of how much dyed and undyed cloth is available.
Well, obviously dye is renewable, but I only started on it recently, so I have a limited supply, whereas I have mountains of undyed cloth.

Question, do you do that thing with the binless stockpiles because you have problems before, or just to be on the safe side?
Title: Re: DF2014 Question and Answer Thread
Post by: Aslandus on May 23, 2016, 03:13:14 pm
Dammit, it's a lost cause now. Well moot for the time being anyway. Somehow in my attempts to reorganize the stockpile I let all the dyed cloth get hauled away and mixed with the other cloth. There isn't any way to automatically separate it again, is there? Assuming not I'll probably have to set the "use dyed cloth" order anyway now. At least there shouldn't be any weirdness that way... if there is I'll get back to debugging. Thanks for all your suggestions.
I'm a little confused how you avoid wasting dyed cloth by pushing things through a dyed-only stockpile instead of just using the order, but the much simpler way would be to make a second clothier and only use it for things you don't want to use dyed cloth for...
Title: Re: DF2014 Question and Answer Thread
Post by: ManaUser on May 23, 2016, 03:29:52 pm
I'm a little confused how you avoid wasting dyed cloth by pushing things through a dyed-only stockpile instead of just using the order, but the much simpler way would be to make a second clothier and only use it for things you don't want to use dyed cloth for...
I do have two clothiers. But how would that help without the dyer-linked stockpile?

In case you missed this point, the "use dyed cloth" thing is a fort-wide standing order. I'm not aware of any way to set it per workshop. It seems to me the job details menu should do this, but it doesn't. It only lets me select cloth type (e.g. hemp, pigtail) and size. It seems a bit weird there isn't a better way to control this.
Title: Re: DF2014 Question and Answer Thread
Post by: gordy on May 23, 2016, 07:40:15 pm
OK, so automated orders. Say I want to make beds and always have ten in stock. Whenever there are less than ten, make more. I set a perpetual order to make beds, then set conditions to number 10? It adds the order to the workshops but then they won't stop even after ten? Do they need to be stockpiled to count?
Title: Re: DF2014 Question and Answer Thread
Post by: Mostali on May 23, 2016, 07:58:30 pm
OK, so automated orders. Say I want to make beds and always have ten in stock. Whenever there are less than ten, make more. I set a perpetual order to make beds, then set conditions to number 10? It adds the order to the workshops but then they won't stop even after ten? Do they need to be stockpiled to count?

Ten is the trigger, perpetual is how many.  In essence, your setup says, "Once there are less than 10 beds, make them until you run out of materials."

I'm setting them up to make one per trigger, but recheck daily.  I feel like there must be a better way, but I haven't found it.
Title: Re: DF2014 Question and Answer Thread
Post by: gordy on May 23, 2016, 11:42:05 pm
So if say, order ten, condition number ten, will it make ten whenever I have less than ten, or make them up to ten?

Also I suppose you could make it respect whether the raw mats are available but that is beyond me.
Title: Re: DF2014 Question and Answer Thread
Post by: Mostali on May 24, 2016, 07:55:17 am
So if say, order ten, condition number ten, will it make ten whenever I have less than ten, or make them up to ten?

Also I suppose you could make it respect whether the raw mats are available but that is beyond me.

As far as I can tell there is no way to make the number created conditional, only whether to create the order or not.

Most of my orders are based on mats.  For example, I only have seven bee hives in the fort, but the whole process is automated.  I have a screw press that checks daily for a honeycomb and an empty jug, then presses one order.  Then my still has a daily order to check for honey and a large container, then brews mead.  And my craftsdwarf shop checks for a waxcake and creates one wax craft.  All I see is the completion spam and the products.

Setting up raw mats isn't any more difficult than setting up item conditions.  Hit 'r' in the order screen and all the reagents needed autofill, you just have to change the specifics in the same way you did for counting beds.
Title: Re: DF2014 Question and Answer Thread
Post by: greycat on May 24, 2016, 03:34:27 pm
That's just it, they're happy to run and grab a fresh stack off the woodcrafters shop, but I don't have them crafting new bolts perpetually.

But you do have new bolts.  Newer than the ones they fired.

Advanced Marksdwarf Training Guide (http://dwarffortresswiki.org/index.php/DF2014:Advanced_Marksdwarf_Training_Guide#Quivers_and_Bolts) says they grab the newest bolts first.  I'm not 100% convinced that this page is accurate in every detail, but it might be correct in that particular instance.
Title: Re: DF2014 Question and Answer Thread
Post by: gordy on May 24, 2016, 07:59:07 pm
That's fine if you want to consume all reagents whenever they are available, like your honey example or paper industry. I just want it to always keep a stockpile of furniture on hand whenever the raw material is available.
Title: Re: DF2014 Question and Answer Thread
Post by: Mostali on May 25, 2016, 03:37:22 am
That's just it, they're happy to run and grab a fresh stack off the woodcrafters shop, but I don't have them crafting new bolts perpetually.

But you do have new bolts.  Newer than the ones they fired.

Advanced Marksdwarf Training Guide (http://dwarffortresswiki.org/index.php/DF2014:Advanced_Marksdwarf_Training_Guide#Quivers_and_Bolts) says they grab the newest bolts first.  I'm not 100% convinced that this page is accurate in every detail, but it might be correct in that particular instance.

I think that page may have outdated information.  It's a great guide, but I think it has a lot of bug work-arounds that aren't necessary any more.

I've given up my efforts to conserve bolts and paved over the bolt channel.  Saving a few logs a month is not worth the trouble.  I just want them trained.


That's fine if you want to consume all reagents whenever they are available, like your honey example or paper industry. I just want it to always keep a stockpile of furniture on hand whenever the raw material is available.

Yeah, you can make it so 'if less than 10, then make 10' and you should always have 10-19 on hand.  You can of course lower the number to something like 'if less than 10, then make 4', and you will keep 10-13 on hand.
Title: Re: DF2014 Question and Answer Thread
Post by: gordy on May 25, 2016, 07:57:05 pm
After there any truly unlimited resources you could set rules for and just leave df running? Food and planting yes but not bags, barrels or pots. Does clay and sand need bags?
Title: Re: DF2014 Question and Answer Thread
Post by: Aslandus on May 25, 2016, 10:46:48 pm
After there any truly unlimited resources you could set rules for and just leave df running? Food and planting yes but not bags, barrels or pots. Does clay and sand need bags?
Sand needs bags, clay doesn't
Title: Re: DF2014 Question and Answer Thread
Post by: gordy on May 25, 2016, 11:59:17 pm
So then a magma kiln for pots and farms for fruit and veg plus gathering would make you pretty much self sufficient?
Title: Re: DF2014 Question and Answer Thread
Post by: FantasticDorf on May 26, 2016, 03:20:33 am
So then a magma kiln for pots and farms for fruit and veg plus gathering would make you pretty much self sufficient?

Unless they are fire clay (Therefore stoneware instead of regular clay earthenware), the pots would need glazing first in order to hold liquids (via the application of wood ash glazing or expensive casserite tin glazing) and also require transportation to the nearest accessible area of lava to mix in all the components.

Glazing pots may also inadvertently raise fortress value considerably depending on the skill applied, glazing can also be applied to relevant stone objects too (is that a bug? thats my question personally) which can be a negative thing if you are trying to remain low profile by keeping fortress value down in the planning and infrastructure stages of your fortress.
Title: Re: DF2014 Question and Answer Thread
Post by: Mostali on May 26, 2016, 11:35:14 am
You could completely automate bag construction - pig tails->thresher->weaver->clothier.  If you were sure to have slightly excess booze then the thresher could just syphon off an extra pig-tail here or there, especially since a glass industry reuses bags anyway.
Title: Re: DF2014 Question and Answer Thread
Post by: gordy on May 26, 2016, 05:26:52 pm
So glass is the only recyclable alcohol container?
Title: Re: DF2014 Question and Answer Thread
Post by: FantasticDorf on May 26, 2016, 05:45:47 pm
So glass is the only recyclable alcohol container?

By recyclable i think you mean 'Renewable' or 'replenishable' as to say theoretically infinite so long as the heat of magma and bags full of sand are supplied to create 'green' glass. Higher value clear glass (requires pearash, which is potash run through a kiln) and top value crystal glass (requires crystal mineral stones) are non-renewable.

Technically in its current state, whatever the merchants bring is renewable until the development arc to implement real world markets is introduced (as to say buying all the wood from a caravan will create more demand for wood and potentially raise prices next year, or selling lots of metal will deflate prices and everyone will walk around in swanky metal armour and play with metal toys hypothetically as a scenario)

Since you can't break down glass pots again back into material for 'recycling' (at-least not without a modded workshop and lots of traumatised dwarves from lost masterpiece pots) they arent recyclable, unless you count returning them to the magma and destroying them to do that.
Title: Re: DF2014 Question and Answer Thread
Post by: Telgin on May 26, 2016, 05:48:59 pm
As far as renewable goes, wood might as well be infinitely renewable with how fast trees grow and how much they produce.

For something truly recyclable, metal barrels can be melted back down.  I don't think they give as much material back as they take to make though, so it's not a great idea in general.
Title: Re: DF2014 Question and Answer Thread
Post by: gordy on May 26, 2016, 08:33:44 pm
Only thinking of renewable resources for brewing, you need crops for thread and bags for sand, plus magma for glass? I just want to leave it running without bothering to trade
Title: Re: DF2014 Question and Answer Thread
Post by: Mostali on May 26, 2016, 09:45:31 pm
Only thinking of renewable resources for brewing, you need crops for thread and bags for sand, plus magma for glass? I just want to leave it running without bothering to trade

But most of that will reach an equilibrium.  If you want 100 dwarves to self-sustain, then 100 barrels/large pots will guarantee there will always be enough drink available.  If they fill the 100 barrels and can't produce more, then the crops will just wither in the fields until space opens up.

Glass is similar.  A single bag can sustain a magma glass industry indefinitely, and that's before work orders were implemented.  More bags is clearly better, but they are reused so you have no need to automate their production.
Title: Re: DF2014 Question and Answer Thread
Post by: Mostali on May 26, 2016, 09:53:30 pm
Now my new questions,

Is there any purpose to assigning a barracks to an individual?  By this I mean the "a: Assign Room" command, not through the military.

Is there any use to sculpture gardens, zoos, well rooms or any other meeting areas since .42?  I've made a few but I haven't noticed any positive thoughts or dwarves hanging around them like they use to.
Title: Re: DF2014 Question and Answer Thread
Post by: gordy on May 27, 2016, 12:28:22 am
Wait, are barrels and large pots reusable? We're they always?
Title: Re: DF2014 Question and Answer Thread
Post by: ManaUser on May 27, 2016, 02:33:06 am
Wait, are barrels and large pots reusable? We're they always?
Yes. And as far as I know, yes again.
Title: Re: DF2014 Question and Answer Thread
Post by: Fleeting Frames on May 27, 2016, 02:37:16 am
Note though that they at least used to prefer to drink the fullest, newest barrel first (though not sure if this is the case anymore, given I've seen embark barrels with both 3/5 and 5/5 in same stockpile after some time). Even a random order means that you can guess when the last barrel will empty, but not so much for the first - in any case, having half your drink stock done yet no barrels available for brewing is not exactly weird.

Reserving barrels from stock[p]ile menu can help guarantee that you can brew when drink gets low, if you want to be sure.
Title: Re: DF2014 Question and Answer Thread
Post by: FantasticDorf on May 27, 2016, 04:25:44 am
Now my new questions,

Is there any purpose to assigning a barracks to an individual?  By this I mean the "a: Assign Room" command, not through the military.

Is there any use to sculpture gardens, zoos, well rooms or any other meeting areas since .42?  I've made a few but I haven't noticed any positive thoughts or dwarves hanging around them like they use to.

To memory, individuals cannot claim barracks defined rooms as they are reserved explicitly for military. However some nobles get a kick (the king particularly) out of requesting that armour racks and and weapon racks be placed in their rooms. And its one way of raising value for a dwarf's room if you run out of ideas for furniture without going overboard.

Sculpture gardens still have a use in applying a additional x2 happiness modifier on furniture with the 'tastefully arranged' thoughts in leveling quality. Zoos (& glass aquariums for vermin fish caught in animal traps via 'capture live fish' or any kind of caught aquatic animal though the cage transferral behaviour is a bit bugged) rely a lot on the value of the cage in how its decorated in relevancy to the animals being exhibited. People who like sheep, will be happier if you put your spare sheep not for pasturing due to age or awaiting slaughter inside a cage (where they will be hand fed be warned so be prepared to dump out seeds, though you can burrow a animal caretaker over a particular pile to keep them from rummaging your crucial industries) for display and its a nicely made cage. (zombies are immortal and exhibit as regular animals in cages, so capturing reanimated animals for tourism is good)

Private statue gardens and zoos help deliver the most to your dwarves if the general public dont appreciate your art.

A lot of socializing does happen in the taverns and close proximity in little cloistered prayer sites, so dwarves without being explicitly bundled together all the time dont bond as much as they used to, though evidently they still get into arguements, chat etc. Overlapping your taverns with statue gardens and zoos will likely not work because of 'socialise' and 'worship' areas interfering as a activity, detracting from direct idling behaviour.
Title: Re: DF2014 Question and Answer Thread
Post by: feelotraveller on May 27, 2016, 06:45:48 am

Glazing pots may also inadvertently raise fortress value considerably depending on the skill applied, glazing can also be applied to relevant stone objects too (is that a bug? thats my question personally) which can be a negative thing if you are trying to remain low profile by keeping fortress value down in the planning and infrastructure stages of your fortress.

Nah, it's just another form of decoration.
Title: Re: DF2014 Question and Answer Thread
Post by: ragincajun on May 27, 2016, 10:32:07 am
How can I kill a fire snake?  It can attack (bite) my dwarves but I can't seem to target it.
Title: Re: DF2014 Question and Answer Thread
Post by: ManaUser on May 27, 2016, 10:43:34 am
It's a vermin, so your best bet is probably to get a cat on the job. (You could pasture one where that snake is bothering you, I suppose.) I'm unsure how safe this would be for the cat...
Title: Re: DF2014 Question and Answer Thread
Post by: ManaUser on May 27, 2016, 11:09:51 am
I know the full details are more complicated, but in general, how many ramps (if any) will a minecart go up after being accelerated by a high speed roller? For simplicity sake, assume the roller is level and the ramps are in a straight line immediately after it.
Title: Re: DF2014 Question and Answer Thread
Post by: Mostali on May 27, 2016, 11:56:45 am

Is there any purpose to assigning a barracks to an individual?  By this I mean the "a: Assign Room" command, not through the military.


To memory, individuals cannot claim barracks defined rooms as they are reserved explicitly for military.


But they can be assigned to an individual, completely independent of the military system.  The room doesn't show up in the individuals "Holdings" list, but neither does a zoo or sculpture garden.  The room itself lists the "Current Owner", and all of the squad assignment menu completely goes away.  So is there any purpose or value to this?  Is this just one more room for a dwarf to hang around in while not doing anything else?  And if so is this a better/worse situation than the dwarf going to their actual squad barracks for training?
Title: Re: DF2014 Question and Answer Thread
Post by: FantasticDorf on May 27, 2016, 11:58:13 am
How can I kill a fire snake?  It can attack (bite) my dwarves but I can't seem to target it.

If you supply a admantium animal cage for a trapper job, they'll catch them and store them comfortable inside them.

You can even then use the captured fire snake to extract liquid fire for commercial use.
Title: Re: DF2014 Question and Answer Thread
Post by: ManaUser on May 27, 2016, 10:41:36 pm
But they can be assigned to an individual, completely independent of the military system.  The room doesn't show up in the individuals "Holdings" list, but neither does a zoo or sculpture garden.  The room itself lists the "Current Owner", and all of the squad assignment menu completely goes away.  So is there any purpose or value to this?  Is this just one more room for a dwarf to hang around in while not doing anything else?  And if so is this a better/worse situation than the dwarf going to their actual squad barracks for training?
You know how when you select the weapon rack, it says "make barracks/armory"? My theory is that an individually assigned one would be an armory. But since neither armor stands nor weapon racks currently work for their nominal purpose I would guess this is indeed totally useless. I could easily imagine it as another thing a high-ranking noble might insist on having, but none do currently.
Title: Re: DF2014 Question and Answer Thread
Post by: FantasticDorf on May 28, 2016, 09:59:55 am
You know how when you select the weapon rack, it says "make barracks/armory"? My theory is that an individually assigned one would be an armory. But since neither armor stands nor weapon racks currently work for their nominal purpose I would guess this is indeed totally useless. I could easily imagine it as another thing a high-ranking noble might insist on having, but none do currently.

Interesting. I cannot recall them explicitly being used for very much (could be a trivial bug since soldiers carry their weapons around everywhere anyway)

Im going to explore the idea of personal weapon storage with a suggestion thread soon now that this has turned up. Question - HAS the armoury ever functionally held weapons/armour in the past?
Title: Re: DF2014 Question and Answer Thread
Post by: Mostali on May 28, 2016, 01:30:39 pm
But they can be assigned to an individual, completely independent of the military system.  The room doesn't show up in the individuals "Holdings" list, but neither does a zoo or sculpture garden.  The room itself lists the "Current Owner", and all of the squad assignment menu completely goes away.  So is there any purpose or value to this?  Is this just one more room for a dwarf to hang around in while not doing anything else?  And if so is this a better/worse situation than the dwarf going to their actual squad barracks for training?
You know how when you select the weapon rack, it says "make barracks/armory"? My theory is that an individually assigned one would be an armory. But since neither armor stands nor weapon racks currently work for their nominal purpose I would guess this is indeed totally useless. I could easily imagine it as another thing a high-ranking noble might insist on having, but none do currently.
This makes a pretty good explanation.  I'm going to assign one to a military dwarf for a while and see if anything happens.  But I expect you're right, it's just another room that they won't visit.
Title: Re: DF2014 Question and Answer Thread
Post by: Mostali on May 28, 2016, 01:56:30 pm
What are the rules for where a dwarf will store owned items?

I'm trying to make suites for my dwarves - bedroom, dining room, office, sculpture garden, zoo and armory (and a bath/well, but it's not assigned).  Because it's more than four rooms, overlapping them all increases the value significantly.  For the most part it's great, but I have a dwarf that is constantly "move owned item"ing from cabinet to cabinet.  There are four cabinets across three rooms and he bounces between them stopping only to craft something or occasionally take care of a need.  I want the little jerk to idle, alongside the other little jerkess I've assigned to the exact same rooms.  I've tried forbidding everything he touches, but he just keeps finding more stuff someplace else in the fortress.  I have not tried burrowing him as I'm trying to avoid that in general, but I would assume that it would just cancel spam his actions rather than solve the problem.

I know a solution, and that's to have his bedroom cover one cabinet and hers to cover another cabinet and make sure those parts don't overlap.  But that means no cabinets in other rooms.  I feel like if I had a better understanding of what's motivating his need to store these items in four locations at once I could come up with a better solution.  Any ideas?
Title: Re: DF2014 Question and Answer Thread
Post by: Bumber on May 28, 2016, 04:12:15 pm
How long are the alcohol-related personality changes suppose to last? Checking before I submit a bug report. This is from a weretortoise dwarf in my oubliette:
(http://i681.photobucket.com/albums/vv172/Bumber2009/Dwarf%20Fortress/Alcohol.jpg)
Title: Re: DF2014 Question and Answer Thread
Post by: ManaUser on May 29, 2016, 01:14:01 pm
Assuming those yellow bits are indeed caused by alcohol, I think it's a bug. It seems like they last forever to me.
Title: Re: DF2014 Question and Answer Thread
Post by: Mostali on May 29, 2016, 02:04:11 pm
Does falling generate a combat report?  I have an injured dwarf with a combat report with several "full force of the impact" lines, but also "An artery has been opened by the attack!"  So "the attack" was a fall?
Title: Re: DF2014 Question and Answer Thread
Post by: Loci on May 29, 2016, 03:51:19 pm
Does falling generate a combat report?

Yes. The "attack" in that case was most likely a fall gravity-accentuated collision.
Title: Re: DF2014 Question and Answer Thread
Post by: ManaUser on May 29, 2016, 07:09:51 pm
When Gravitons Attack
Title: Re: DF2014 Question and Answer Thread
Post by: greycat on May 31, 2016, 09:38:34 am
It helps to understand that falls are modelled within DF by simulating multiple blunt attacks with an object made out of the floor's material.  From the dwarf's (or other falling creature's) point of view, a small piece of the terrain has quite literally risen up and smashed into the dwarf.  Repeatedly.
Title: Re: DF2014 Question and Answer Thread
Post by: Random_Dragon on May 31, 2016, 11:07:39 am
It helps to understand that falls are modelled within DF by simulating multiple blunt attacks with an object made out of the floor's material.  From the dwarf's (or other falling creature's) point of view, a small piece of the terrain has quite literally risen up and smashed into the dwarf.  Repeatedly.

With the added caveat that bigger creatures get fucked up by the "attack" even worse than smaller ones do. :V
Title: Re: DF2014 Question and Answer Thread
Post by: AzyWng on May 31, 2016, 12:09:28 pm
I've got a problem.

My dwarves are fishing over ice.

I tried disabling their fishing labor but they haven't stopped their task!
Title: Re: DF2014 Question and Answer Thread
Post by: Loci on May 31, 2016, 03:04:06 pm
You could temporarily activate a civilian alert, or assign the foolish fishers to a new squad and order them to station off the ice.

In the future you can enable zone-only fishing and define the fishing zone to exclude any ice tiles to prevent this problem.
Title: Re: DF2014 Question and Answer Thread
Post by: AzyWng on May 31, 2016, 05:06:05 pm
You could temporarily activate a civilian alert, or assign the foolish fishers to a new squad and order them to station off the ice.

In the future you can enable zone-only fishing and define the fishing zone to exclude any ice tiles to prevent this problem.

Ok, Good.

One would think that the fact that several dwarves have died already from that ice melting would be a sufficient deterrent...
Title: Re: DF2014 Question and Answer Thread
Post by: Bumber on June 02, 2016, 08:26:37 pm
Are bowls listed in the stocks screen? A goblin bowman lost hold of a {copper bowl}, the combat report is long gone, and now I can't find it to melt it down.
Title: Re: DF2014 Question and Answer Thread
Post by: Random_Dragon on June 02, 2016, 09:07:34 pm
Are bowls listed in the stocks screen? A goblin bowman lost hold of a {copper bowl}, the combat report is long gone, and now I can't find it to melt it down.

If I recall, they count as tools, so they would logically be in that part of the stocks.

Leave it to dorfs to drink out of mugs like civilized humans, but not see eating cat stew as warranting the same degree of etiquette. o3o
Title: Re: DF2014 Question and Answer Thread
Post by: Drokk on June 02, 2016, 09:24:29 pm
Hmm, so I have a fortress going quite strong, I just got the notification for a necro siege.  Fantastic!

Immediately after I unpaused they left the map.

Right afterwards, I got a goblin siege.  Aww yiss!

Four or so appeared, all left, and then two came back and just sat on top of the mountain until my military went up to kill em' dead.

Any ideas as to why this would happen?  I want to try my hand against the necromancers, but they always immediately flee!
Title: Re: DF2014 Question and Answer Thread
Post by: AzyWng on June 06, 2016, 03:07:58 pm
TREES KEEP KILLING MY DWARVES!

Seriously, how do I find and prevent this from happening??
Title: Re: DF2014 Question and Answer Thread
Post by: Random_Dragon on June 06, 2016, 03:25:33 pm
Seriously, how do I find and prevent this from happening??

Magma is always the answer.
Title: Re: DF2014 Question and Answer Thread
Post by: Fleeting Frames on June 06, 2016, 06:35:51 pm
TREES KEEP KILLING MY DWARVES!

Seriously, how do I find and prevent this from happening??
a) Make walkways down from the trees. Would need 2 blocks for every tree cluster that dwarf can walk across, possible more if they flee multiple z-levels.
b) Cut them down and put nothing stockpiles on them. If you have no wood stockpile, a map can be clearcutted in less than a season no probs.

Some players dislike how empty stockpiles look or want to see other plant growth, though. If you're one of the two, you could
c) Build an embark-size floor. Trees can't grow up if they don't have at least 1 tile headroom or not a building or construction beneath. (However, if you go for building it in mid-air rather than on walking level, note that trees can grow through bridges.)

This option can cut down on material costs by covering parts of or your embark with 7/7 water or magma - trees won't grow up in either. However, note that your FPS will take a huge hit, especially if you use magma.

For finding it, periodically check your (u)nits list that nobody is hunting for vermin and what the No Job dwarves are doing. You can increase headroom on latter by giving the ones likely to climb trees backpacks and waterskins.
Title: Re: DF2014 Question and Answer Thread
Post by: Bumber on June 07, 2016, 07:43:36 am
Did wild cavern animals (elk birds, giant rats, troglodytes) always try to path directly into your fort, or is this a new thing?

I'm beginning to think they're trying to go to my temple to meet prayer needs, or something.
Title: Re: DF2014 Question and Answer Thread
Post by: Fleeting Frames on June 07, 2016, 01:41:10 pm
Two simple questions on preferences, really:

A: Does making a meal with dwarf's preferred type of booze and getting them to eat it satisfy the need for decent meals / give happy thought for it?

B: Does a dwarf who doesn't have explicit preference for figurines get happy thoughts from handling them(i.e. carrying from stockpile to stockpile)?
Title: Re: DF2014 Question and Answer Thread
Post by: eerr on June 08, 2016, 01:35:05 am
Did wild cavern animals (elk birds, giant rats, troglodytes) always try to path directly into your fort, or is this a new thing?

I'm beginning to think they're trying to go to my temple to meet prayer needs, or something.

It's possible to have a single tile of disconnected biome in your fortress, then animals will migrate across half the map just to move near the center of the forest.

Like I had unicorns run in to the center of my fortress before, repeatedly without fail. They would also run off the map when they got edgy.

Forgotten beasts always path to the center of your fortress and don't actually have psychic meat detection powers like crundles.
Title: Re: DF2014 Question and Answer Thread
Post by: greycat on June 08, 2016, 09:00:38 am
A: Does making a meal with dwarf's preferred type of booze and getting them to eat it satisfy the need for decent meals / give happy thought for it?

I read somewhere on this forum that it does, but I have never tested it personally.

Quote
B: Does a dwarf who doesn't have explicit preference for figurines get happy thoughts from handling them(i.e. carrying from stockpile to stockpile)?

As far as I know, no.  I don't think it would work even if the hauler did have a preference for them.  Hauling doesn't seem to work the same way as socializing near a statue, etc.
Title: Re: DF2014 Question and Answer Thread
Post by: ragincajun on June 12, 2016, 09:51:25 am
How do I protect wells that access cavern level water?

Just had a FB evidently fly into my fortress through one of the wells and lay waste to us.  Just a channel with a well built over it.  Would a grate work/help or does that keep the well from operating?
Title: Re: DF2014 Question and Answer Thread
Post by: Fleeting Frames on June 12, 2016, 10:09:58 am
Wells can't pull water through a grate, but they can pull water that is above the grate, so one can help with bit of planning - assuming the grate is not pathable to from above (otherwise it is just bait furniture, nom.)

A better way might be to put a raising bridge into the tunnel where you fill your well water from with either lever (gets 2 mechanisms back) or pressure plate to raise it when well is full of water (and refill if your dwarves ever manage to somehow deplete it).

Alternatively, if you're in an area where cave-ins don't transmutate, you could cave in brook's top floor into your watering-area-to be, then dig out the wall from beneath and put water there instead, designating water (or fishing!) zone on top. (Note that wells can't pull water through brook floors.)

However, if you don't plan on accessing those cavern areas below where you want your well, it would be better long-term to use the temporary well to fill in cistern for your main one - if only because well bucket moves slower than a dwarf can carry water.
Title: Re: DF2014 Question and Answer Thread
Post by: feelotraveller on June 13, 2016, 01:09:56 am
The system I usually use is to fill a cistern through a grate (from below) using water pressure and then draw water from the cistern with a well.  Probably worth building your cistern filling system with a linked cut-off device (bridge/door/whatever) to stop the flow of water.  An exit from the cistern back to the main fortress can be handy when something living falls into the well...

There are a bunch of articles about wells, water pressure, etc on the wiki which could be helpful.
Title: Re: DF2014 Question and Answer Thread
Post by: Fleeting Frames on June 13, 2016, 02:06:05 am
A question of my own, now:

A floor is a floor. However, brook floor allows fishing, in a way reminiscent of grates. Can the fisherdwarves see creature fishes in the water? Can they fish those creatures? Can those creatures attack them in the process of fishing?

Granted, I think you only get creature fishes in brook if you connect it to a bigger body of water....Or embark on tropical swamp/marsh and dig an opening for crocodiles :p
Title: Re: DF2014 Question and Answer Thread
Post by: Bumber on June 13, 2016, 03:01:39 am
A question of my own, now:

A floor is a floor. However, brook floor allows fishing, in a way reminiscent of grates. Can the fisherdwarves see creature fishes in the water? Can they fish those creatures? Can those creatures attack them in the process of fishing?

Granted, I think you only get creature fishes in brook if you connect it to a bigger body of water....Or embark on tropical swamp/marsh and dig an opening for crocodiles :p
Can attackable creatures be fished to begin with?

I think brook tiles behave like floor grates. In other words, you can see and fish through them, water pours and pumps through them, well buckets are blocked by them, and you can't attack through them.
Title: Re: DF2014 Question and Answer Thread
Post by: Fleeting Frames on June 13, 2016, 06:46:57 am
Sea Lamprey, for instance. It is pretty easy to get brook and ocean in the same embark tile.
Title: Re: DF2014 Question and Answer Thread
Post by: taptap on June 13, 2016, 02:38:28 pm
Is this the new normal... playing with 12 dwarves, 2 military training, 6 praying and I don't even have a tavern yet.
Title: Re: DF2014 Question and Answer Thread
Post by: Fleeting Frames on June 13, 2016, 03:43:26 pm
Yeah, I notice the dwarves tend to do location assignments when they have no job, though once their praying needs are fulfilled my idle counter comes back. Meanwhile, tavern socializing is very low priority that just about anything will pull away from.

However, you can prevent it by not having the zones, and before you have some population might want to - after all, dwarves start undistracted. I have no idea how big an effect the distraction mechanic has on jobs though.
Title: Re: DF2014 Question and Answer Thread
Post by: greycat on June 14, 2016, 04:13:40 pm
The system I usually use is to fill a cistern through a grate (from below) using water pressure and then draw water from the cistern with a well.

I usually prefer to source my well water from a river, brook or aquifer tile, and let it fall down into a cistern.  But if I can't do that, and instead have to source water from a cavern, I prefer to pump some water from the cavern lake into an isolated cistern, with the well over that.  If I'm careful about it, I can arrange for the pump operator to be protected while pumping (remember, pumps can suck through a floor grate even though wells can't drop a bucket through one).  There is definitely a period of exposure while initially setting up the pump, though.
Title: Re: DF2014 Question and Answer Thread
Post by: feelotraveller on June 14, 2016, 07:12:47 pm
The system I usually use is to fill a cistern through a grate (from below) using water pressure and then draw water from the cistern with a well.

I usually prefer to source my well water from a river, brook or aquifer tile, and let it fall down into a cistern.  But if I can't do that, and instead have to source water from a cavern, I prefer to pump some water from the cavern lake into an isolated cistern, with the well over that.  If I'm careful about it, I can arrange for the pump operator to be protected while pumping (remember, pumps can suck through a floor grate even though wells can't drop a bucket through one).  There is definitely a period of exposure while initially setting up the pump, though.

That is a nice method for cavern water.  Even though I do something similar for magma I had never thought to use it for water! 
Title: Re: DF2014 Question and Answer Thread
Post by: gordy on June 14, 2016, 09:58:20 pm
How can I nerf lycanthropy so they don't destroy my fort? Is there a way to make them not hostile when they turn? I am trying to do a fairly passive game but the cycle of infection keeps going around now visitors and children are infected.
Title: Re: DF2014 Question and Answer Thread
Post by: Fleeting Frames on June 14, 2016, 11:48:16 pm
If you get everyone infected by same type of curse, they won't attack each other barring being active militarily or something like that (loyalty cascade, here we come).

However, that has it's own problems, given how they will go naked and be buildingdestroyers. Artifact traps keep them trapped while they're dwarves, too...

Hm, if you get few vampires, I wonder if the werewolves will prioritize attacking him over destroying buildings. You could make him ride around in a minecart that the wolves then chase and get Tom & Jerry type moon fortress.
There is definitely a period of exposure while initially setting up the pump, though.
Oh yeah, now I remember: another method to secure cavern water, if you have the z-levels, is to cave in a hollow plug on top of cistern-to-be. 0 risk to any of your dwarves, who will never have to enter cavern at all.

It does depend on cavern layout, though ^^;;
Title: Re: DF2014 Question and Answer Thread
Post by: gordy on June 15, 2016, 06:46:50 pm
I made the were syndrome forbid ' has blood'. Will that  stop the infectivity?
Title: Re: DF2014 Question and Answer Thread
Post by: Fleeting Frames on June 15, 2016, 08:28:31 pm
Properly done, I believe so - after all, vampire werebeasts are similarly prevented. But the ones already infected won't be uninfected by that.....

....Now I'm imagining artifact bar of soap when magic comes, never running out and perfectly cleansing even the non-mundane infections.
Title: Re: DF2014 Question and Answer Thread
Post by: taptap on June 16, 2016, 02:36:06 pm
Is there any way short of modding or a kobold attack to get small-size clothing for my gorlak resident?
Title: Re: DF2014 Question and Answer Thread
Post by: Putnam on June 16, 2016, 05:34:15 pm
(d)etails in the reaction screen
Title: Re: DF2014 Question and Answer Thread
Post by: taptap on June 17, 2016, 02:47:29 am
(d)etails in the reaction screen

Thank you. You made a gorlak happy. He had tears in his eyes.
Title: Re: DF2014 Question and Answer Thread
Post by: gordy on June 21, 2016, 07:42:20 pm
Is pitting or dumping rocks, wood or refuse a reliable execution method for pitted creatures, and what sort of z level drop would you need?

Title: Re: DF2014 Question and Answer Thread
Post by: Colev0 on June 21, 2016, 07:49:21 pm
Sorry, I'm not sure if this is the right place to ask this.

Will animal people be made more viable anytime soon? There's been a couple of quirks surrounding them for quite awhile in both modes of play.
Title: Re: DF2014 Question and Answer Thread
Post by: JasonMel on June 22, 2016, 08:48:41 pm
Does 43.04 still have necromancer towers? Last I played this game, world gen used to create lots of them in a world. But in the first world I've created just now, I'm checking out the world map in order to accept or reject the world, and I can't see any towers (used to be a purple "I"). Is that still how they're represented? If I can't see those at this stage, do I have any necromancers? Or maybe I got a world without any by chance?
Title: Re: DF2014 Question and Answer Thread
Post by: Putnam on June 22, 2016, 09:42:35 pm
Still a purple I, they still show up.
Title: Re: DF2014 Question and Answer Thread
Post by: StrawBarrel on June 22, 2016, 09:47:30 pm
Sorry, I'm not sure if this is the right place to ask this.

Will animal people be made more viable anytime soon? There's been a couple of quirks surrounding them for quite awhile in both modes of play.
I think you should try asking in Future of the Fortress (http://www.bay12forums.com/smf/index.php?topic=140544.0).

Is pitting or dumping rocks, wood or refuse a reliable execution method for pitted creatures, and what sort of z level drop would you need?
It might take many objects, but it should be possible to kill a pitted creature by dropping said objects onto them. Z level-wise, the pit should be as deep as possible, but I would try making it at least 20 levels deep. Make sure to take precautions so whatever you pit doesn't climb back out.
Title: Re: DF2014 Question and Answer Thread
Post by: snow dwarf on June 23, 2016, 03:18:19 am
Wondering if you can fish from higher than the body of water level. So, if I build a ship a few z levels high can my dwarfs fish from it?
Title: Re: DF2014 Question and Answer Thread
Post by: Random_Dragon on June 23, 2016, 03:28:41 am
So, has anyone finally figured out in detail how the new armor damage works? >.o
Title: Re: DF2014 Question and Answer Thread
Post by: Vaspeis on June 23, 2016, 07:41:37 am
Hello all,

new to the forum, so please be gentle with me :-)

Uncertain if this is the best place to post this - please point me in the right direction if it isn't.

I had a slight magma mishap. Nothing serious, no dwarves were hurt, but magma flowed into an access tunnel I would like to wall shut. The magma flow into the tunnel was shut off and what leaked in has evaporated, but I am still unable to build there. I now get a purple cursor and a "no access to non-economic building material" message. Why? Everything looks OK to me.

Am I being too impatient? Is the rock still too hot and it just needs to cool down a little longer? Or is it a bug?

Title: Re: DF2014 Question and Answer Thread
Post by: Fleeting Frames on June 23, 2016, 08:26:56 am
Yeah that message typically means dwarves cannot normally path to that place. Is your tunnel still walled off, temperature turned off, are you building aboveground with scorching biome, or have heating underneath?
Title: Re: DF2014 Question and Answer Thread
Post by: Repseki on June 23, 2016, 09:39:07 am
Hello all,

new to the forum, so please be gentle with me :-)

Uncertain if this is the best place to post this - please point me in the right direction if it isn't.

I had a slight magma mishap. Nothing serious, no dwarves were hurt, but magma flowed into an access tunnel I would like to wall shut. The magma flow into the tunnel was shut off and what leaked in has evaporated, but I am still unable to build there. I now get a purple cursor and a "no access to non-economic building material" message. Why? Everything looks OK to me.

Am I being too impatient? Is the rock still too hot and it just needs to cool down a little longer? Or is it a bug?

Sounds like you blocked access to the tunnel when you walled off the magma source, or maybe you still have a few lingering magma puddles blocking the path to where you want to build. If there is a door/hatch, double check you haven't locked it as well.

So, has anyone finally figured out in detail how the new armor damage works? >.o

Interested to know myself.
Title: Re: DF2014 Question and Answer Thread
Post by: Vaspeis on June 23, 2016, 04:41:08 pm
Is your tunnel still walled off, temperature turned off, are you building aboveground with scorching biome, or have heating underneath?

The access tunnel is straight off an up/down stairway and not walled off. Flow was stopped by a lever-controlled bridge... as planned... only the lever-pullers were a bit slower than expected. Underground, not scorching biome, nor heating underneath.

I can turn temperature off? How do I do that?


Sounds like you blocked access to the tunnel when you walled off the magma source, or maybe you still have a few lingering magma puddles blocking the path to where you want to build. If there is a door/hatch, double check you haven't locked it as well.

No doors, no lingering magma. The staircase the tunnel branches off from has material access.

However... I had a job to wall the tunnel off going, and it was nearly completed when it was interrupted by the approaching magma. The magma then pushed the almost-installed obsidian block in front of it down the access tunnel, into the middle of the 3x3 stairway. Some magma also flowed into another tunnel off the stairway, and I see now that I can't build there either.

When the spill had evaporated, I first tried just unsuspending the building of the wall, but nothing happened... so I removed the building, dumped the obsidian block... and now I can't order a new wall built. I have considered building an access tunnel to the access tunnel, but 1) that seems silly and 2) what if that doesn't work either? I don't want to swiss-cheese this place too much, it's an area of solid rock between caverns which is not too big, and it is going to be the heart of my fortress going forward... next to a magma pool, with hematite above and marble below.

Why, oh why didn't I pre-install a door? Next time...
Title: Re: DF2014 Question and Answer Thread
Post by: Fleeting Frames on June 23, 2016, 04:59:05 pm
[DF directory]/data/init/d_init.txt contains setting to enable/disable bunch of things such as temp, weather, etc...Though there's also a button that edits the file in Lazy Newb Pack when setting temperature.

Tmperature and weather drain FPS while having mostly small effects on most embarks, so you might want to turn them off. However, somewhat unintuitively, while temp off makes magma harmless, it still heats up the surrounding rocks, making them untraversable.

To confirm the rocks are still heated up, see if they flash when you press d-d (dig designation). If this is not the case, it is probable your problem is different - possibly the magma burning access bridge, or panic resulting in ruined ramps or failed stairs.

Caution: if dwarf has magma gobs on them while temperature is turned back on, they'll catch on fire.
Title: Re: DF2014 Question and Answer Thread
Post by: Vaspeis on June 23, 2016, 05:26:09 pm
Hmmm. Temperature _is_ off. I now remember doing that to try to improve the FPS of my previous fortress, and somehow thought that affected climate only.

The relevant rocks do not flash on d-d.

The walls of the magma pool do flash, but not the walls of my other magma reservoir (filled to 6). Shouldn't they flash?

I need to go to bed now... thanks for your help so far!
Title: Re: DF2014 Question and Answer Thread
Post by: Fleeting Frames on June 23, 2016, 05:40:14 pm
Well, we both learned something new. You that you have temperature off (turn it back on! Though will reduce FPS with your magma rivers), me that the flashing is not set when temp is off. Interesting!
Title: Re: DF2014 Question and Answer Thread
Post by: Vaspeis on June 24, 2016, 07:59:25 am
Right. So I turned temperature on... but nothing seemed to change. No meaningful change to FPS either, it dipped to 11 but soon returned to 14, which was the temp-off state. But with no flowing magma visible that was perhaps expected?

Downloaded and installed 43.04 to separate dir (fort started and run so far in 43.02), copied save over, verified temp on, started... same as before.

Sigh.

Went back to 43.02, ran the fort for another month or so, and I'm allowed to build! Yay!

Opened the floodgate-bridge, and once magma flow started warm stone was indicated correctly, as "Warm" with loo[k] and flashing with d-d. There was lingering warm stone in the other side tunnel.

So it seems warm stone was the problem, only it didn't show. Also turning temperature back on doesn't immediately reset which tiles display as warm, some kind of trigger is necessary to start a recompute, my guess is magma actually flowing but I wasn't anal enough to be able to rule out e.g. a month change. (I have seasonal saves so I can find out if anyone's interested)

It is now entirely unclear to me what the Temperature:OFF setting does (it does not seem to stop the game tracking temperatures!?).

But whatever, my new, on-axis magma forges will soon be up and running!
Title: Re: DF2014 Question and Answer Thread
Post by: Fleeting Frames on June 24, 2016, 09:21:52 am
Temperature:OFF stops calculating the heat transfer, but fixed-temp things like magma and nether-cap will still have their own temperatures. Since magma sets the temp of surroundings, there you do not go.
Title: Re: DF2014 Question and Answer Thread
Post by: ragincajun on June 24, 2016, 02:13:52 pm
I've started using a "mass cage" for animals to help with FPS but how do I "uncage" individual animals from the "mass cage"?
Title: Re: DF2014 Question and Answer Thread
Post by: Fleeting Frames on June 24, 2016, 03:22:28 pm
Unassign them from the cage and assign to a pasture/pit/rope individually.
Title: Re: DF2014 Question and Answer Thread
Post by: DeKaFu on June 25, 2016, 03:33:25 pm
I built two barracks, one aboveground and one below. My idea was to have the squads alternate months training underground and aboveground to avoid cave adaptation while protecting both the surface and deep fortress.

Now that I'm trying to schedule it, I'm suddenly not sure that's actually possible. Can you schedule training at a specific barracks, or are your only options "any assigned barracks" or "none"?

I know I could just keep manually reassigning which barracks are available for training for which squads but that's a huge pain in the butt. :-\
Title: Re: DF2014 Question and Answer Thread
Post by: Bumber on June 25, 2016, 11:50:46 pm
I built two barracks, one aboveground and one below. My idea was to have the squads alternate months training underground and aboveground to avoid cave adaptation while protecting both the surface and deep fortress.

Now that I'm trying to schedule it, I'm suddenly not sure that's actually possible. Can you schedule training at a specific barracks, or are your only options "any assigned barracks" or "none"?

I know I could just keep manually reassigning which barracks are available for training for which squads but that's a huge pain in the butt. :-\
I'm not sure. I personally use a Mixed order like:
Train, 6 minimum
Station at Cavern Entrance, 4 minimum

The live training of the cavern should suffice.
(Defend burrows might protect the cavern better, but I've already lost enough dwarves to climb-exhaust-drowning. Maybe swim training would mitigate it. As I recall, a certain level of swimmer prevents drowning even while unconscious.)
Title: Re: DF2014 Question and Answer Thread
Post by: Tecknitian on June 26, 2016, 10:37:53 am
Can you prevent cave spider bites with a full suit of armor (not of the giant variety)? I wanted to make a silk farm with regular cave spiders but I didn't really want silk spinners being bitten and having to make sure that silk spinner never got x job in the future.
Title: Re: DF2014 Question and Answer Thread
Post by: Tregh on June 27, 2016, 03:17:53 pm
How do I re-enable the remove construction (d-n)?

The job of removing a floortile somehow got cancelled and turned red. How do I restart the job? I can't seem to remove it.

I'm running 42.06.
Title: Re: DF2014 Question and Answer Thread
Post by: Random_Dragon on June 27, 2016, 04:14:31 pm
How do I re-enable the remove construction (d-n)?

The job of removing a floortile somehow got cancelled and turned red. How do I restart the job? I can't seem to remove it.

I'm running 42.06.

Turned red implies that what you're looking at is instead a floor that only exists because of a constructed wall underneath it, not a constructed floor. Try building something there.
Title: Re: DF2014 Question and Answer Thread
Post by: Tregh on June 27, 2016, 05:40:33 pm
How do I re-enable the remove construction (d-n)?

The job of removing a floortile somehow got cancelled and turned red. How do I restart the job? I can't seem to remove it.

I'm running 42.06.

Turned red implies that what you're looking at is instead a floor that only exists because of a constructed wall underneath it, not a constructed floor. Try building something there.

Don't I feel stupid. Thanks!  :)
Title: Re: DF2014 Question and Answer Thread
Post by: §k on June 28, 2016, 02:42:22 am
The outpost liaison played with dwarves in the tavern and left with the only Farash in the fortress.

Is there a workaround to keep instrument from theft?
Title: Re: DF2014 Question and Answer Thread
Post by: Random_Dragon on June 28, 2016, 02:51:54 am
The outpost liaison played with dwarves in the tavern and left with the only Farash in the fortress.

Is there a workaround to keep instrument from theft?

When in doubt, build stationary instruments instead. o3o
Title: Re: DF2014 Question and Answer Thread
Post by: §k on June 28, 2016, 02:59:32 am
Thanks, that's great idea!
Title: Re: DF2014 Question and Answer Thread
Post by: Diamond on June 28, 2016, 04:07:19 am
Do visitors count towards the "danger meter" of the site?

I have an undead siege around (arrived first year), but visitors keep coming and standing on map edge to get killed by zombies, it's already over 2 pages of deceased humans. I am really low on dwarfpower, 7 starting + 3 migrants, and wonder if I will get more migrants or should I just abandon and not wait it out.
Title: Re: DF2014 Question and Answer Thread
Post by: Bumber on June 28, 2016, 05:08:58 am
Can necromancers raise clowns? I've noticed them going in the corpses stockpile and I can't butcher them.
Title: Re: DF2014 Question and Answer Thread
Post by: Repseki on June 28, 2016, 08:27:52 am
Can necromancers raise clowns? I've noticed them going in the corpses stockpile and I can't butcher them.

Pretty sure clowns have the NOT_LIVING tag to make them un-raisable, so you should be safe.
Title: Re: DF2014 Question and Answer Thread
Post by: Bumber on June 29, 2016, 03:24:53 am
Can necromancers raise clowns? I've noticed them going in the corpses stockpile and I can't butcher them.
Pretty sure clowns have the NOT_LIVING tag to make them un-raisable, so you should be safe.
No more clown roasts then.
Title: Re: DF2014 Question and Answer Thread
Post by: Fleeting Frames on June 29, 2016, 04:15:40 am
Some clowns can breed and are butcherable, though; I'd expect those can be raised. They're pretty much FBs with skills.

I notice that steel's material values are much superior to iron, but artifacts offer rather large bonus too...So!

How well does artifact iron armor compete with non-artifact steel armor? What about weapons?

(Thinking of how you get iron items with mood if mood base material is removed.)
Title: Re: DF2014 Question and Answer Thread
Post by: someone12345 on July 04, 2016, 11:38:14 am
Do temples need statues/instruments? If they are not there, then will the temple work? What should the statue be of? The temple is of no particular god. Also, how do taverns work? Do I need a tavern keeper? Do I need a container, or can I just dump all the mugs on the floor?
Title: Re: DF2014 Question and Answer Thread
Post by: Fleeting Frames on July 04, 2016, 12:10:45 pm
Briefly: No, Yes, you need no statue, brings visitors and dwarves socialize/dance/sing, no they're somewhat dangerous, dwarves will just pick up nearest mug when they drink.

For deeper analysis, see my signature.
Title: Re: DF2014 Question and Answer Thread
Post by: DeKaFu on July 04, 2016, 12:36:20 pm
Few questions about uniform item assignment.

I've always specified certain materials or specific equipment for my military, but I'm curious about what happens if you let it do its own thing.

I've heard that dwarves will replace equipment when better equipment is produced, but what exactly counts as "better"? If you set it to "metal armor", will they replace copper with iron and iron with steel as it becomes available? If so, where do bronze and bismuth bronze fit in? Would they replace masterwork iron with no-quality steel?

What about leather vs. bone? Is one "better" than the other in dwarf-logic?
Title: Re: DF2014 Question and Answer Thread
Post by: Random_Dragon on July 04, 2016, 01:22:51 pm
Not sure, I would assume it's item value that does it, since that would do a good job of selecting the sexy materials like steel or adamantine. And since I think item quality also affects item value...

Honestly you're better off avoiding leather now that it falls apart from love taps.
Title: Re: DF2014 Question and Answer Thread
Post by: snjwffl on July 04, 2016, 07:41:50 pm
My google/search-fu skills suck today and I don't have a non-FPS-dead fortress mature enough to test this right now, so any answers will be appreciated :D :

Do fortifications block a marksdorf from hitting/attacking targets that are one space diagonally downward from the fortification?  In other words, if this is a profile view
Code: [Select]
  F ☺
g W W
(F=fortificatin, W=wall, g=goblin, ☺=dwarf)
can the dwarf hit the goblin?  Or does the goblin have to be further away, as in
Code: [Select]
    F ☺
g   W W
?

Finally, my searching led me to a topic on archer towers, and if I understood correctly then the following should work:
Code: [Select]
  F ☺
g g W
I believe the topic said that the right-most goblin could be targetted (is that correct?) but said nothing about the left-most.
Title: Re: DF2014 Question and Answer Thread
Post by: Fleeting Frames on July 05, 2016, 04:08:12 am
Archers cannot shoot through floors/walls. I believe the goblin has to be further away.
Title: Re: DF2014 Question and Answer Thread
Post by: Colev0 on July 05, 2016, 06:42:41 am
I've gotten to a point in an adventure mode save where almost every action causes the game to crash: entering fast-travel, waiting, moving, building a fire, sleeping, and drinking water are all among them.

The version is 43.04. Some of the raws have been modded to add a few extra creatures, but the save has been stable up until now.

Has anyone ever had this problem and "fixed" it? If so, how did you go about doing it?
Title: Re: DF2014 Question and Answer Thread
Post by: snjwffl on July 05, 2016, 01:21:50 pm
Archers cannot shoot through floors/walls. I believe the goblin has to be further away.
Thanks
Title: Re: DF2014 Question and Answer Thread
Post by: greycat on July 05, 2016, 01:29:45 pm
I've heard that dwarves will replace equipment when better equipment is produced, but what exactly counts as "better"?

It goes strictly by item value.  Even a low-quality steel helm is usually more valuable (in the trading sense) than an iron helm, so they'll prefer the steel if available.
Title: Re: DF2014 Question and Answer Thread
Post by: DeKaFu on July 05, 2016, 01:49:11 pm
I suppose that makes sense. So the hierarchy would generally be copper < bronze < bismuth bronze < iron < steel.

So then, if you simply put "armor", would valuable leather armor and/or highly decorated copper armor potentially screw things up?
Title: Re: DF2014 Question and Answer Thread
Post by: Repseki on July 05, 2016, 05:04:53 pm
Quite possibly. After I reclaimed my current fort to fix the invisible caravan stuck at the map edge bug, all of the military wanted to wear base quality steel armor that became decorated (similar to how an adventurers items will gain decorations after retiring) instead of the better quality stuff being made.

Had to pull some uniform shenanigans and melt the stuff down before they would start reliably wearing the good stuff.
Title: Re: DF2014 Question and Answer Thread
Post by: MinerMan60101 on July 30, 2016, 06:27:46 pm
Is there any way to keep certain Kitchens from getting the 'Render Fat' job?
Title: Re: DF2014 Question and Answer Thread
Post by: Fleeting Frames on July 30, 2016, 08:22:37 pm
(o)rders - (W)orkshop orders - auto kitchen.
Title: Re: DF2014 Question and Answer Thread
Post by: tussock on July 31, 2016, 07:55:12 am
Set up your own auto-kitchen to render fat in a specific kitchen if you have any raw fat, checked daily, and turn off the default one.
Title: Re: DF2014 Question and Answer Thread
Post by: MinerMan60101 on July 31, 2016, 05:21:33 pm
Is there any way to restrict food in a stockpile to certain dwarves in a burrow?
Title: Re: DF2014 Question and Answer Thread
Post by: Fleeting Frames on July 31, 2016, 09:52:37 pm
Kinda. Add all other dwarves to burrows that don't cover that food stockpile would work, as well as physically preventing access.

"Could work" solutions would include that other dwarves always have some other food stockpile closer or that the burrow stockpile is refilled regularly from different stockpile.

Title: Re: DF2014 Question and Answer Thread
Post by: FantasticDorf on August 01, 2016, 02:44:21 am
Dropping or dumping food ontop of a stockpile and then using stockpile settings for allowed food types once unforbid helps as food will be taken away if they offend the stockpile settings.

You could use en-mass labour to move lots and lots of pots onto a quantum stockpile or a small amount of labour to move food onto a track system in which it will be dropped from a track stop at the desired designated place. Meaning you could position the track stop opposite a vertical hole which has your stockpile on the bottom without having to unforbid (a additional perk).
Title: Re: DF2014 Question and Answer Thread
Post by: LordKnows on August 01, 2016, 06:01:43 am
There seems to have arisen a horde of over half a million fly-men in my world. Should I be worried? (And if so, should I worry in the "About to have fun" way, or the "my game is about to bug out" way?)

This seems to have happened in the 2.5 years since world activation. There was a population of 2-3 thousand fly-men outcasts in an elven retreat, and a very few fly-men living in a kobold cave on the edge of the map in the year 850 (still have the xml dump). Now in the year 852, there are 278000 fly-men in that single cave, and 250000 fly-men outcasts in the elven retreat. There are just 28000 humans and 70000 goblins for comparison, a relatively small world.

I spent ages creating this world and already have 5 adventurers, a retired fort, and was hoping to progress it for a long time to really take advantage of the world activation features, but worried it will start slowing down or something. Already had the game crash when attempting to enter the forest retreat with the fly-man population only a few weeks or months after the start.
Title: Re: DF2014 Question and Answer Thread
Post by: Fleeting Frames on August 01, 2016, 06:57:43 am
What version and what the hell?

...Well, you should be worried about the game tracking them. They might progressively eat more and more of your RAM, till you can't run that save/possibly give in to FPS death (unsure, they might not be doing much), or int overflow perhaps once their number goes over 2,14 billion.

That's quite fascinating behaviour - I usually have sentient population in largest sites clock out at around 10-11k and then sit there for centuries. I've found visitors able to push dwarven fortresses past the 200 they tend to stagnate at..But those are no visitors.

This reminds me of "swarms of giant mosquitoes". Interestingly, it seems fly men have no litter size defined and are adult at birth? Assuming 5 generations from 2,5k to 530k, it'd be *2,9 every generation. Nevertheless, I bet this is linked to vermin spawning on account of not stopping at normal limits, so I'd suggest finding the bugtracker for that bug and uploading the saves.
Title: Re: DF2014 Question and Answer Thread
Post by: Nisper on August 01, 2016, 08:44:52 am
If i have an older save file for 32 bit and i switch to 64 bit can i use the save file?
Title: Re: DF2014 Question and Answer Thread
Post by: LordKnows on August 01, 2016, 09:28:36 am
What version and what the hell?

43.05 64 bit, and yeah, it seems to be a bit of a doozy. Always fun when bugs involve literal bugs, though.  8)

I'm looking around on the bug tracker, though not finding anything that seems related yet. I'll investigate a bit more and then see if I can't assemble a bug report.

Performance seems surprisingly unaffected so far, both the start of fort/adventure time passing and in game performance seems the same as my initial runs before the presumed breeding explosion. DF using 1gb of ram, xml dump only increased in size by a few tens of mb. Only 6 hist. fig. fly-men in legends, hoping they're just hanging around being inactive and I can just stay away from those couple of sites in the future. Doubt it will stay that way if it starts going into the millions or billions of fly men though, haha.
Title: Re: DF2014 Question and Answer Thread
Post by: FantasticDorf on August 01, 2016, 10:13:02 am
This reminds me of "swarms of giant mosquitoes". Interestingly, it seems fly men have no litter size defined and are adult at birth? Assuming 5 generations from 2,5k to 530k, it'd be *2,9 every generation. Nevertheless, I bet this is linked to vermin spawning on account of not stopping at normal limits, so I'd suggest finding the bugtracker for that bug and uploading the saves.

Flies were innumerable anyway, but remember that recently vermin populations were suddenly made self replenishing again, which might have had a small amount of contribution. That many fly men is unnatural, but goblins, humans and livestock humans usually aren't that far away from large numbers. (horses are very large common creatures and 'food profitable' therefore in bugged 10,000 pops they have more horses *usually around a quarter of the pop amount or slightly more* to cover the 'cost')

Excessive and even non-historical site population is addressed within this mantis report:http://www.bay12games.com/dwarves/mantisbt/view.php?id=7526

Taking your save there might provide a insight into what is going wrong, as we've not had any reports of animal men populations exploding like you describe yet though numerous saves have already been contributed.
Title: Re: DF2014 Question and Answer Thread
Post by: LordFreezer on August 03, 2016, 11:07:37 pm
Is there any way to bury dead invaders?  I would like my military dwarves to have tombs filled with the enemies they've slain.
Title: Re: DF2014 Question and Answer Thread
Post by: Vorox on August 04, 2016, 06:34:11 am
If I retire my adventurer in my fort and he becomes mayor/duke/king/whatever, will he keep his status when I unretire him?
Title: Re: DF2014 Question and Answer Thread
Post by: Telgin on August 04, 2016, 02:05:31 pm
Is there any way to bury dead invaders?  I would like my military dwarves to have tombs filled with the enemies they've slain.

It's been a while since I've dealt with this, but I think burial only applies to whatever species your fort's civ is (so dwarves 99% of the time).  I'm actually curious if that behavior has changed at all now that others are allowed to join your fort.  Do all citizens get buried?  What about long term residents, or whatever the other petition levels were?

Anyway, back in older versions at least I usually handled this by digging out burial plots and selectively dumping bodies there, sometimes with a slab used as a headstone.  It's very tedious and labor intensive though.
Title: Re: DF2014 Question and Answer Thread
Post by: FantasticDorf on August 04, 2016, 02:24:12 pm
Slabs are acceptable for non-fortress citizens, including neutrals and wagons (because they are 'mechanical creatures') so designating a crypt area with some decorative statues and slabs to commemorate battles is one nifty neat way of going about it.

To be buried somewhere is a honor many people who would seek to ursup dwarven civilisation do not deserve.
Title: Re: DF2014 Question and Answer Thread
Post by: LordFreezer on August 04, 2016, 11:45:06 pm
To be buried somewhere is a honor many people who would seek to ursup dwarven civilisation do not deserve.

Dang.  Although I would have thought that being buried in the tomb of the dwarf who killed you would have been a great dishonour.

Anyway, back in older versions at least I usually handled this by digging out burial plots and selectively dumping bodies there, sometimes with a slab used as a headstone.  It's very tedious and labor intensive though.

Hmmm, bring Magma to the lower reaches of my fort so I can get my metal industry going properly, or commit my dwarves to a completely unnecessary project....
Title: Re: DF2014 Question and Answer Thread
Post by: Vorox on August 06, 2016, 11:34:44 am
Can I decorate 1 item with 3 types of adamantine (raw, cloth and wafers) or is it still considered the same material by the game?
Title: Re: DF2014 Question and Answer Thread
Post by: Mister Always on August 08, 2016, 05:54:45 pm
My dwarves won't make any wooden instrument pieces even though several of them have woodcrafting enabled. What gives?
Title: Re: DF2014 Question and Answer Thread
Post by: Fleeting Frames on August 08, 2016, 05:58:49 pm
Have you tried all the potential solutions in this thread (http://www.bay12forums.com/smf/index.php?topic=159565.0)?
Title: Re: DF2014 Question and Answer Thread
Post by: Mister Always on August 08, 2016, 06:14:11 pm
There's no reason they wouldn't be able to reach the workshop with wood.
Title: Re: DF2014 Question and Answer Thread
Post by: Random_Dragon on August 08, 2016, 06:16:23 pm
There's no reason they wouldn't be able to reach the workshop with wood.

Have you everm, at any point in the fort's history, linked a stockpile to a workshop? First problem that came to mind.
Title: Re: DF2014 Question and Answer Thread
Post by: Mister Always on August 08, 2016, 06:37:08 pm
There's no reason they wouldn't be able to reach the workshop with wood.

Have you everm, at any point in the fort's history, linked a stockpile to a workshop? First problem that came to mind.

There's no wood stockpiles in my fort at all, presently.
Title: Re: DF2014 Question and Answer Thread
Post by: Mister Always on August 08, 2016, 07:19:06 pm
Also, unrelated question: my tavern says there's no dance floor space available even though there's plenty of space. What gives?

Edit: nvm, got it
Title: Re: DF2014 Question and Answer Thread
Post by: Random_Dragon on August 08, 2016, 09:29:45 pm
There's no reason they wouldn't be able to reach the workshop with wood.

Have you everm, at any point in the fort's history, linked a stockpile to a workshop? First problem that came to mind.

There's no wood stockpiles in my fort at all, presently.

The presence or absence of wood stockpiles is irrelevant to whether you've linked ANY stockpile to the workshop.
Title: Re: DF2014 Question and Answer Thread
Post by: Mister Always on August 08, 2016, 10:01:54 pm
There's no reason they wouldn't be able to reach the workshop with wood.

Have you everm, at any point in the fort's history, linked a stockpile to a workshop? First problem that came to mind.

There's no wood stockpiles in my fort at all, presently.

The presence or absence of wood stockpiles is irrelevant to whether you've linked ANY stockpile to the workshop.

I have not.
Title: Re: DF2014 Question and Answer Thread
Post by: Random_Dragon on August 08, 2016, 10:05:08 pm
Then that should rule out the most likely cause. ._.
Title: Re: DF2014 Question and Answer Thread
Post by: Loci on August 09, 2016, 01:47:45 am
My dwarves won't make any wooden instrument pieces even though several of them have woodcrafting enabled. What gives?

A little more diagnostic information would be helpful. Does the job appear in a workshop? Does a dwarf take the job? Is there any job cancellation/error message?

Check that you haven't accidentally enabled "Workshop restrictions" on a civilian alert burrow. It's a "feature" that prevents workshops in the burrow from using resources outside the burrow (like your logs, presumably still lying on the surface), and it's "conveniently" toggled by pressing 'w' twice from the main screen.
Title: Re: DF2014 Question and Answer Thread
Post by: Random_Dragon on August 09, 2016, 01:11:06 pm
Yesss. So many potential causes. ;w;
Title: Re: DF2014 Question and Answer Thread
Post by: Mister Always on August 10, 2016, 02:00:10 pm
My dwarves won't make any wooden instrument pieces even though several of them have woodcrafting enabled. What gives?

A little more diagnostic information would be helpful. Does the job appear in a workshop? Does a dwarf take the job? Is there any job cancellation/error message?

Check that you haven't accidentally enabled "Workshop restrictions" on a civilian alert burrow. It's a "feature" that prevents workshops in the burrow from using resources outside the burrow (like your logs, presumably still lying on the surface), and it's "conveniently" toggled by pressing 'w' twice from the main screen.

I don't use burrows and I haven't designated any. The job appears in the listing when I order it. No dwarf takes the job but it isn't cancelled.

Is there something I'm missing about instrument making? A particular skill they need? Do I have to make the components out of other, tinier components?? What.

I even rebuilt the craftss shop completely. Still nothing. Though, a visiting human bard was just rude enough to die of alcohol poisoning on the floor of the tavern and dropped a green glass "taca". So there's that, at least.

Edit: turns out making a drum out of bone is more sensible than making it out of wood. Lol a'ight tho
Title: Re: DF2014 Question and Answer Thread
Post by: Urist McManiac on August 18, 2016, 10:04:44 am
Question: what's the best way to ensure that a stockpile is always filled?

I've got lots of metal ores laying around my fortress, but above ground and underground. I've also set up a stockpile for those ores near my smelters. However, I can't seem to get my dwarves to reliably fill that stockpile with the ores, as most of them are busy with other things. So I set aside an untrained peasant whose only allowed labor is stone hauling, but that guy is also getting distracted by other, non-ore stone. Is there any way to restrict him to hauling ORES instead of every kind of stone? Maybe with creative use of burrows?
Title: Re: DF2014 Question and Answer Thread
Post by: Loci on August 18, 2016, 03:39:40 pm
Question: what's the best way to ensure that a stockpile is always filled?

Set up a garbage dump on top of it and mark all the appropriate items for dumping?


I've got lots of metal ores laying around my fortress, but above ground and underground. I've also set up a stockpile for those ores near my smelters. However, I can't seem to get my dwarves to reliably fill that stockpile with the ores, as most of them are busy with other things.

Removing the "other things" that your dwarves are constantly busy with would help. However, assigned wheelbarrows limit the number of active hauling jobs; for more capacity break a big pile into multiple smaller piles, each with its own wheelbarrows.

 
So I set aside an untrained peasant whose only allowed labor is stone hauling, but that guy is also getting distracted by other, non-ore stone. Is there any way to restrict him to hauling ORES instead of every kind of stone? Maybe with creative use of burrows?

Toggle your non-ore stone stockpiles to take from links only? Or just remove them entirely? Burrows probably wouldn't work since dwarves aren't able to operate a wheelbarrow outside their burrow (http://www.bay12games.com/dwarves/mantisbt/view.php?id=6484).

Title: Re: DF2014 Question and Answer Thread
Post by: Urist McManiac on August 18, 2016, 04:38:56 pm
Question: what's the best way to ensure that a stockpile is always filled?

Set up a garbage dump on top of it and mark all the appropriate items for dumping?

That's not going to work for the simple reason that my dwarves are also to busy doing 'other things' to dump stuff.

I've got lots of metal ores laying around my fortress, but above ground and underground. I've also set up a stockpile for those ores near my smelters. However, I can't seem to get my dwarves to reliably fill that stockpile with the ores, as most of them are busy with other things.

Removing the "other things" that your dwarves are constantly busy with would help. However, assigned wheelbarrows limit the number of active hauling jobs; for more capacity break a big pile into multiple smaller piles, each with its own wheelbarrows.

That's straightforward :) But those things are pretty important to the survival of the fortress: farming, brewing, hauling food to the respective stockpiles, churning out rock blocks for construction, etc. For some reason, I have pretty serious problems with work managment in this fort. There's too much to do for my 180 dorfs...

So I set aside an untrained peasant whose only allowed labor is stone hauling, but that guy is also getting distracted by other, non-ore stone. Is there any way to restrict him to hauling ORES instead of every kind of stone? Maybe with creative use of burrows?

Toggle your non-ore stone stockpiles to take from links only? Or just remove them entirely? Burrows probably wouldn't work since dwarves aren't able to operate a wheelbarrow outside their burrow (http://www.bay12games.com/dwarves/mantisbt/view.php?id=6484).

Same as the above, removing the other jobs/stockpiles isn't going to work, due to too many important things. I really, really need to rearrange my whole worke schedule. It's probably a bad idea to have 60 dwarves whose only enable job is farming the fields...
Title: Re: DF2014 Question and Answer Thread
Post by: Fleeting Frames on August 18, 2016, 06:23:55 pm
Question: what's the best way to ensure that a stockpile is always filled?

I've got lots of metal ores laying around my fortress, but above ground and underground. I've also set up a stockpile for those ores near my smelters. However, I can't seem to get my dwarves to reliably fill that stockpile with the ores, as most of them are busy with other things. So I set aside an untrained peasant whose only allowed labor is stone hauling, but that guy is also getting distracted by other, non-ore stone. Is there any way to restrict him to hauling ORES instead of every kind of stone? Maybe with creative use of burrows?

If you go into stone stockpile settings, you can forbid stones other than metal ores from hauling.
Title: Re: DF2014 Question and Answer Thread
Post by: Loci on August 19, 2016, 03:53:35 pm
That's straightforward :) But those things are pretty important to the survival of the fortress: farming, brewing, hauling food to the respective stockpiles, churning out rock blocks for construction, etc. For some reason, I have pretty serious problems with work managment in this fort. There's too much to do for my 180 dorfs...

It's nearly inconceivable that you have enough "important" tasks to keep 180 dwarves constantly occupied without stretching "important" to ridiculous extremes. I've built multi-year, site-wide megaprojects with less than half that population without running into work starvation. You may want to check if you have buggy jobs that tie up workers but never complete. But yes, if you give your 180 dwarves 2000 jobs to do, no matter how "important" you think they are, they can't all be done in a reasonable timeframe. In that case, limiting "important" tasks to tasks which are actually important would certainly help.
Title: Re: DF2014 Question and Answer Thread
Post by: Detros on August 19, 2016, 05:04:46 pm
That's straightforward :) But those things are pretty important to the survival of the fortress: farming, brewing, hauling food to the respective stockpiles, churning out rock blocks for construction, etc. For some reason, I have pretty serious problems with work managment in this fort. There's too much to do for my 180 dorfs...

It's nearly inconceivable that you have enough "important" tasks to keep 180 dwarves constantly occupied without stretching "important" to ridiculous extremes. I've built multi-year, site-wide megaprojects with less than half that population without running into work starvation. You may want to check if you have buggy jobs that tie up workers but never complete. But yes, if you give your 180 dwarves 2000 jobs to do, no matter how "important" you think they are, they can't all be done in a reasonable timeframe. In that case, limiting "important" tasks to tasks which are actually important would certainly help.
Well, just "bring big rocks all the way from mines to the stockpile next to stone mason workshops" can with a long route make decent amount of dwarves quite busy, especially when no wheelbarrows are used.
Title: Re: DF2014 Question and Answer Thread
Post by: Maul_Junior on August 19, 2016, 10:50:28 pm
I'm trying to run a generational fort, starting with 29 adults. Currently up to 33, with one baby.

My questions is what are the population/wealth requirements for FB arrival? Because it's gonna be a while before I get up to thresholds where I'm actually threatened, despite training up some pretty badass military dorfs.

I did some googling, and the FB appearance threshold is hard to find, when it comes to population. Is the following list correct?


20 to get were beast attacks
50 to get a mayor
60 to get Titan and mega beast attacks
80 to get forgotten beast attacks
80 to get goblin sieges
Title: Re: DF2014 Question and Answer Thread
Post by: Fleeting Frames on August 19, 2016, 10:56:35 pm
Iirc, nothing is 60? (level 2 siege trigger is 50), titans/sieges are 80, werebeasts/fbs are 20. Not sure if ambushers are 20 or 50.

Even if not attacked by FB, better have seals ready for in case of animalmen or cave crocodile packs and military asleep.
Title: Re: DF2014 Question and Answer Thread
Post by: Telgin on August 21, 2016, 12:44:57 pm
I've read before that you can get forgotten beasts at any population if you breach the caverns.  I seem to recall seeing them at very low populations before, so I'm inclined to think that it's true.

That could be at a population of 20 though, since I'm sure I'd exceeded that level by then.
Title: Re: DF2014 Question and Answer Thread
Post by: Mister Always on August 21, 2016, 03:52:35 pm
If I don't assign a uniform to my human mercs (except a weapon), will they just use the stuff they brought?
Title: Re: DF2014 Question and Answer Thread
Post by: Loci on August 21, 2016, 04:10:10 pm
Well, just "bring big rocks all the way from mines to the stockpile next to stone mason workshops" can with a long route make decent amount of dwarves quite busy, especially when no wheelbarrows are used.

Yes, if you 1) create a big stockpile 2) far away from a heavy resource and 3) specifically disallow the tools which both speed up the process and limit the amount of dwarves tied up by the jobs then you can indeed grind your fortress to a halt. This is, of course, before we even consider if these jobs are important (spoiler: they're not).

If, instead, you 1) don't stockpile the stone, 2) build your mason's shop down in the mines, and 3) don't rabidly stockpile the resulting goods then most of your dwarves will remain free to handle important tasks.
Title: Re: DF2014 Question and Answer Thread
Post by: mirrizin on August 22, 2016, 04:46:18 pm
I feel like I've asked this one before, but I'll ask again...

I'm getting a lot of cancellation spam from my dwarves being unable to path to things, including a random tanning job.

I bulk-forbade the entire caverns, but it's still happening. I worry that it's one of the things that's killing my framerate. Any advice?
Title: Re: DF2014 Question and Answer Thread
Post by: Loci on August 22, 2016, 08:07:35 pm
I'm getting a lot of cancellation spam from my dwarves being unable to path to things, including a random tanning job.

I bulk-forbade the entire caverns, but it's still happening. I worry that it's one of the things that's killing my framerate. Any advice?

Check if you have trees growing through your bridges (http://www.bay12games.com/dwarves/mantisbt/view.php?id=7872).
Title: Re: DF2014 Question and Answer Thread
Post by: mirrizin on August 22, 2016, 09:03:04 pm
I'm getting a lot of cancellation spam from my dwarves being unable to path to things, including a random tanning job.

I bulk-forbade the entire caverns, but it's still happening. I worry that it's one of the things that's killing my framerate. Any advice?

Check if you have trees growing through your bridges (http://www.bay12games.com/dwarves/mantisbt/view.php?id=7872).
Resolved.

I had a lycnathrope entombed in stone, and it'd had a strange mood.

I'd read that this is a standard framerate killer, but I hadn't realized exactly how much framerate this problem kills.

Once the mood broke and it went bonkers, my framerate hopped back to a humming 40-60 from a molasses 7.
Title: Re: DF2014 Question and Answer Thread
Post by: Maul_Junior on August 23, 2016, 08:56:15 am
I'm playing a small generational fort (migration limit of 10, max dwarves 50), but I want to make sure I don't miss out on sieges. Can goblin siege thresholds be edited without requiring a new fort?
Title: Re: DF2014 Question and Answer Thread
Post by: Fleeting Frames on August 23, 2016, 09:12:08 am
Yes, it is one of the things that can.
Title: Re: DF2014 Question and Answer Thread
Post by: vylaern on August 24, 2016, 11:52:35 am
Hi,

I have few questions:

[1] Missing caravans - since the start of new game there were ANY caravans visiting my fortress.

[2] A pile of vomit - about 10% or more of my map is green from vomits. Is there a way to clean it?

[3] Plenty of dogs - I had 2 dogs, now I have 72. What to do with them?
Title: Re: DF2014 Question and Answer Thread
Post by: Alev on August 24, 2016, 12:13:13 pm
What are the major features that have been added since the start of 2015 or so (.40.24)?
Title: Re: DF2014 Question and Answer Thread
Post by: Fleeting Frames on August 24, 2016, 12:37:45 pm
Here, threads in DFFD helps

Talk to me about 0.43 (http://www.bay12forums.com/smf/index.php?topic=159702.0)

Haven't played in a while. How should I utilize writing/inns? (http://www.bay12forums.com/smf/index.php?topic=160124.0)

Research: Scrolls vs. Codices and other Library Information (http://www.bay12forums.com/smf/index.php?topic=154895.0)

DF v.43 Work orders questions and suggestions (http://www.bay12forums.com/smf/index.php?topic=158287.0)

Fire spreading through walls? (http://www.bay12forums.com/smf/index.php?topic=159582.0)

Three features/bugs:

A (kludgey) workaround for the disappearing caravan bug (http://www.bay12forums.com/smf/index.php?topic=159297.0)

Reanimated head skin == fort death (http://www.bay12forums.com/smf/index.php?topic=158944.0)

Sudden FPS drop? (http://www.bay12forums.com/smf/index.php?topic=156903.0)
Also bunch of adv mode construction stuff.

Of course, it is a lot. Mind, this isn't all. But the game has gone through like 11 versions since then.
Title: Re: DF2014 Question and Answer Thread
Post by: feelotraveller on August 25, 2016, 09:47:48 am
What does the 'Other' (k) category in the refuse section of standing orders cover?
Title: Re: DF2014 Question and Answer Thread
Post by: Fleeting Frames on September 19, 2016, 02:47:30 pm
http://dwarffortresswiki.org/index.php/Standing_orders#Refuse_orders

Quote
k toggles other refuse not mentioned above, including vermin remains, rotten products, withered plants, damaged furniture, or tattered clothes ("Gather Vermin Remains" must be on for outdoor vermin remains to be collected)
Title: Re: DF2014 Question and Answer Thread
Post by: Evans on September 19, 2016, 04:32:19 pm
Ok, so here is the question.

In the legends mode I can see that invading megabeasts sometimes steal items and bring them back to their lairs.

Is it possible in fortress mode to drop a giant on a pile of jewelry/food/gold bars and have it steal items and run away?

I am in possession of a giantess, who is the only one of her kind.
After my dwarves had their fun with her, used and abused her in their dark and pervert experiments with werecurse transmission I would like to toss her a bar of gold for her trouble and kick her out of the fortress.

Is there any way to set her free aside from abandoning the fortress?  >:(
Title: Re: DF2014 Question and Answer Thread
Post by: Fleeting Frames on September 19, 2016, 04:55:31 pm
I think those megabeasts might be just ones with steal items tag, such as rocs (and dragons, perhaps? looking at toady's devlog).

To answer your question, I believe no with just vanilla (incl. retiring under abandoning). Fort mode stealing seems limited to just animals and thieves.

You could perhaps use dfhack to flag her as merchant so that it will leave with the next caravan. Not sure how to do this exactly, but the script for making unhappy dwarves do this is called emigration.

You could also perhaps mark her as tame, stick her in a cage and either trade that away or have it stolen by kobold, but I suspect this would just get her deleted or never released.
Title: Re: DF2014 Question and Answer Thread
Post by: Evans on September 19, 2016, 05:28:36 pm
Really?Really?  >:(

It is just so stupid.
Am I the first on the forum who ever thought that *maybe* killing a megabeast is not *always* a good idea?

In every world I generate civs tend to spam cities like crazy. I had to limit year to 200 otherwise generation gets *very* messy.

But once I am past that I would sometimes like to make a world even messier place.

Setting a giant with transmittable werecurse on the loose really sounds like a lot of fun to me - but it seems like I won't have it.

Damn.

I wonder what would the world look like if every creature was turned into werebeast?
Do they still have children?

Title: Re: DF2014 Question and Answer Thread
Post by: Fleeting Frames on September 19, 2016, 05:57:48 pm
You're not the only one. I've wondered and asked about that exact same question before myself, though I didn't go as far as actually experimenting on one.

Mm. Werebeasts do rampage in world gen, but partially since they die of old age and don't kill all the time they have vastly smaller killcounts than vampires. Nonetheless, if it was every creature, you'd have civs get wrecked by them probably. Ogres from evil shrublands already travel across the sea to cut down forest retreats by punching them in the tree.

And no, they're sterile. Though, they can give birth if pregnant. Additionally, if you're modding every creature to have werebeast syndrome anyway, you can additionally mod them to not be sterile by removing that line from the syndrome.
Title: Re: DF2014 Question and Answer Thread
Post by: Shurikane on September 19, 2016, 08:06:28 pm
I recently finished a fortress and wanted to glance at its Legends.  I found it to be devoid of the info I was looking for.

Have I got any way of pulling more statistical information out of the Legends file?  Ideally I'd like to see my fort's citizens, their lifespan, and especially their kills - I'd love to know how many kills my best militia unit has gotten in the fort's history.

Is this possible at all?
Title: Re: DF2014 Question and Answer Thread
Post by: Fleeting Frames on September 19, 2016, 09:17:18 pm
Yes, it is. Just have to export legends data in legends mode, then look in the .xml file it outputs (having to look at citizens and each kill one by one, I think). If on older version, dfhack can be used to output more data which can then be looked at with legends viewer.

(You can also use legends viewer on newest version exports, I think, but I think the vanilla export isn't as complete.)

Some instructions here (http://www.bay12forums.com/smf/index.php?topic=160511.0)
Title: Re: DF2014 Question and Answer Thread
Post by: Evans on September 20, 2016, 01:38:40 am
You're not the only one. I've wondered and asked about that exact same question before myself, though I didn't go as far as actually experimenting on one.
For all that Dwarf Fortress is and isn't, the fact that mega-beast-like stuff in the legends does all the crazy stuff but in fortress simply gets trashed is something really bothering me.
These are objects of worship, destroyers of cities and bane of many starting civs. Making them berserk building destroyers who never run away even tho half of their limbs are missing is kinda... wrong.
On so many levels.

Quote
Mm. Werebeasts do rampage in world gen, but partially since they die of old age and don't kill all the time they have vastly smaller killcounts than vampires. Nonetheless, if it was every creature, you'd have civs get wrecked by them probably. Ogres from evil shrublands already travel across the sea to cut down forest retreats by punching them in the tree.

And no, they're sterile. Though, they can give birth if pregnant. Additionally, if you're modding every creature to have werebeast syndrome anyway, you can additionally mod them to not be sterile by removing that line from the syndrome.
Nah, I was just wondering. I might go adventurer and do some crazy stuff like bringing back necro books to my fort etc.
The above was just one scenario I considered.
Title: Re: DF2014 Question and Answer Thread
Post by: Fleeting Frames on September 20, 2016, 02:40:33 am
I kinda get what you mean, at least in terms of intelligence and such (though I find giant elephants tend to be the bane of some of them reasonably often).
Raw modding, making them steel legendary ambushing trapavoid non-buildingdestroyers would be far more deadly, though even vanilla I've lost an embark to lair and have heard reports of dragonfire, now affecting metals, vapourizing entire steel squads.
Title: Re: DF2014 Question and Answer Thread
Post by: Evans on September 20, 2016, 05:02:36 am
I will continue my werebreeding programme.

Will give it a try with dropping giantess on a top of some very expensive items with exit path open, but I doubt it will change anything.
Will probably have to save scum afterwards.

Good thing I have some siege prisoners handy so I can take their weapons and feed them to giantess once she turns - they will escape my fort once released, hopefully carrying the curse with them.

They do not get deleted from the world like other random creatures, right?
Title: Re: DF2014 Question and Answer Thread
Post by: Fleeting Frames on September 20, 2016, 05:10:01 am
Nope. Visitors/siegers leaving your map may return at later date, though.
Title: Re: DF2014 Question and Answer Thread
Post by: feelotraveller on September 20, 2016, 05:18:39 am
http://dwarffortresswiki.org/index.php/Standing_orders#Refuse_orders

Quote
k toggles other refuse not mentioned above, including vermin remains, rotten products, withered plants, damaged furniture, or tattered clothes ("Gather Vermin Remains" must be on for outdoor vermin remains to be collected)

Nice.

Were you the one who edited the wiki entry in the last 3 weeks?   :)
Title: Re: DF2014 Question and Answer Thread
Post by: Evans on September 20, 2016, 05:24:23 am
Nope. Visitors/siegers leaving your map may return at later date, though.
Will they now?
I read on wiki that werecursed people leave their civilisations and inhabit the areas around.

I would love to bring entire race back into stone age by infecting them all with werecurse.
That would also make the game world somewhat more... fun. For other civs too perhaps.

Thanks for the answer.
My only one of her kind giantess might not be vessel of total annihilation, but she will be instrumental in laying waste to their nation and turning their cities into bleak, desolate ruins.
Title: Re: DF2014 Question and Answer Thread
Post by: Evans on September 20, 2016, 04:39:40 pm
Failure.

Giantess thrown on pile of expensive junk proceed to kill the kitten (and was knocked unconscious by it!).
Once she got up and killed the kitten she rushed back to my dwarves.

Spoiler (click to show/hide)

Also the legends do not track giving curse to some random beast men, meaning they will not propagate it further.
Title: Re: DF2014 Question and Answer Thread
Post by: Fleeting Frames on September 20, 2016, 07:49:18 pm
Pretty sure the beastman would have to be named for them to be tracked.
Title: Re: DF2014 Question and Answer Thread
Post by: hun on September 27, 2016, 10:54:20 am
If I have found the instrument, is there the way to figure out what civilization it belongs to?
Title: Re: DF2014 Question and Answer Thread
Post by: Fleeting Frames on September 27, 2016, 11:20:37 am
Off the top of my head, see which civ's caravans bring it or embark as each civilization (requires modding) and see if giving an order to make one('s parts) through manager is possible.
Title: Re: DF2014 Question and Answer Thread
Post by: hun on September 27, 2016, 11:33:50 am
I actually hoped that game store this data in some readible way.

If not, then I think to embark with all civilizations is the way I shall use, thank you.
Caravans are too rare, unreliable and are coming from the limited number of civilization...
Title: Re: DF2014 Question and Answer Thread
Post by: userpay on September 28, 2016, 02:54:48 pm
Welp, I found out after starting and going on until the second migrant wave that my parent civ in this world is probably dead. Is there any way to enable a tell in the civ select/embark screen that shows whether a parent civ is dead or am I just unobservant?

Probably going to need to alter raws to make dwarves grow up faster...
Title: Re: DF2014 Question and Answer Thread
Post by: WanderingKid on September 28, 2016, 05:58:24 pm
Welp, I found out after starting and going on until the second migrant wave that my parent civ in this world is probably dead. Is there any way to enable a tell in the civ select/embark screen that shows whether a parent civ is dead or am I just unobservant?

Probably going to need to alter raws to make dwarves grow up faster...

If you dump the txt files from the site selection or world generation screens, you can investigate them to find out the dwarven population that's left.  If it's really low, you can assume the civ is dead and they're just living in random towns.
Title: Re: DF2014 Question and Answer Thread
Post by: userpay on September 28, 2016, 06:19:58 pm
Welp, I found out after starting and going on until the second migrant wave that my parent civ in this world is probably dead. Is there any way to enable a tell in the civ select/embark screen that shows whether a parent civ is dead or am I just unobservant?

Probably going to need to alter raws to make dwarves grow up faster...

If you dump the txt files from the site selection or world generation screens, you can investigate them to find out the dwarven population that's left.  If it's really low, you can assume the civ is dead and they're just living in random towns.

I'm pondering restarting anyway, less than a year in and I made a few tunnel choices that I'm regretting now...

Briefly considered seeing if I could bolster the ranks with tavern citizens but reading further it appears you can't control them as well as normal dwarves?
Title: Re: DF2014 Question and Answer Thread
Post by: Loci on September 28, 2016, 08:57:46 pm
Welp, I found out after starting and going on until the second migrant wave that my parent civ in this world is probably dead.

What led you to that conclusion? The size of the first two waves is unaffected by your civilization's population. Many players report "dead" civilizations that aren't really "dead"; if you received a dwarven caravan, liaison, third migrant wave, or an appointed monarch then your civilization is not truly dead. If you receive none of those for multiple years then your civilization might be dead. In the more recent versions (v0.42+), truly dead civilizations occur quite rarely.

Title: Re: DF2014 Question and Answer Thread
Post by: userpay on September 28, 2016, 09:17:59 pm
Welp, I found out after starting and going on until the second migrant wave that my parent civ in this world is probably dead.

What led you to that conclusion? The size of the first two waves is unaffected by your civilization's population. Many players report "dead" civilizations that aren't really "dead"; if you received a dwarven caravan, liaison, third migrant wave, or an appointed monarch then your civilization is not truly dead. If you receive none of those for multiple years then your civilization might be dead. In the more recent versions (v0.42+), truly dead civilizations occur quite rarely.

I didn't get an outpost liason and I looked up why. Long after the fact I also checked legends and reports about the kingdom stopped after around the third century and I genned till 7th century.
Title: Re: DF2014 Question and Answer Thread
Post by: userpay on September 29, 2016, 12:55:19 am
Appologies for the double post but just ran into something. [SKILL_RATES:100:NONE:NONE:NONE] is supposed to keep skills from rusting right? I have it in the dwarf raws but I still see rusty next to some of my dwarve's skills... Similar for the mental and phys attributes.
Title: Re: DF2014 Question and Answer Thread
Post by: Fleeting Frames on September 29, 2016, 01:11:22 am
Welp, I found out after starting and going on until the second migrant wave that my parent civ in this world is probably dead. Is there any way to enable a tell in the civ select/embark screen that shows whether a parent civ is dead or am I just unobservant?

Probably going to need to alter raws to make dwarves grow up faster...
The quickest way to tell is to embark as that civ, and check your 'c'ivilization screen in game. If it is completely empty, gg.

Also, if there's even a single alive civ available, dead ones won't show up.

If you dump the txt files from the site selection or world generation screens, you can investigate them to find out the dwarven population that's left.  If it's really low, you can assume the civ is dead and they're just living in random towns.
This doesn't work, precisely.

Even if the last dwarf died a 1000 years ago, the dwarven civ may still be just dying, not dead.
Briefly considered seeing if I could bolster the ranks with tavern citizens but reading further it appears you can't control them as well as normal dwarves?
From taverns, you can get mercs, which are only for soldiering - not great, but hey - animal men wielding great axes is kind of cool.

All other residential applications will apply to become citizens with the same mayor in two years, however. Though if this is months later or half a hour later depends on how you run your fort :v
Title: Re: DF2014 Question and Answer Thread
Post by: CABL on September 30, 2016, 03:47:33 am
What range do megabeasts lairs have (i'm talking about range in which you need to be, in order to be attacked by goblins/humans/elves/someone else)? Because i never got megabeast attacks, i did received semi-megabeasts attacks, however.
Title: Re: DF2014 Question and Answer Thread
Post by: hops on September 30, 2016, 04:32:21 am
What range do megabeasts lairs have (i'm talking about range in which you need to be, in order to be attacked by goblins/humans/elves/someone else)? Because i never got megabeast attacks, i did received semi-megabeasts attacks, however.
Are you askking this specifically for the old version?
Title: Re: DF2014 Question and Answer Thread
Post by: CABL on September 30, 2016, 06:10:59 am
Are you askking this specifically for the old version?

If by old you mean 43.03, then yes. Let me guess, siege range mechanics is different in 43.05?
Title: Re: DF2014 Question and Answer Thread
Post by: userpay on September 30, 2016, 12:32:51 pm
Is it just me or does one get more peasants in migrant waves these days? Almost seems like a solid 1/4th to 1/3rd are listed as peasants and oftentimes only have skills in poetry/dancing/music.
Title: Re: DF2014 Question and Answer Thread
Post by: Dunamisdeos on September 30, 2016, 12:41:43 pm
Probably because a larger portion of them actually come from somewhere.
Title: Re: DF2014 Question and Answer Thread
Post by: userpay on October 01, 2016, 12:33:25 pm
So I've had some scattered missing animals and a single missing dwarf. Most of the missing animals were eventually accounted for, dwarf is still missing. What I'm confused about is the latest missing animal, it was a yak pet which means it should be somewhere within view from following its owner yet somehow it went missing. Thoughts?
Title: Re: DF2014 Question and Answer Thread
Post by: zenos14 on October 03, 2016, 02:15:40 pm
So I've had some scattered missing animals and a single missing dwarf. Most of the missing animals were eventually accounted for, dwarf is still missing. What I'm confused about is the latest missing animal, it was a yak pet which means it should be somewhere within view from following its owner yet somehow it went missing. Thoughts?

Odds are it got stuck somewhere and starved to death, where does the owner usually hang out?



On an unrelated note, anyone have a clue what the the "Nearby" trait means in the work order conditions
Title: Re: DF2014 Question and Answer Thread
Post by: userpay on October 03, 2016, 06:36:09 pm
So I've had some scattered missing animals and a single missing dwarf. Most of the missing animals were eventually accounted for, dwarf is still missing. What I'm confused about is the latest missing animal, it was a yak pet which means it should be somewhere within view from following its owner yet somehow it went missing. Thoughts?

Odds are it got stuck somewhere and starved to death, where does the owner usually hang out?

Turned out it was down in my slab memorial area. Still not sure how it didn't get spotted immediately by its owner but... Eh.

On an unrelated note, anyone have a clue what the the "Nearby" trait means in the work order conditions
Maybe a linked stockpile or something similar?


Anyway does the military still need to be rotated to off duty or can you keep them in service permanently?
Title: Re: DF2014 Question and Answer Thread
Post by: vonsch on October 03, 2016, 07:53:10 pm
Anyway does the military still need to be rotated to off duty or can you keep them in service permanently?

I keep my military in training (which counts as on duty, I think) full time unless I manually set them off duty on the squads screen to go equip new gear or something.  They gripe a little at first, but in the long term they end up happiest in my fort. 
Title: Re: DF2014 Question and Answer Thread
Post by: taptap on October 05, 2016, 01:23:13 pm
Anyone know an efficient way to build scaffolding for high constructed walls?
Title: Re: DF2014 Question and Answer Thread
Post by: Slogo on October 05, 2016, 02:29:28 pm
Anyone know an efficient way to build scaffolding for high constructed walls?

Which type of efficiency and which type of construction?


If materials aren't a concern you can just build a big fleet of stairs as the scaffolding then build the wall next to it. Since the stairs support the wall you can just designate the entire wall in one go and let as many dwarves as you want build in tandem.
Title: Re: DF2014 Question and Answer Thread
Post by: taptap on October 05, 2016, 02:39:22 pm
Anyone know an efficient way to build scaffolding for high constructed walls?

Which type of efficiency and which type of construction?


If materials aren't a concern you can just build a big fleet of stairs as the scaffolding then build the wall next to it. Since the stairs support the wall you can just designate the entire wall in one go and let as many dwarves as you want build in tandem.

high wall (think above surface magma reservoir outer wall), efficiency as in easy and cheap and safe to construct and deconstruct. fleet of stairs seems good, thanks. (i am too impressed by pyramids i guess and ended up building ramparts with ramps and walls - not really suitable for high walls. i guess it is obvious i rarely construct large buildings above ground. :p )
Title: Re: DF2014 Question and Answer Thread
Post by: Slogo on October 05, 2016, 04:38:02 pm
Anyone know an efficient way to build scaffolding for high constructed walls?

Which type of efficiency and which type of construction?


If materials aren't a concern you can just build a big fleet of stairs as the scaffolding then build the wall next to it. Since the stairs support the wall you can just designate the entire wall in one go and let as many dwarves as you want build in tandem.

high wall (think above surface magma reservoir outer wall), efficiency as in easy and cheap and safe to construct and deconstruct. fleet of stairs seems good, thanks. (i am too impressed by pyramids i guess and ended up building ramparts with ramps and walls - not really suitable for high walls. i guess it is obvious i rarely construct large buildings above ground. :p )

Yeah mass stairs should work then, you can also create a feeder stockpile near your construction to help speed up how fast the wall goes up (have it take from your main stockpile). And make sure to use something light like wood for the stairs if you can so the dwarves haul them into place faster. If you don't have a supply of wood then any block or bar will be fine.
Title: Re: DF2014 Question and Answer Thread
Post by: Loci on October 05, 2016, 08:49:23 pm
high wall (think above surface magma reservoir outer wall), efficiency as in easy and cheap and safe to construct and deconstruct. fleet of stairs seems good, thanks. (i am too impressed by pyramids i guess and ended up building ramparts with ramps and walls - not really suitable for high walls. i guess it is obvious i rarely construct large buildings above ground. :p )

If you're willing to accept slightly odd architecture, this design (http://www.bay12forums.com/smf/index.php?topic=142978.msg5612529#msg5612529) avoids almost all scaffolding. Due to a bug (http://www.bay12games.com/dwarves/mantisbt/view.php?id=7130), creatures can climb through vertically-diagonally if trees grow above wall tiles, but if you're using it for magma storage that shouldn't matter too much.
Title: Re: DF2014 Question and Answer Thread
Post by: Detros on October 06, 2016, 10:57:11 am
high wall (think above surface magma reservoir outer wall), efficiency as in easy and cheap and safe to construct and deconstruct. fleet of stairs seems good, thanks. (i am too impressed by pyramids i guess and ended up building ramparts with ramps and walls - not really suitable for high walls. i guess it is obvious i rarely construct large buildings above ground. :p )
Efficiency and high walls? Remember pyramids and use blocks, not raw stones.
Title: Re: DF2014 Question and Answer Thread
Post by: vexxice on October 06, 2016, 11:22:23 am
Is any ill-will incurred from denying someone residence (not citizenship)? I was wondering if my Tavern loses some fame or something.
Title: Re: DF2014 Question and Answer Thread
Post by: taptap on October 06, 2016, 12:41:06 pm
I am missing some details for my water generating plant... I was sure it would work already sketched the automatisation and now this...

How do I prevent freezing water leaving a floor of ice above itself? Or put in another way, is there a way to guarantee a pump above has access to freshly melted water. Floor grate does not work, a floor of ice appears under it.
Title: Re: DF2014 Question and Answer Thread
Post by: Fleeting Frames on October 06, 2016, 01:43:16 pm
What about magma z-level above the ice floor?
Title: Re: DF2014 Question and Answer Thread
Post by: Slogo on October 06, 2016, 02:02:57 pm
You can try encouraging the ice floor to cave in, being careful of the destructive implications that may have, but I'm not sure that's possible since the intake tile of the pump has to be on a floor.

The other possibility is prevent the tile below the pump intake from freezing (which may or may not be possible depending on your design) and just ignore the ice floors that get created.
Title: Re: DF2014 Question and Answer Thread
Post by: WanderingKid on October 06, 2016, 02:15:06 pm
I am missing some details for my water generating plant... I was sure it would work already sketched the automatisation and now this...

How do I prevent freezing water leaving a floor of ice above itself? Or put in another way, is there a way to guarantee a pump above has access to freshly melted water. Floor grate does not work, a floor of ice appears under it.

I'm curious about your expectations here.  Melted perma-frost, such as glacier surface, doesn't replenish if you mine/melt it.  If you have pond water that shows up in summer then freezes over winter, you'd need a way to melt it in the first place when it's not summer, which is almost always nearby magma.  If you have magma, you can control the source tile of the pump.

The only time I could see this being a possible concern is if you dug into an ocean and are desalinating the water.  In that case, if I remember right (it's been a long time since I played with oceans) you should be able to dig deeper to the non-freezing areas of the ocean and use that water.

Can you give more of an idea of what you're doing here?  To directly answer the question, the only way to be sure is to put a magma pool next to the water source hex so it never freezes.
Title: Re: DF2014 Question and Answer Thread
Post by: taptap on October 06, 2016, 03:40:12 pm
@wanderingkid: I am building a water generation plant to produce in principle unlimited water out of a limited amount of frozen ocean, slow-mo aquifer generation for when I am stuck without an aquifer, if you will. For that purpose I dropped ice a few z-levels below sea level. (Result: Ice floor and water below.) Removed the initial ice floor to expose the tile below and now it duly refreezes. Built all the magma piping required and when magma flows below it, it duly melts again. Then I take a part of that water to my reservoir and let the remainder refreeze (next melting produces 7 units again). Rinse, repeat. The process works - and this has done manually often enough. The ice floor (that does not stop the refreezing in any way) is merely an inconvenience that makes my initial setup for an automated plant with pumps impossible. I.e. I can melt the source tile of the pump all I want, it has a little ice roof that prevents the pump from working.

This is also the reason caving in that floor once I melt the ice below won't work (it will plunge straight into the magma messing up the whole plant). Flooding both the level above and below with magma while taking a part of the water out of the middle seems like a real pain to accomodate all the tanks and access routes in a confined space. I rather work without water pumps for carrying of a fraction of the water then and leave the ice roof be.
Title: Re: DF2014 Question and Answer Thread
Post by: Bumber on October 06, 2016, 11:06:29 pm
high wall (think above surface magma reservoir outer wall), efficiency as in easy and cheap and safe to construct and deconstruct.
Use bridges. 1x1 stairs spaced 20 tiles apart with a 1x10 bridge on each side. Don't try to support anything with the bridges. Bridge materials should be kept nearby (as they are hauled one at a time by the builder.) Quick and safe to deconstruct.
Title: Re: DF2014 Question and Answer Thread
Post by: Slogo on October 07, 2016, 01:27:35 pm
@wanderingkid: I am building a water generation plant to produce in principle unlimited water out of a limited amount of frozen ocean, slow-mo aquifer generation for when I am stuck without an aquifer, if you will. For that purpose I dropped ice a few z-levels below sea level. (Result: Ice floor and water below.) Removed the initial ice floor to expose the tile below and now it duly refreezes. Built all the magma piping required and when magma flows below it, it duly melts again. Then I take a part of that water to my reservoir and let the remainder refreeze (next melting produces 7 units again). Rinse, repeat. The process works - and this has done manually often enough. The ice floor (that does not stop the refreezing in any way) is merely an inconvenience that makes my initial setup for an automated plant with pumps impossible. I.e. I can melt the source tile of the pump all I want, it has a little ice roof that prevents the pump from working.

This is also the reason caving in that floor once I melt the ice below won't work (it will plunge straight into the magma messing up the whole plant). Flooding both the level above and below with magma while taking a part of the water out of the middle seems like a real pain to accomodate all the tanks and access routes in a confined space. I rather work without water pumps for carrying of a fraction of the water then and leave the ice roof be.

In that case I'd just put the pump from a tile that doesn't freeze (i.e always has magma under it or is considered inside so won't freeze). So you can make a little extension out of your freezing/thawing chamber and when you thaw it should fill with water you can pump. When you refreeze then a little water will get wasted, but overall you should come out ahead.
Title: Re: DF2014 Question and Answer Thread
Post by: WanderingKid on October 08, 2016, 03:19:23 am
I would agree with Slogo here, and there's a relatively easy way to go about it.  Thinking on a single level, which is the level you're melting in the ocean deeps, you have a sheet of ice that you're intending to melt.

Carve a small cavern, two blocks deep, from this ice sheet.  Below that in a contained area, put in a magma pit.  That will keep the block that your pump works from free of ice.  Floor it over with something.  That magma never moves and will always keep the block free.  When you melt the ice sheet, it will slosh some of the water into your two block cavern, allowing the pump to grab water.
Title: Re: DF2014 Question and Answer Thread
Post by: taptap on October 08, 2016, 03:57:02 am
I went with simple propagation by flow into an extension, just made it a little larger and left out the pump altogether (mainly due to the installations already in place), dropping the water from there as soon it freezes again in the freeze/thaw chamber. Less efficient, but simpler design. Still puzzled how it is apparently impossible to prevent generation of a floor on the level above.

I am somewhat unsure a simple magma pit would even work. Water refreezes over 7/7 magma (yeah counterintuitive, but it does) and even with lower magma only changes in level seem to trigger melting in my experience. The only way to keep my freeze/thaw chamber from refreezing is by keeping the pump running.
Title: Re: DF2014 Question and Answer Thread
Post by: Fleeting Frames on October 08, 2016, 08:56:27 am
Having recently toyed with a mid-air cold lake biome, if you have variance in magma height it tends to result in spontaneous freezes and then melts (all 7/7 with 1 6/7 is cool to watch).

For keeping enough of the water to get ice walls, if you have some subterranean tiles you could easily use minecarts, or pressure-plate toggled furniture instead of pumps.

I expect all of this plays merry hell on fps, of course.
Title: Re: DF2014 Question and Answer Thread
Post by: WanderingKid on October 12, 2016, 06:26:14 pm
Does anyone know if turning off weather via the LNP also stops Dust and Plague storms in evil biomes?

On a similar note, I can't find details on what using Starting Labors: By_Unit_Type does.  Anyone have a link to the specifics of this handy?  Nevermind, found it.  It only activates their specialization.
Title: Re: DF2014 Question and Answer Thread
Post by: Fleeting Frames on October 12, 2016, 10:54:29 pm
My own search into this topic in this forum says no. To turn those off you have to disable them in worldgen.
Title: Re: DF2014 Question and Answer Thread
Post by: Calidovi on October 14, 2016, 07:39:15 pm
Any way I can quickly allow time to pass in my world? Something like 15-30 years.
Title: Re: DF2014 Question and Answer Thread
Post by: Fleeting Frames on October 15, 2016, 01:10:27 am
After worldgen? Walled in fortress (preferably with map edge bridges to prevent migrants to save fps and not drain mountainhome), with plant gathering zone/farm and source of water/automated jobs for booze, then leave to run overnight while you sleep. At 100 FPS, it would take *mathes* 1,12 hours per year, and you can run 1x1 embarks lot faster than that.
Title: Re: DF2014 Question and Answer Thread
Post by: vexxice on October 24, 2016, 01:25:41 pm
So, I have created my first pit trap, and seem to have made a grave error. I designated down stairs followed by up/down stairs in long shafts. then, I channeled the up/down stairs from the bottom. The problem is, now I cannot remove the down stairs, there is no up stairs connected to them and channeling does not seem to work. So I have some bridges that sit above some down stairs. Retracting the bridges can make the people on top trip and fall to their doom, but the more dexterous seem to be able to walk across the down stairs.

Can I remove the stairs, without removing the bridges?
Title: Re: DF2014 Question and Answer Thread
Post by: Fleeting Frames on October 24, 2016, 05:18:33 pm
No. You can't dig building squares (which is sometimes real nice with ramps and temporary stockpiles).

For next time with that structure, you can remove constructed tiles under buildings - such as downstairs - to return the tile to open space, floor or dug downstairs.
Title: Re: DF2014 Question and Answer Thread
Post by: Farmerbob on October 25, 2016, 12:12:06 pm
OK, have been away a while, and recently returned.  I've noticed that even legendary miner dwarves move very slowly now when carrying mined stones.  So I've been experimenting with wheelbarrows and linked depots.

Everything seemed to make sense, until I got to a point where it should have worked well, then it broke.  I think.  Maybe I'm doing something wrong, so I've come here to poke you all with a stick and see if there's something I'm missing.

I have a craft workshop, a mason shop, and a mechanic workshop, all sitting immediately next to up/down stairs, directly above a stone depot.

The stone depot only accepts non-economic stones.  It is set to give to the three workshops mentioned above.

Increased wheelbarrow count for the main depot to 3.

The three workshops correctly pulled only from the central depot.  However, the glorious drunkards were puling stones from practically everywhere with only three wheelbarrows, and the stones ran out.

I created four three-tile depots, one on each side of the main stone depot, with the same non-economic stone settings.

Increased wheelbarrow count of the four sub-depots to three.

Set all four of the sub-depots to give to the main depot.

What I expected to happen is:

1) Up to 12 dwarves would use the 12 wheelbarrows in the 4 sub-depots to fill said sub-depots from whatever dwarfy place they randomly decide to get stones from.

2) Up to three dwarves would use the three wheelbarrows in the main depot to pull stones from the sub-depots.

3) Craftdwarves would only have to walk a few steps to get stones they need.

What is actually happening is:

Idling craftdwarves.  The main depot is not filling, despite plenty of available dwarfpower with the correct jobs enabled.

Is there any way to de-break depot / wheelbarrow linking?  Or am I doing something wrong?
Title: Re: DF2014 Question and Answer Thread
Post by: Farmerbob on October 25, 2016, 12:24:12 pm
I figured it out.  Wheelbarrows do not stack with stones.  Three-tile stone depots with three wheelbarrows in them do not have room for stones.

Increasing the size of the feeder depots to 10 tiles with three wheelbarrows immediately led to proper function.
Title: Re: DF2014 Question and Answer Thread
Post by: solarfall on October 26, 2016, 07:25:04 am
Hi everybody,

I have a question about Quantum stockpile.
I love this, very helpful to stock stuff . But when I try to create a seed QSP (no bin / barrel), it never seems to work. Seeds are stocked on the first pile, but never hauled and dumped on the final destination stockpile.
I double/triple checked everything, I don't know what I am missing.

Has someone ever managed to make it work ?

Thanks !
Title: Re: DF2014 Question and Answer Thread
Post by: vexxice on October 26, 2016, 09:18:40 am
No. You can't dig building squares (which is sometimes real nice with ramps and temporary stockpiles).

For next time with that structure, you can remove constructed tiles under buildings - such as downstairs - to return the tile to open space, floor or dug downstairs.

Ah, makes sense. Thanks.
Title: Re: DF2014 Question and Answer Thread
Post by: Loci on October 26, 2016, 05:15:26 pm
when I try to create a seed QSP (no bin / barrel), it never seems to work. Seeds are stocked on the first pile, but never hauled and dumped on the final destination stockpile.

Dwarves really, really want to store seeds in bags. They will not place unbagged seeds in a barrel, and it's quite possible that they refuse to place unbagged seeds in a minecart as well. I don't think the bags are assigned to the stockpile (unlike barrels) so it may be possible to quantum stockpile seeds if you have enough bags to hold 'em all.
Title: Re: DF2014 Question and Answer Thread
Post by: Fleeting Frames on October 26, 2016, 10:01:43 pm
@solarfall: Mirrors my experiences for individual seeds and minecarts. Seed bags are stockpiled fine though with that, or you may be able to use water-based QSP especially if you have an aquifer handy. (Screw pump turned on by a citizen-operated pressure plate that pushes seeds stockpiled in front of it onto stockpile/downstairs few tiles away, with downstairs leading to drainage)

That said, given how you can probably fit all your seed bags into 1-2 barrels, it might be prudent to ask if you want to stockpile them thus. If all your farms are close to each other and you run only 1 farmer, perhaps consider default stockpiling methods.
Title: Re: DF2014 Question and Answer Thread
Post by: WanderingKid on October 27, 2016, 03:44:35 am
But when I try to create a seed QSP (no bin / barrel), it never seems to work. Seeds are stocked on the first pile, but never hauled and dumped on the final destination stockpile.

You're not missing anything.  Don't bother.  I use QS everywhere, but never for seeds.  I make a two plot stockpile next to the farm in question, forbid barrels, only allow that particular seed for that particular farm plot, and never worry about it again.  It'll get filled with a bag or two and I get occasional spam messages when a hauler heads to the brewer/kitchen to get more of them.
Title: Re: DF2014 Question and Answer Thread
Post by: Kat1e on October 27, 2016, 12:13:36 pm
I'm trying to set up a manager order to automate weapon production if the available unequipped weapon stockpile falls below 10, but I can't seem to find a trait for 'unequipped' or 'in stockpile' or 'available to be equipped' ... something along those lines at least.

Does anyone know of a trait or other method I can use to set up this order?
Title: Re: DF2014 Question and Answer Thread
Post by: Fleeting Frames on October 27, 2016, 09:19:47 pm
You can't check in individual stockpiles with manager - need stockflow plugin for that - but it only counts for unclaimed gear by default.
Title: Re: DF2014 Question and Answer Thread
Post by: chesse20 on October 28, 2016, 03:32:32 am
do filled coffins count as furnature that adds to room value for bedrooms? ive just been putting coffins into bedrooms to save space and i was wondering if that helped with the room value at all
Title: Re: DF2014 Question and Answer Thread
Post by: solarfall on October 28, 2016, 03:48:16 pm
Thanks for your answers guys !  :D
Title: Re: DF2014 Question and Answer Thread
Post by: RattyB on October 28, 2016, 04:00:38 pm
do filled coffins count as furnature that adds to room value for bedrooms? ive just been putting coffins into bedrooms to save space and i was wondering if that helped with the room value at all
Yep. Coffins (engraved slabs even more) are considered furniture, and will raise the value of a room, if barely. Jewel-encrusting always helps.

Hope this helps,
RattyB
Title: Re: DF2014 Question and Answer Thread
Post by: hun on October 30, 2016, 11:28:01 pm
Is there a reliable way to stop caravans from coming (from all races)? I tried to delete [ACTIVE_SEASON] in entity_default, but dwarven caravan ignored it and came to my fortress.
Title: Re: DF2014 Question and Answer Thread
Post by: taptap on November 01, 2016, 06:54:48 am
Can someone walk me through the finer points of gravedigging? My dwarves ignore a corpse (visitor, family of one of my dwarves) and don't bury it nor can I assign a tomb to it, while I could engrave a slab. It is within reach and dwarves are not set to ignore corpses.
Title: Re: DF2014 Question and Answer Thread
Post by: GhostDwemer on November 01, 2016, 04:37:26 pm
Can someone walk me through the finer points of gravedigging? My dwarves ignore a corpse (visitor, family of one of my dwarves) and don't bury it nor can I assign a tomb to it, while I could engrave a slab. It is within reach and dwarves are not set to ignore corpses.

Visitors who are arriving or leaving don't get buried, as far as I know. Unburied visitors don't seem to cause ghosts in my most recent fort. A google search pulled up this thread for more information/data points on visitor burial (but no firm conclusions...) http://www.bay12forums.com/smf/index.php?topic=154987.0
Title: Re: DF2014 Question and Answer Thread
Post by: taptap on November 03, 2016, 09:34:41 am
Does anyone know what happens when a ridden minecart collides with another minecart? (Background: I would like to measure the weight of dwarves.)
Title: Re: DF2014 Question and Answer Thread
Post by: lobster1050 on November 04, 2016, 07:52:35 am
How to catch a fire snake with animal trap? Meat just rot off, no snakes. Tried diffirent baits - same result. Do I need to pump magma off and set baited animal traps directly in the magma sea?
Title: Re: DF2014 Question and Answer Thread
Post by: FantasticDorf on November 04, 2016, 08:32:12 am
How to catch a fire snake with animal trap? Meat just rot off, no snakes. Tried diffirent baits - same result. Do I need to pump magma off and set baited animal traps directly in the magma sea?

Baited traps or just have adjacent areas to the magma sea with burrowed animal trappers working there to catch automatically.

Adamantium will stop the lava snakes burning through the trap.
Title: Re: DF2014 Question and Answer Thread
Post by: lobster1050 on November 04, 2016, 12:29:14 pm
How to catch a fire snake with animal trap? Meat just rot off, no snakes. Tried diffirent baits - same result. Do I need to pump magma off and set baited animal traps directly in the magma sea?

Baited traps or just have adjacent areas to the magma sea with burrowed animal trappers working there to catch automatically.

Adamantium will stop the lava snakes burning through the trap.
Channeling to magma sea and setting animal traps here seems to have no effect. Or it will work only with magma pools in cavern layer?
Title: Re: DF2014 Question and Answer Thread
Post by: FantasticDorf on November 04, 2016, 12:57:25 pm
How to catch a fire snake with animal trap? Meat just rot off, no snakes. Tried diffirent baits - same result. Do I need to pump magma off and set baited animal traps directly in the magma sea?

Baited traps or just have adjacent areas to the magma sea with burrowed animal trappers working there to catch automatically.

Adamantium will stop the lava snakes burning through the trap.
Channeling to magma sea and setting animal traps here seems to have no effect. Or it will work only with magma pools in cavern layer?

Snakes only really spawn on the magma sea layer, when you are in a area of fire snakes you'll see them flash.
Title: Re: DF2014 Question and Answer Thread
Post by: Psilobe on November 04, 2016, 04:01:20 pm
Strength, what's the deal here?

I remember in the old days all I had to do was mod the speed and everything went bazoom but now a days strength plays a huge factor in hauling speed. I've tried editing the raws, I've watched the strength attribute in the rapist but see no change. How do you modify it? Preferably just a bit so those slowest move at average speed. Can you increase it etc?  Just what's the deal with strength how does it work?
Title: Re: DF2014 Question and Answer Thread
Post by: Fleeting Frames on November 04, 2016, 08:58:16 pm
You can increase it, like any other attribute. Military training - sparring in particular - seems like it'd be effective. Mining is slow. Untested, but estimating from dodge training you should have maxed or nearly maxed strength by the time they hit legendary in weapon skill.

I recall when undead were changed the old save undead remained at same strength. I guess same applies to your dwarves and raw-editing.
Title: Re: DF2014 Question and Answer Thread
Post by: Psilobe on November 05, 2016, 05:45:36 am
follow up question then, does hauling stuff increase strength?
Title: Re: DF2014 Question and Answer Thread
Post by: taptap on November 05, 2016, 07:25:05 am
follow up question then, does hauling stuff increase strength?

No. Strength and agility help with hauling speed. Hauling gives nothing and most of the attribute training commentary around is outdated, it really is almost exclusively military training that yields good attribute gains, orders of magnitude better than everything else. (I even train miners in the military instead of mining with them, let alone mine to train people for military.) Dodging is afair an exception among military skills that does not train strength, which should be no problem for a proper military training setup, but is relevant when you cheese up dodging alone by minecart. (The agility still helps.)
Title: Re: DF2014 Question and Answer Thread
Post by: lobster1050 on November 06, 2016, 02:23:09 am
Is there a way to bring back goblin ambushes by editing raws?
Title: Re: DF2014 Question and Answer Thread
Post by: Psilobe on November 06, 2016, 02:50:14 am
Alerts and schedule. Whaat?

So I got my first 4 squads active on the active/training alert. 3 of the squads alternate between guarding burrow, training and resting. Works fine. Always got guards at the point and always training.

Now I wanted my next 3 squads to do the same on another burrow but this time I created a new alert and set them to that. Their schedule is looking similar as the other three squads. 1 month defend burrow ( at a new one ) 1 month training and one month resting.

The problem with this new alert is that they dont seem to follow their schedule. All three squads are just doing individual training. I guess I could try and set them to the other alert but I'd really like to get the hang of alerts which I thought I had but apparently not.
Title: Re: DF2014 Question and Answer Thread
Post by: Fleeting Frames on November 06, 2016, 04:30:44 am
You did make sure to set the schedule for those three specific squads under the new alert, right?

It sounds like you set their schedules up under active/training too and then put them on a different new alert - which has no orders by default, making them go to individual combat drills when idle .
Title: Re: DF2014 Question and Answer Thread
Post by: Larix on November 06, 2016, 05:29:29 am
Does anyone know what happens when a ridden minecart collides with another minecart? (Background: I would like to measure the weight of dwarves.)

If the collision causes the ridden cart to come to a stop, the dwarf will dismount.
No matter the internal order of operations, dwarf weight should be factored into the collision, since the bug that retains rider weight as part of minecart weight after the rider has dismounted (http://www.bay12games.com/dwarves/mantisbt/view.php?id=9043) appears to be still alive in .43.05 (only checked in the arena).

If the cart moves at less than a threshold speed (probably shotgun speed, i.e. no more than 55k), the rider will dismount safely. When the cart's moving too fast, the rider will be thrown out of the cart and gets pummelled once by their previous ride.

Tested in the arena, checked safety of slow collision in fort mode in .34.11.
Title: Re: DF2014 Question and Answer Thread
Post by: Psilobe on November 06, 2016, 06:51:04 am
You did make sure to set the schedule for those three specific squads under the new alert, right?

It sounds like you set their schedules up under active/training too and then put them on a different new alert - which has no orders by default, making them go to individual combat drills when idle .

Probably. If I put them on an alert and remake the schedule will they follow it then or can you switch the schedule some other way?
Title: Re: DF2014 Question and Answer Thread
Post by: Fleeting Frames on November 06, 2016, 07:47:25 am
Haven't experimented with military schedules much, but I guess you should be able to both alter the schedule for their current alert as well as creating new alert, giving it desired schedule, and switching them over.
Title: Re: DF2014 Question and Answer Thread
Post by: Psilobe on November 07, 2016, 11:00:17 am
Ive got a refuse stockpile and corpse stockpile outside that I wish to dump down my magma chute but I've marked them, tried removing the stockpiles etc but dwarfs wont dump the stuff. There are no burrow restrictions or anything like that which I can see interfering. For other tasks dwarfs happily run outside. I've tried dumping some other stuff, logs, excess furniture and dwarfs successfully.
Title: Re: DF2014 Question and Answer Thread
Post by: FantasticDorf on November 07, 2016, 11:32:05 am
Ive got a refuse stockpile and corpse stockpile outside that I wish to dump down my magma chute but I've marked them, tried removing the stockpiles etc but dwarfs wont dump the stuff. There are no burrow restrictions or anything like that which I can see interfering. For other tasks dwarfs happily run outside. I've tried dumping some other stuff, logs, excess furniture and dwarfs successfully.

In the (O)rders screen and then via r accessing the 'refuse' part, you can set dwarves to collect rubbish (anything dumped or in the refuse category) from outside.
Title: Re: DF2014 Question and Answer Thread
Post by: lobster1050 on November 07, 2016, 11:34:25 am
It is possible to deliver a gelding blow with candy hammer/mace?
Title: Re: DF2014 Question and Answer Thread
Post by: FantasticDorf on November 07, 2016, 11:50:59 am
It is possible to deliver a gelding blow with candy hammer/mace?

If you crush the actual part yes (candy is lightweight and the worst blunt item) which is unlikely unless your opponent is made out of feathers or steam (because its going to hit the target very fast with a tap), but otherwise i think that's a slicing action only.

Because morningstars (oversized big spiky mace, with in the right hands enormous force power able to crush but otherwise less effective) are edged they could do the job, in theory im starting to think that while goblin weapons are actually much better now. My own tests show that a fully armored dwarf can be swat down with 1 strike to the head by a ogre with a silver maul (beastly damage, no rebounds but straight through a steel helmet & mask equaling destruction like a melon as it practically splits open, smash a entire leg like butter)

How effective really are goblin weapons (morningstars/mauls/giant axes) against armored dwarves? And does effectiveness with these weapons depend on the wielders strength (aka giving trolls and ogres, the big guys the weapons?)

Title: Re: DF2014 Question and Answer Thread
Post by: lobster1050 on November 07, 2016, 12:05:50 pm
It is possible to deliver a gelding blow with candy hammer/mace?

If you crush the actual part yes (candy is lightweight and the worst blunt item) which is unlikely unless your opponent is made out of feathers or steam (because its going to hit the target very fast with a tap), but otherwise i think that's a slicing action only.

Initial thought was to find a guaranteed way to geld enemies without risking killing them in process (I thought about adamantine hammer-loaded weapon traps). Too bad if this is not possible.

Certainly not slicing only: there are diffirent battle message for slashing, bashing and biting gelding strikes ("It is a gelding strike"/"It is a gelding blow"/"The geldables have been torn away").
Title: Re: DF2014 Question and Answer Thread
Post by: Fleeting Frames on November 07, 2016, 02:58:27 pm
For guaranteed, you'd need to do it in adventure mode after knocking them out.

The effectiveness of weapons generally does depend on strength of blow, yes. DT has even role for Lawdwarf (weak), so that their punches and hammer blows are less likely to outright kill the criminal.

How big that is and how much size helps with damage done exactly, I cannot say. Though push attack, using body mass, seems to be more effective coming from larger enemies.
Title: Re: DF2014 Question and Answer Thread
Post by: Iceblaster on November 09, 2016, 04:33:39 pm
I'm looking to generate a small-pocket world that last for a couple hundred years during world gen. Especially so with Pocket worlds, as it seems to force itself to stop after 30-40 years. Anything I need to change in the advanced settings to get this to work? Using Masterwork DF if that matters.
Title: Re: DF2014 Question and Answer Thread
Post by: Fleeting Frames on November 09, 2016, 06:31:53 pm
30 years....It's probably megabeasts dying with default checking setting of 30 years (http://dwarffortresswiki.org/index.php/DF2014:Advanced_world_generation#Percentage_of_Megabeasts_and_Titans_Dead_for_Stoppage). I recall IlFedaykin mentioning MWDF races being essentially megabeasts themselves.
Title: Re: DF2014 Question and Answer Thread
Post by: mikekchar on November 10, 2016, 04:26:57 am
I'm trying to set up a manager order to automate weapon production if the available unequipped weapon stockpile falls below 10, but I can't seem to find a trait for 'unequipped' or 'in stockpile' or 'available to be equipped' ... something along those lines at least.

Does anyone know of a trait or other method I can use to set up this order?

You asked this quite a while ago, but I'll answer anyway.  All conditions work on "available" items.  Anything that is in the possession of a dwarf, being hauled by a dwarf, used in a building, forbidden or dumped is "unavailable".  So generally, it just works if you set the level at 10.

The caveat is that, anytime someone hauls a weapon, it will become unavailable.  You will notice this if you decide to send one of your weapons to the trade depot.  You will instantly make another one.  If you are putting weapons in bins, *all* of the items in the bin become unavailable when the bin is picked up.  The bin is picked up when anyone takes a weapon out of it, or puts a weapon back into it.  Because the bins can hold a lot of weapons, it means you may go under your threshold every time someone sticks their weapon in a bin after they stop training.

There are 2 things you can do about this.  1) Live with it.  You will end up with excess weapons.  Meh.  2) Don't put weapons in bins.

Especially be careful if you have a high number of items being built.  So if you are building 10 maces in your work order, every time someone picks up a bin, you will make 10 more maces.  It's quite easy to get up to  100 extra maces that way.  I almost never set my work orders to more than 1.  That way you only ever make one thing per work order per day.  It seems slow, but that's like 300 maces a year.  It's fine.
Title: Re: DF2014 Question and Answer Thread
Post by: Iceblaster on November 10, 2016, 08:36:52 am
30 years....It's probably megabeasts dying with default checking setting of 30 years (http://dwarffortresswiki.org/index.php/DF2014:Advanced_world_generation#Percentage_of_Megabeasts_and_Titans_Dead_for_Stoppage). I recall IlFedaykin mentioning MWDF races being essentially megabeasts themselves.

Ah. Thanks for the information. Honestly didn't think about that, most of the advanced world gen stuff makes my head spin whenever I did try to tweak it. Hopefully it'll last a lot longer :3
Title: Re: DF2014 Question and Answer Thread
Post by: evillevi on November 18, 2016, 04:30:43 pm
Okay I have a really newby question, but does the lazy newb pack come with macros? and if so how do we use it

Edit: Besides that how do you butcher your own anima;s
Title: Re: DF2014 Question and Answer Thread
Post by: Psilobe on November 19, 2016, 02:11:11 am
If you pump magma will one pump move magma up a chute or is a stack needed?
Title: Re: DF2014 Question and Answer Thread
Post by: anewaname on November 19, 2016, 04:07:09 am
Okay I have a really newby question, but does the lazy newb pack come with macros? and if so how do we use it
Edit: Besides that how do you butcher your own anima;s
Information on how to record and play macros is here --> http://dwarffortresswiki.org/index.php/DF2014:Macros_and_Keymaps (http://dwarffortresswiki.org/index.php/DF2014:Macros_and_Keymaps)
If you are asking if the LNP comes with pre-recorded macros, I do not know. If they exist, you will see them on the "load macro" screen.
To butcher animals, you need a butcher's workshop and a dwarf with Butcher skill enabled, then 'z' for the Stocks screen, 'Enter' to select the Animals screen, find the critter and hit 'b'.
Title: Re: DF2014 Question and Answer Thread
Post by: anewaname on November 19, 2016, 04:23:39 am
If you pump magma will one pump move magma up a chute or is a stack needed?
You need one pump per z-level. This image http://dwarffortresswiki.org/index.php/File:PumpStack2010.png (http://dwarffortresswiki.org/index.php/File:PumpStack2010.png) is from the wiki and shows a good side-view of a pump stack. Here http://dwarffortresswiki.org/index.php/DF2014:Screw_pump#Improved_Magma_Pump_Stack (http://dwarffortresswiki.org/index.php/DF2014:Screw_pump#Improved_Magma_Pump_Stack) for magma pumpstacks that do not wreck FPS.
Title: Re: DF2014 Question and Answer Thread
Post by: evillevi on November 19, 2016, 06:48:58 am
Okay I have a really newby question, but does the lazy newb pack come with macros? and if so how do we use it
Edit: Besides that how do you butcher your own anima;s
Information on how to record and play macros is here --> http://dwarffortresswiki.org/index.php/DF2014:Macros_and_Keymaps (http://dwarffortresswiki.org/index.php/DF2014:Macros_and_Keymaps)
If you are asking if the LNP comes with pre-recorded macros, I do not know. If they exist, you will see them on the "load macro" screen.
To butcher animals, you need a butcher's workshop and a dwarf with Butcher skill enabled, then 'z' for the Stocks screen, 'Enter' to select the Animals screen, find the critter and hit 'b'.
Thanks man :)

Also I have a new problem in that I've made nest boxes bubt my chicken's aren't laying eggs. 

Lastly I found out that for some reason setting max barrels (64~68) it can potentially bug the game to not accepting barrels in that stockpile.   
Title: Re: DF2014 Question and Answer Thread
Post by: Fleeting Frames on November 19, 2016, 07:39:21 am
Eggs are laid once per season.
Edit: Besides that how do you butcher your own anima;s
For individual specific animals, you can also do this through v-p mark for slaughter.
Title: Re: DF2014 Question and Answer Thread
Post by: Psilobe on November 21, 2016, 03:11:41 am
I'm having real trouble with getting a dangerous enough world for me. My fortress is 7-8 years old now and had one or two ambushes and a few mega beats coming but nothing 'fun'. I've go a lot of wealth both created and imported and exported. Three civs, my own human and goblins and now it looks like the goblins are friendly?

I'm running master work with all the fortress defence civs added. I'm planning on starting something new. Should I abandon this one and try to resettle the same world and find a spot with more civs?

Or should I regenerate a new world and change some settings to make it more dangerous?

I usually tend to simulate between 150-250 years is this wrong? More less? Large medium or small region? I tend to stick to medium atm.
Title: Re: DF2014 Question and Answer Thread
Post by: Edmus on November 21, 2016, 03:38:43 am
I feel as though the latest versions of DF have really notched back the difficulty several rungs.
Title: Re: DF2014 Question and Answer Thread
Post by: Psilobe on November 21, 2016, 05:05:09 am
I feel as though the latest versions of DF have really notched back the difficulty several rungs.

It kinda feels like that. I always try to make sure there are a few civs around to fight with and I could swear I had Jutuns close by too.

Aslo those goblin can taverns and libraries make them friendly? Because they seem to love me now...

Well I started a new fortress and got atleast 5 hostile so I hope for some !fun!

I feels so sad when you make doomsday traps and self destruction devices and then you don't even need them. In the last fortress the biggest dangers were the assorted snakes that hung around.

Lost my brookie to that after large parts of his body rotted away. Probably the most fun in that fortress.

Title: Re: DF2014 Question and Answer Thread
Post by: anewaname on November 22, 2016, 02:59:53 am
If you have a tavern, Goblins that are Friendly will stop in for booze. I've had them Petition to join also.
Title: Re: DF2014 Question and Answer Thread
Post by: lobster1050 on November 22, 2016, 12:08:25 pm
I'm having real trouble with getting a dangerous enough world for me. My fortress is 7-8 years old now and had one or two ambushes and a few mega beats coming but nothing 'fun'. I've go a lot of wealth both created and imported and exported. Three civs, my own human and goblins and now it looks like the goblins are friendly?
Ambushes? You mean goblins? I thought they were removed from the last versions.
Title: Re: DF2014 Question and Answer Thread
Post by: taptap on November 22, 2016, 05:36:17 pm
I know there is a search function, but I can't seem to find it: Is there some research on slow-moving (under derail speed that is) heavy = loaded minecart trap designs? Apart from the one Larix showed in the soldiers are overrated thread? What is a good load? I am inclined to use lead minecart with water or with 5 clay boulders. I know much heavier loads are possible, but where is a good middle ground that works for you but is still expedient? How do they fare in comparison to fast minecarts.
Title: Re: DF2014 Question and Answer Thread
Post by: Fleeting Frames on November 22, 2016, 09:51:48 pm
An empty gold minecart weights 772 urists. A full one weights over 10000 - which I wouldn't expect to kill everything in a hit at non-derail speed.. A ramp bouncer delivers impacts at up to 35k speed, I believe - while roller does better, obviously. Make of that what you will.

Though interestingly, vertical collisions, no matter how high the fall, don't spill the cargo, so there's that advantage for percussion designs. And you can always nest minecarts.

And *tests* If one is falling through stairs, they will keep falling to the bottom even if they kill a dwarf among the way. A farmer died to bring you this information.
Title: Re: DF2014 Question and Answer Thread
Post by: taptap on November 23, 2016, 05:14:11 am
An empty gold minecart weights 772 urists. A full one weights over 10000 - which I wouldn't expect to kill everything in a hit at non-derail speed.. A ramp bouncer delivers impacts at up to 35k speed, I believe - while roller does better, obviously. Make of that what you will.

Though interestingly, vertical collisions, no matter how high the fall, don't spill the cargo, so there's that advantage for percussion designs. And you can always nest minecarts.

And *tests* If one is falling through stairs, they will keep falling to the bottom even if they kill a dwarf among the way. A farmer died to bring you this information.

When you say a full one, you mean loaded with gold bars? Did you experiment with other / cheaper loads? I will never be able to afford that. (I run galena only embarks more often than not, if lucky I have tetrahedrite as well.) Fun fact: rose gold minecarts have the same weight as pure gold, despite lower gold content, so somewhat cheaper, but still way too expensive for me.

Lead with lead bars ends up with 6100 (about 4 times as heavy as lead with water or 5 clay boulders), but even with lead this is quite resource intensive for my taste.
Title: Re: DF2014 Question and Answer Thread
Post by: evillevi on November 23, 2016, 07:45:59 am
So today while I was experimenting with duplicating metal bars I stumbled upon a problem. Namely that Urist Mcidiot hauler started to flood my managers and book keepers room with stuff (primarily clothes), is this a bug or did I just dorf up and did something stupid?

That said I've been slowly trying to cage anything but have found no luck in actually catching a single thing. Besides using bait (aka the sane way),  is it possible to make a bridge-a-pult that will launch something into cage traps without killing anyone unlucky enough to be on the bridge*.
Title: Re: DF2014 Question and Answer Thread
Post by: Fleeting Frames on November 23, 2016, 09:39:26 am
Bridge throwing, if it happens, is random.

@taptap:

Loaded with gold nuggets, not that it matters when you aren't nesting - they have same density (though it is cheaper to use boulders than bars - anything made from boulders will have smaller volume). Rose gold statues would be a loss, as they use 75% of gold while only producing 60% of the weight.

I usually run 500 mineral scarcity embarks so I'm very surprised when there isn't gold present.

If you have clay present, then making arbitrarily heavy minecarts is pretty easy if you're willing to nest.

Mind, my setups often end up rather untested against pretty much anything expect perhaps dwarves ^^;; Don't really know what weight would be necessary, but I'd start looking at five times a water boulder since otherwise why not build a watergun?
Title: Re: DF2014 Question and Answer Thread
Post by: Keevu on November 23, 2016, 11:06:34 am
What are the negative effects of unmet needs?
Why won't my scholars and other thinkers in the library leave to do other labors assigned to them if it meets there unmet needs?
Can I convert dwarves to a different religion?
Why won't my military dwarves do any recreation in the tavern if they have a training area assigned to them? (unmet needs due to lack of talking to anyone)
Can dwarves throw parties anymore?
How do I fulfill the need to do a craft if I want to minimize too many items being crafted while keeping the necessary micromanaging low.
How do I fulfill the boring life unmet need? (Or tips to assign dwarves responsibilities to meet needs)
How do I fulfill lack of creativity need?
Do I need my military dwarves to wear socks?
Title: Re: DF2014 Question and Answer Thread
Post by: anewaname on November 23, 2016, 03:44:07 pm
Namely that Urist Mcidiot hauler started to flood my managers and book keepers room with stuff (primarily clothes), is this a bug or did I just dorf up and did something stupid?
if the hauler did something like install furniture in the room, his next job might have been to Pickup Equipment to get new clothing, and that job starts with dropping old clothing on the floor.
That said I've been slowly trying to cage anything but have found no luck in actually catching a single thing. Besides using bait (aka the sane way),  is it possible to make a bridge-a-pult that will launch something into cage traps without killing anyone unlucky enough to be on the bridge*.
If they are wild grazer animals, choose a large open area and make walls (remove natural ramps on hills or build walls), put cage traps in the bottlenecks, wait for it or maybe send a militia squad on a kill order.
Title: Re: DF2014 Question and Answer Thread
Post by: Vorox on November 23, 2016, 04:39:48 pm
What are the negative effects of unmet needs?
Why won't my scholars and other thinkers in the library leave to do other labors assigned to them if it meets there unmet needs?
Can I convert dwarves to a different religion?
Why won't my military dwarves do any recreation in the tavern if they have a training area assigned to them? (unmet needs due to lack of talking to anyone)
Can dwarves throw parties anymore?
How do I fulfill the need to do a craft if I want to minimize too many items being crafted while keeping the necessary micromanaging low.
How do I fulfill the boring life unmet need? (Or tips to assign dwarves responsibilities to meet needs)
How do I fulfill lack of creativity need?
Do I need my military dwarves to wear socks?
1. If they are unmet for too long, they become bad thoughts and if they accumlate, they lead to tantrums.
3.As far as I know there is no way.
4.They will only rest (socialize etc.) when they are inactive.
5.Haven't seen a single one for some versions now.
7.Fighting works.
8.Have them craft something (it must be something that has quality levels, like furniture).
9. They will minimally increase protection, no reason not to have them.
Title: Re: DF2014 Question and Answer Thread
Post by: anewaname on November 23, 2016, 05:43:16 pm
Why won't my military dwarves do any recreation in the tavern if they have a training area assigned to them? (unmet needs due to lack of talking to anyone)
4.They will only rest (socialize etc.) when they are inactive.
Specifically, check the military squad's Schedule (http://"http://dwarffortresswiki.org/index.php/DF2014:Scheduling") ('m', 's') because if the default schedule was not changed and the squad was told to Train at a barracks, they will be on-duty 24/7 with no time off.
Title: Re: DF2014 Question and Answer Thread
Post by: taptap on November 23, 2016, 05:51:37 pm
Do I need my military dwarves to wear socks?

Absolutely. No socks, no war. Proper woolen socks to keep them warm and frostbite away. I assign two (since assigning a single one - although meant as pair - always resulted in bugs in my embarks, i.e. no proper actual equipping).  :P

It is completely roleplay, though.
Title: Re: DF2014 Question and Answer Thread
Post by: evillevi on November 24, 2016, 07:50:39 am
So my first fort died as my brave squad of 5 Yes Dwarfs charged into a 140. It took  a third of the entire might of this formidable army to bring each hero down.

Naturally the reason for why I had to charged into the invading force is because I dwarfed up and forgot to link a lever to my retractable Wall Bridge.

That said my question is about Ponds. How do I get more than 1 person to start filling the pond up?
Title: Re: DF2014 Question and Answer Thread
Post by: Jerky on November 24, 2016, 10:27:30 am
How do I get more than 1 person to start filling the pond up?
First, make sure you have more than one bucket available. If you have enough buckets and idle dwarves and it still isn't working, try placing an additional pond zone on top of the existing one. You can stack several zones on the same area and toggle through them with v.
Title: Re: DF2014 Question and Answer Thread
Post by: Psilobe on November 26, 2016, 11:01:41 am
Locations and occupations do they fill any purpose than making things livlier?

Best way to deal with occupations? Dedicated dwarfs or just assign on top of other duties?

Can I change max dwarfs allowed in my fort on an already active save?
Title: Re: DF2014 Question and Answer Thread
Post by: taptap on November 26, 2016, 11:32:54 am
Can I change max dwarfs allowed in my fort on an already active save?

Yes, just change the init files.
Title: Re: DF2014 Question and Answer Thread
Post by: Fleeting Frames on November 26, 2016, 01:15:27 pm
@Psilobe: Main fortress function other than interesting things happening (dances/stories/writing) is in needs satisfying. Needs give up to ±50% bonus of some sort.

Compared to just a meeting area, praying satisfies prayer needs, reading a book (in library, I guess?) satisfies abstract thinking need + perhaps learning need?. Finally, tavern satisfies merry-making, excitement, art-admiring, business and probably skill-using or learning needs, at least at for a bit.

Appointing performer/tavern-keeper is useful if your citizens won't drink alcohol on their own but need to (vampires or necromancers, for instance).

Appointing scribes and scholars gets you book copies and new books (later takes a while). Scholars spend the majority of time uselessly Pondering a topic!, which does fulfil abstract thinking need, but you only need 1 task to bring up need back into green from red.

Removing the dwarf from position makes their task more easily interruptible, though they may still continue at it until you remove the meeting area they're part of.


All of the above is with citizen-only zones. Default is visitors welcome, which brings you visiting performers, scholars and mercenaries from around the world, and who can petition to join the fort as resident, and latter citizens (mercenaries excluded).

They may show up with their own instrument, book or equipment.
If your library is stocked, a visiting scholar may read books in it, or even write one. Either way, they may take one home.
You can get dwarves to take away what they're carrying with dump designation, however.
Title: Re: DF2014 Question and Answer Thread
Post by: vexxice on November 28, 2016, 02:42:52 pm
My fisherdwarf was bitten by a werebeast AFTER the werebeast tranformed back into a goblin. Does this mean he is infected, or does that only happen if they are still in werebeast form?
Title: Re: DF2014 Question and Answer Thread
Post by: Jerky on November 28, 2016, 07:43:46 pm
My fisherdwarf was bitten by a werebeast AFTER the werebeast tranformed back into a goblin. Does this mean he is infected, or does that only happen if they are still in werebeast form?
Probably not, as long as you're sure it had transformed back first. You could quarantine him anyway just to be safe.
Title: Re: DF2014 Question and Answer Thread
Post by: Psilobe on December 01, 2016, 02:00:16 am
I'm at 10 000 000 million wealth. Been maxed pop a long time maybe 10 years in or so and only one dark force. 1 snatcher also...

Masterwork and I'm trying to kill all caravans to trigger the elevsame.  Humans and jotuns to attack. Should I keep slogging on or just resettle closer to hostile civs?

Also on embark can you see how close a civ is?
Title: Re: DF2014 Question and Answer Thread
Post by: anewaname on December 01, 2016, 03:55:34 am
Also on embark can you see how close a civ is?
With vanilla, you can do the 'p' to export the data to file just after worldgen. Then match up the names from the file with the city names on embark (moving the embark zone over the city to find its name). Not sure about other tools or how to handle the world map changes that will occur as a years go by.
Title: Re: DF2014 Question and Answer Thread
Post by: Fleeting Frames on December 01, 2016, 09:04:49 pm
Kinda. DF2014:Embark - Dwarf Fortress Wiki (http://dwarffortresswiki.org/index.php/DF2014:Embark#Changing_Views)

If your world has more than 1 civ of a given race, you'll need to check in legends mode or by exporting which civ owns the sites.

Confirming those sites have the population to siege you is also important. In vanilla, hamlets/small forest retreats/dark pits are boring tiny affairs, not sure about MWDF races.
Title: Re: DF2014 Question and Answer Thread
Post by: Werdna on December 01, 2016, 10:56:22 pm
MWDF races are from Fortress Defense IIRC and these races will have similar differences in the size of their communities.
Title: Re: DF2014 Question and Answer Thread
Post by: OAOGigmaster on December 02, 2016, 02:42:28 pm
Question: if a coffin becomes an object, and not a building by virtue of the ground it is on collapsing, does the body stay inside the coffin, and does the dwarf still count as being 'put to rest'?

Asking because I'm doing a stream fortress where one of the viewer-submitted stretch goals is to have a replenishing burial chamber over the mouth of a volcano that dwarves build coffins on, bury bodies in said coffins, then commemorate the dead by dropping them into the magma.
Title: Re: DF2014 Question and Answer Thread
Post by: Loci on December 02, 2016, 03:16:04 pm
Question: if a coffin becomes an object, and not a building by virtue of the ground it is on collapsing, does the body stay inside the coffin, and does the dwarf still count as being 'put to rest'?

I've not tried a cave-in, but I can confirm that coffins "unbuilt" by a building destroyer do not retain the body and do allow ghosts to appear. You'd probably have to carve memorials for each of your dwarves committed to the fiery heart of the mountain.
Title: Re: DF2014 Question and Answer Thread
Post by: OAOGigmaster on December 02, 2016, 03:50:00 pm
Question: if a coffin becomes an object, and not a building by virtue of the ground it is on collapsing, does the body stay inside the coffin, and does the dwarf still count as being 'put to rest'?

I've not tried a cave-in, but I can confirm that coffins "unbuilt" by a building destroyer do not retain the body and do allow ghosts to appear. You'd probably have to carve memorials for each of your dwarves committed to the fiery heart of the mountain.

IF IT MUST BE DONE, IT MUST BE DONE.
Title: Re: DF2014 Question and Answer Thread
Post by: SkeleBret on December 04, 2016, 05:25:37 pm
I've not tried a cave-in

I just tested cave-ins, and a skeleton popped out. Coffins deconstructed by a cave-in seem to behave the same way as regular deconstructed coffins, but maybe the body pops out with more force because it looks like it slammed against the wall a few tiles away.

Another test resulted in blood on the floor one z-level below, which appears to have been from a fresher corpse taking the fall, as the only other living dwarf caught in the cave-in had no visible wounds, and was pretty far away from the blood.

I also have a question, I waited about an in-game year for ghosts to appear from both methods and none did. I had previously buried and/or memorialized the bodies before ghosts appeared in the first place, so do ghosts appear from deconstructed slabs and coffins if they never appeared prior to being laid to rest? If so, about how long does it usually take?
Title: Re: DF2014 Question and Answer Thread
Post by: OAOGigmaster on December 04, 2016, 05:29:41 pm
VEGETA, WHAT DOES THE WIKI SAY ABOUT HIS QUESTION:

(Under types of ghosts and causes)
Type: Murderous Ghost
Cause: Had a fell mood, had low ALTRUISM, or slab/grave was deconstructed
Effect: Murders dwarves.

Seems to imply that A. It will eventually happen, and B. It really pisses them off.

No idea about the time in between ghost pissing offness and ghost appearingness, though. I've seen it vary widely by as much as several years.
Title: Re: DF2014 Question and Answer Thread
Post by: evillevi on December 05, 2016, 03:47:55 am
So today I'm starting another game though with a couple of catch that I don't know how to solve.

First is there a way to pause the game if and when a building destroyer comes a knocking.

Besides fort value, what else can I do (modding included) to make sieges a lot more dangerous as late game comes around.

I'm going to run deterioate clothes/bodies/food to try to keep FPS up but would it actually help with FPS?.

Lastly how do I mod it so that Candy wafers are used in the same ratio as normal bars. Im planning to use the infinite metal exploit and simply stay in the top 5 layers or so to avoid breaching into the caverns and once again conserve that FPS.
Title: Re: DF2014 Question and Answer Thread
Post by: Fleeting Frames on December 05, 2016, 04:02:57 am
1) http://dwarffortresswiki.org/index.php/DF2014:Announcements.txt

2) Vanilla, perhaps progressively raise/uncap max siegers and get sieged from 10k pop forts/towns? But that could be just more tedious. Fortress defence mod (also incorporated in masterwork) makes use of 110 and 140 pop siege triggers though, iirc.

3) Dunno. Why not make a backup, test it, save it, restart it?

4) http://dwarffortresswiki.org/index.php/DF2014:Adamantine Ctrl+F wafers. Oh hey, [WAFERS] tag.
Title: Re: DF2014 Question and Answer Thread
Post by: evillevi on December 05, 2016, 04:11:09 am
Thanks for the quick reply :D

That said I don't understand the last point. Do I just delete the wafer tag?
Title: Re: DF2014 Question and Answer Thread
Post by: Fleeting Frames on December 05, 2016, 04:41:50 am
Think so. Adamantine bars are just called "wafers" in game, but they're still treated as bars and the smelter reaction to produce it from thread produces 1 bar as well.
Title: Re: DF2014 Question and Answer Thread
Post by: OAOGigmaster on December 05, 2016, 11:51:34 am
Whenever I think of adamantine 'wafers,' I always think of these things: http://lh3.ggpht.com/_n3oKJOxRoMw/Sj8txG1TtsI/AAAAAAAAAjk/TZYuhfDtJ_o/07_01_23B38_web%5B4%5D.jpg

I'd be all over knowing about advanced !SIEGE! science myself. I made my prior fort expecting to get sieged around the cloak. Not so much.
Title: Re: DF2014 Question and Answer Thread
Post by: Bumber on December 05, 2016, 12:06:15 pm
Whenever I think of adamantine 'wafers,' I always think of these things: http://lh3.ggpht.com/_n3oKJOxRoMw/Sj8txG1TtsI/AAAAAAAAAjk/TZYuhfDtJ_o/07_01_23B38_web%5B4%5D.jpg
https://cdn-consumercrafts.netdna-ssl.com/content/images/product/packaged/MM61750PKG.jpg
Suddenly the Candy-forging process becomes clear. They microwave it with their beards.


I think of:
http://4sq.co.uk/images/image/silicon-wafer.jpg
Title: Re: DF2014 Question and Answer Thread
Post by: TheCoolSideofthePIllow on December 05, 2016, 05:07:32 pm
I had built and retired a fort with an inn that had a tavern keeper and two performers assigned to it.

I am now there in Adventure mode trying to ask the inkeeper and the performers about available services and they keep telling me they do not work there. They also refuse to state their profession when asked. Yet, there is a leatherworker in here getting drunk off his ass regularly asking the tavern keeper to bring him more booze, which he does.

Is there some reason these guys are lying to me and refusing to serve me?
Title: Re: DF2014 Question and Answer Thread
Post by: Werdna on January 05, 2017, 11:24:56 am
Someone had to rescue this lovely thread!   ;D

1.  Is anyone aware of a way to rename a fort well after embark?  I couldn't find any DFHack commands for it.

2.  I suddenly stopped getting migrants, liaison, or dwarf caravans about 5 years ago.  I am getting a simple relentless "The fortress attracted no migrants this season" (danger is not mentioned).  I am getting human caravans so it is not a depot issue.  The King died and one of my dwarves became Queen roughly around the time that this started to happen.  The Civ is still listed in the civ screen and Export shows 3k dwarves and many sites. The fort (87 dwarves) is slowly losing dwarves to attrition from sieges (losing ~4-5 dwarves/year) so this is becoming critical (I play with Fortress Defense, no traps or turtling).  The goblins have trashed virtually every dwarven site near me and the remainder of my civ is way on the other side of a mountain range - could it be an out of proximity issue?  If so, do dwarves come and reclaim their sites?  The goblin rampage appears to be over and their civ is on the wane.
Title: Re: DF2014 Question and Answer Thread
Post by: YetAnotherLurker on January 05, 2017, 02:30:31 pm
Dunno about 1. Regarding 2, it may be a unit list issue. Check out the DFHack script fix/dead-units; Fortress Defense bloats the units list with dead invaders very rapidly, so it's possible you hit the level at which all migration stops.
Title: Re: DF2014 Question and Answer Thread
Post by: Werdna on January 05, 2017, 03:05:46 pm
Thanks YAL, I forgot to mention that.  I had ran it before, but the output was "0 units" or something like that.  Will fiddle with it again when I get home.

In the meantime, a 3rd question: at DFMA, there are maps there that have my tileset (Phoebus, I think, via LNP).  Yet when I Export from DF, the bmp's are all in the vanilla tileset.  How do I export images using my tileset? 
Title: Re: DF2014 Question and Answer Thread
Post by: Fleeting Frames on January 05, 2017, 07:51:00 pm
Hm. My exporting has been fine in using tileset as the output. Now, my approach for getting tilesets to work is "hit them with a hammer of increasing size till it works", so I'm hardly the best to answer this, but...

1. Are both the fullscreen AND windowed tilesets set to Phoebus in init.txt?
2. If yes to above, is graphics disabled in that same file? If it isn't, are it's fullscreen and windowed fonts Phoebus as well?
Title: Re: DF2014 Question and Answer Thread
Post by: Werdna on January 05, 2017, 11:29:18 pm
[DFHack]# fix/dead-units
Units removed from active: 0 of 232


Doesn't seem like that did much?  It's a shame because the symptoms fit this issue so perfectly.

Phoebus is turned on under the GRAPHICS section but not the normal one.  Isn't the WINDOWED/FULLSCREEN settings just for the menus?

Spoiler (click to show/hide)

EDIT:  That was it; changing it to FONT:Phoebus_16x16.png and FULLFONT:Phoebus_16x16.png allowed them to export with Phoebus.  Thanks FF.
Title: Re: DF2014 Question and Answer Thread
Post by: YetAnotherLurker on January 07, 2017, 02:08:29 pm
[DFHack]# fix/dead-units
Units removed from active: 0 of 232


Doesn't seem like that did much?  It's a shame because the symptoms fit this issue so perfectly.
Oh, 200ish active units isn't nearly enough to stop migrants entirely. I think it takes a few thousand for that. You've almost certainly fallen victim to the disappearing merchant caravan bug, where they fail to spawn properly, and get stuck invisibly somewhere. Failure to report back then causes migrant failure. There's a thread somewhere about attempts to fix it after the fact through DFHack, but none have been fully successful in all cases to my knowledge. Did you by any chance have a secured trade depot with only very limited areas available to spawn caravans? That seems to be the most common cause. Anyway, check your stocks screen for items that don't belong to you, and zoom to them. If any of them zoom to somewhere at the map edge, with no visible items, then that rather confirms it. How long has it been since your last caravan?
Title: Re: DF2014 Question and Answer Thread
Post by: Lord Snow on January 07, 2017, 04:51:53 pm
What is opening my cages and why?
They get filled up by traps, then sit in a standard "animal" stockpile, I am not giving orders involving them or their occupants.
(https://i.sli.mg/hTk8kK.png)
first the werebear, now a giant rat escaped this way...

EDIT
Now "something pulled a lever"
NOT COOL
What's going on?  :(
Title: Re: DF2014 Question and Answer Thread
Post by: Putnam on January 07, 2017, 08:22:22 pm
gremlins, maybe
Title: Re: DF2014 Question and Answer Thread
Post by: Werdna on January 07, 2017, 08:33:09 pm
[DFHack]# fix/dead-units
Units removed from active: 0 of 232


Doesn't seem like that did much?  It's a shame because the symptoms fit this issue so perfectly.
Oh, 200ish active units isn't nearly enough to stop migrants entirely. I think it takes a few thousand for that. You've almost certainly fallen victim to the disappearing merchant caravan bug, where they fail to spawn properly, and get stuck invisibly somewhere. Failure to report back then causes migrant failure. There's a thread somewhere about attempts to fix it after the fact through DFHack, but none have been fully successful in all cases to my knowledge. Did you by any chance have a secured trade depot with only very limited areas available to spawn caravans? That seems to be the most common cause. Anyway, check your stocks screen for items that don't belong to you, and zoom to them. If any of them zoom to somewhere at the map edge, with no visible items, then that rather confirms it. How long has it been since your last caravan?

The odd thing though is I have a corpse stockpile that is easily over a thousand bodies, maybe 2, so I don't get what the 233 number is.

My trade depot has always been pretty open (one of my house rules is to never turtle; so there is always a wagon-friendly path in), and I don't build any special features to help them through.  However, this does mean the map edges are absolutely littered with trees.  I've always checked periodically with D however to make sure there are a fair number of paths open - it is a 5x5 embark and it hasn't ever gotten bad enough to block wagons. 

I do have "inaccessible" crap in stocks that leads me to map edge however.  I'd say the loss of migrants occurred around the same time as the loss of caravans.  I had chalked up the caravan loss at the time to my seasonal sieges - about 1 in 3 leads to an 'endless' siege (which is not actually endless, I find they last about a season and then self-clear).  So I think you are on to something.  I recall Patrick had a script that may address that?
Title: Re: DF2014 Question and Answer Thread
Post by: Putnam on January 07, 2017, 09:09:56 pm
The 232 number is live units. The bodies you have are already not in active.
Title: Re: DF2014 Question and Answer Thread
Post by: Werdna on January 08, 2017, 02:47:27 pm
YAL:  good call on the missing merchants bug.  I found this thread on the missing caravan issue (http://www.bay12forums.com/smf/index.php?topic=159297.50) and after following through it and the suggested scripts, I had the exact same issues with active merchants that would not leave (I could teleport them but nobody would appear).  Pat's 'dismissmerchants' script detected one; I won't know if it fixed the problem yet until I hit Fall though.  Will update then...

Edit: Success!  A bit odd though, I ran Pat's script in Spring.  That summer, after 6 years of no migrants, I got my first migrant wave!  I thought I had to wait for the next caravan to leave with news of my fort though?  I suspect his script toggling the 'left' flag on the merchant did that exact thing, returning news of the fort back to my civ right then and there.

Putnam: thanks, I guess I am unclear when this script needs to run though.  Aren't active units the live units on your map?  When is it that dead units cause the condition needed to run that script?
Title: Re: DF2014 Question and Answer Thread
Post by: Stormfeather on January 24, 2017, 11:56:32 am
Couple brief questions that I figure would best go here:

1) Do egg layers no longer actually need to sit on their nests for eggs to hatch? My fort is currently in "busy mode" where my dwarfs are trying to catch up on all the stockpiling and dumping and such that has been designated, so they're leaving the eggs longer than they should. I moved my geese into a different hatchery, and thus one that had been sitting on a nest got moved right after laying eggs, and I'm 99% sure they just hatched into goslings despite the fact that they haven't been sat on for weeks.

2) I know that taverns need/use rented rooms when mercenaries and entertainers petition to be temporary residents of the fort. But is there any reason to designate rooms as belonging to, say, temples or libraries? I know in theory scholars at least can arrive and eventually petition to join the fort, but would they just rent rooms from the tavern? CAN anyone rent rooms that are designated as belonging to another type of location? I kind of like the thought of having little dormitories attached to the library/biggest temple dedicated to visiting scholars and such, but if they're absolutely never going to get rented, I won't bother. 
Title: Re: DF2014 Question and Answer Thread
Post by: Fleeting Frames on January 24, 2017, 07:21:53 pm
1) That's how it works - I recall seeing it on wiki somewhere, as a tactic to breed elk birds. The eggs have to be undisturbed, not the birds. But usually, why brother?

2) I believe the rooms would be accessible to all residents, due the lack of internal distinction between them, but you could easily check, as the residents claim rooms.
Title: Re: DF2014 Question and Answer Thread
Post by: FantasticDorf on January 24, 2017, 07:59:15 pm
1) That's how it works - I recall seeing it on wiki somewhere, as a tactic to breed elk birds. The eggs have to be undisturbed, not the birds. But usually, why brother?

2) I believe the rooms would be accessible to all residents, due the lack of internal distinction between them, but you could easily check, as the residents claim rooms.

Personally i just like to raise the grazer co-efficient by a notch (because if toady doesn't make the function for grazers to locate new pastures by themselves what's the point? I like to just hover them over grass as a prequisite, only something the size of a elephant would be a micromanaging issue for grass depletion) to get around that, elk birds can sit ontop of a particular dense bit of grass i set aside ontop of that nest box all they like.

Tavern rooms fufill the purpose set out, (there aren't any more room types) though you can set dining room meeting hall areas that overlap with existing meeting areas for double worshipping.
Title: Re: DF2014 Question and Answer Thread
Post by: Derro on January 25, 2017, 05:41:22 am
If necromancers arrive at your fortress (as an ambush) with books, do these always contain the secrets of life and death?
Title: Re: DF2014 Question and Answer Thread
Post by: Number7 on January 26, 2017, 01:21:51 am
How much stronger / more effective is a vampire dwarf compared to a regular?

I'm planning on creating a super squad, of 10 extremely well trained dwarves with the best attributes and skills possible, turning them all into vampires and sealing them away. they'll have each other to socialise with. Won't need training because the skills and attributes freeze right?

Title: Re: DF2014 Question and Answer Thread
Post by: Random_Dragon on January 26, 2017, 01:38:35 am
How much stronger / more effective is a vampire dwarf compared to a regular?

I'm planning on creating a super squad, of 10 extremely well trained dwarves with the best attributes and skills possible, turning them all into vampires and sealing them away. they'll have each other to socialise with. Won't need training because the skills and attributes freeze right?

Both the wiki and the interaction examples given in the raws claim their physical stats are outright DOUBLED when converted to vampirism, but then all stats are fixed afterward.

If I recall, skills remain unaffected. Again, this is based on examples in the raw and the wiki, I dunno if worldgen ever spits of a different ratio for stat changes.
Title: Re: DF2014 Question and Answer Thread
Post by: Fleeting Frames on January 26, 2017, 01:58:54 am
The doubled physical stats means moving something like thrice? as fast, being able to handle much more weight, being much harder to injure, and varying level of bonus to pretty much all skills, which help avoid critical fumbles and hit better, faster, harder - by about 25% baseline to 30% 'critical?', if it matches civilian skills. Furthermore, vampires won't give in to exhaustion, which will prevent enemies killing them by overwhelming with fight duration, an advantage for larger sieges.

At least in adventure mode the attributes are not locked, going by Max™ and wiki. And if skills would be locked the worldgen vampires wouldn't be known for their large skillset.

The hardest part might be keeping them drinking alcohol - tavern-keepers tend to target same dwarf over and over, though this cannot kill a vampire. This is why elven or human vampires would be preferable.
Title: Re: DF2014 Question and Answer Thread
Post by: OAOGigmaster on January 27, 2017, 04:52:47 pm
The doubled physical stats means moving something like thrice? as fast, being able to handle much more weight, being much harder to injure, and varying level of bonus to pretty much all skills, which help avoid critical fumbles and hit better, faster, harder - by about 25% baseline to 30% 'critical?', if it matches civilian skills. Furthermore, vampires won't give in to exhaustion, which will prevent enemies killing them by overwhelming with fight duration, an advantage for larger sieges.

At least in adventure mode the attributes are not locked, going by Max™ and wiki. And if skills would be locked the worldgen vampires wouldn't be known for their large skillset.

The hardest part might be keeping them drinking alcohol - tavern-keepers tend to target same dwarf over and over, though this cannot kill a vampire. This is why elven or human vampires would be preferable.

What is this? Do we have a way around the vampire slow-down bug by having the enchanting taven keepers thrust mugs of un-refusable booze at them?
Title: Re: DF2014 Question and Answer Thread
Post by: Bumber on January 27, 2017, 05:29:14 pm
Segregated vampire tavern.
Title: Re: DF2014 Question and Answer Thread
Post by: hun on January 30, 2017, 06:32:30 pm
It seems to me that many of my dwarves (as many as half, in fact) in the fortress are crawling all the time (I figured it out by their icon and moving speed).
This is very annoying, as it slows down everything very badly.

Is there any known bug like this? Does any solution exist? (I play 43.03).
Title: Re: DF2014 Question and Answer Thread
Post by: Fleeting Frames on January 30, 2017, 06:55:27 pm
Well, if you're not sure why but pattern-match an icon, this might be useful: DF2014:Status icon - Dwarf Fortress Wiki (http://dwarffortresswiki.org/index.php/DF2014:Status_icon)

I bet it is cave-adaptation causing nausea, though.
Title: Re: DF2014 Question and Answer Thread
Post by: hun on January 30, 2017, 08:20:17 pm
Well, if you're not sure why but pattern-match an icon, this might be useful: DF2014:Status icon - Dwarf Fortress Wiki (http://dwarffortresswiki.org/index.php/DF2014:Status_icon)

I bet it is cave-adaptation causing nausea, though.

Thanks for the page, actually, the icon match with the "prone" status, just as I thought. I use tileset, but it is quite close to the standard ASCII.

Check it yourself:
Spoiler (click to show/hide)
Two bottom guys are constantly crawling with horrible speed, the guy above is walking normal.

I don't know what cause them (and many others dwarves in the fortress) to act so. It cannot be cave-adaptation, the fortress is 1-year old, they work outside a lot, and no nausea in health status...
Title: Re: DF2014 Question and Answer Thread
Post by: Bumber on January 31, 2017, 12:39:51 am
Are they crippled? What does their wounds screen say?
Title: Re: DF2014 Question and Answer Thread
Post by: hun on January 31, 2017, 06:50:20 am
Are they crippled? What does their wounds screen say?

No, none of them has any health troubles. Except for occasional being thirsty or drowsy due to their slow crawling around the map.
Title: Re: DF2014 Question and Answer Thread
Post by: anewaname on January 31, 2017, 04:59:49 pm
Is there anything strange in their status or inventory screens, or is there an evil biome effect? Was there any combat reports? Do you have a hospital and medical noble?
Title: Re: DF2014 Question and Answer Thread
Post by: FantasticDorf on January 31, 2017, 05:12:13 pm
By the red outline, those look like zombies to me hence the slow creeping instantly killed by evil weather/other things. Though im not sure on the particular artistic pack you're using affects this.

Usually if they were hurt it would flash [X] (stunned/extreme nausea) or [ + ] to display a major/medium injury like a broken leg etc.

Yes. Certain varieties of fog with thrall you (turning you into intact buffed zombies) or kill you instantly (some are like wafting acid storms and will literally just melt off your face) one way or another, absolutely ready to rise again when the fog clears & the bodies reanimate.
Title: Re: DF2014 Question and Answer Thread
Post by: Loci on February 01, 2017, 08:40:58 am
It seems to me that many of my dwarves (as many as half, in fact) in the fortress are crawling all the time (I figured it out by their icon and moving speed).
This is very annoying, as it slows down everything very badly.

Is there any known bug like this? Does any solution exist? (I play 43.03).

It's possible for a syndrome (http://dwarffortresswiki.org/index.php/Syndrome) to paralyze or otherwise disable limbs. An evil cloud, dust-spewing forgotten beast, or even a contaminated immigrant from a prior fortress could have started the epidemic. There is a bug which causes contaminants to multiply (http://www.bay12games.com/dwarves/mantisbt/view.php?id=296); the normal result is an unsightly mess, but spreading a syndrome can be deadly.


None of them has any health troubles. Except for occasional being thirsty or drowsy due to their slow crawling around the map.

The quality of health information provided by the game is dependent upon the diagnosis skill of your chief medical dwarf. I suppose an incompetent diagnostician might somehow overlook the fact that half your fortress is crawling around.
 
Title: Re: DF2014 Question and Answer Thread
Post by: OAOGigmaster on February 02, 2017, 10:55:15 am
It seems to me that many of my dwarves (as many as half, in fact) in the fortress are crawling all the time (I figured it out by their icon and moving speed).
This is very annoying, as it slows down everything very badly.

Is there any known bug like this? Does any solution exist? (I play 43.03).

I play 43.03 myself, and I've never seen what could be called a 'bug' regarding dwarves crawling around.

My suggestion, would be to pump out about 40 splints and crutches, select a chief medical (anyone who has good stats for diagnostician will work), and enable the medical labors for all of your dwarves. Make sure you have a hospital space designated (using zones), and see what happens. I've never seen chronic... crawling amongst my dwarves when these things are available.

Hopefully this helps.
Title: Re: DF2014 Question and Answer Thread
Post by: D_E on February 02, 2017, 11:22:03 am
I can't figure out how to settle debts in adventure mode.

I owe a tavern keeper 24 coins, but when I use the Trade/settle debts option and try to give him 24 coins, he says that he's confused and asks me if I wanted something.  Both the Trade/settle debts and the Exchange personal items screen show that I owe him 24, so it's not like the debt bugged out and got erased.
Title: Re: DF2014 Question and Answer Thread
Post by: Random_Dragon on February 02, 2017, 11:32:14 am
I can't figure out how to settle debts in adventure mode.

I owe a tavern keeper 24 coins, but when I use the Trade/settle debts option and try to give him 24 coins, he says that he's confused and asks me if I wanted something.  Both the Trade/settle debts and the Exchange personal items screen show that I owe him 24, so it's not like the debt bugged out and got erased.

Eh, just offer him the mugs. :V
Title: Re: DF2014 Question and Answer Thread
Post by: D_E on February 02, 2017, 11:46:05 am
Eh, just offer him the mugs. :V

Huh.  That actually works.

The problem seems to be that I can't both offer money and ask that my debt be forgiven in the same transaction.  Is it true that you can't use money to pay tavern keepers, or have I encountered a one-off bug?

Title: Re: DF2014 Question and Answer Thread
Post by: Bumber on February 02, 2017, 04:38:28 pm
Are they crippled? What does their wounds screen say?

No, none of them has any health troubles. Except for occasional being thirsty or drowsy due to their slow crawling around the map.
What does their v->w screen say? Does it say prone? Climbing?
Title: Re: DF2014 Question and Answer Thread
Post by: hun on February 02, 2017, 07:03:20 pm
Thanks for the answers. It actually good to know, that this is not a common issue, so there is a hope I can fix it at some point!

I have a chief medical dwarf, and a hospital (with beds, traction benches, crutches, splints, and everything). The chief medical dwarf has dabbling diagnosis skill though (I have no better among others). So, if a bad diagnostician can fail to see health troubles (I didn't know that), this defenitely can be an issue. Yet, none of dwarves requires diagnosis, neither they go to the hospital. Even the chief medic himself always crawls and has no worries about it.

I don't have any evil fogs (biome is not evil), and I didn't touch a single forgotten beast in this fortress. But I actually like the idea that it can be some syndrome brought by the immigrants. I play the series of fortresses, so more than half of the dwarves came from the earlier fotresses, where they possibly could be diseased. But the syndrome typically spreads to many dwarves very fast, isn't it? Here the number of affected dwarves seems to be quite constant.

What does their v->w screen say? Does it say prone? Climbing?
It says nothing. But it always does so, isn't it? Sleeping dwarves are also prone (they have the same icon background also), but v-w says nothing about it.
Title: Re: DF2014 Question and Answer Thread
Post by: Bumber on February 02, 2017, 08:57:09 pm
It says nothing. But it always does so, isn't it? Sleeping dwarves are also prone (they have the same icon background also), but v-w says nothing about it.
Sleeping dwarves say "Unconscious", and there are indicators for distraction, winded, tired. I don't remember if climbing shows up there.

"Overcome by terror!" and "Enraged at all enemies!" are mentioned on v->g, for whatever reason.

Prone doesn't seem to be on any of them, unfortunately.
Title: Re: DF2014 Question and Answer Thread
Post by: hun on February 02, 2017, 09:01:26 pm
Prone doesn't seem to be on any of them.

Yes, that's what I meant. It is one of the effects which are not reported there.

But I'm pretty sure they are prone, it's left to figure out why, and how to make them stand.
Title: Re: DF2014 Question and Answer Thread
Post by: Bumber on February 02, 2017, 09:03:24 pm
Maybe they're just stupid and forgot to stand up after crawling past each other.

Try to see what happens after having one ride in a minecart, swim, or something else that might require a stance change.
Title: Re: DF2014 Question and Answer Thread
Post by: mikekchar on February 03, 2017, 06:10:02 am
The problem seems to be that I can't both offer money and ask that my debt be forgiven in the same transaction.  Is it true that you can't use money to pay tavern keepers, or have I encountered a one-off bug?

Yes.  As far as I know there is no way to spend money.  I believe a bug has been logged, but I don't have a link offhand.
Title: Re: DF2014 Question and Answer Thread
Post by: Thorfinn on February 04, 2017, 07:08:46 pm
Last night, I was pushing first season farming. Start to build two 1x3 plots, while the second is being built, assign seeds to the first, while it is being planted, assign seeds to the second, when the last tile is being planted, build two new 1x3 plots, plant first, plant second, repeat. Surface or underground depends on what seed are available to plant at that moment, so what gets brewed, basically. Once it was too late for planting, I just filled all the planned areas with farm plots, occasionally going back to assign planting with shift-enter.

In late month 3, I happened to glance at the job list, and was amazed to see dozens of "Plant Seeds" jobs. I watched her, and sure enough, right up to the last day of winter spring, my Expert Grower was happily planting seeds that would be deleted the very next day.  Here it is, 3/28, there are 18 plots with at least some green, most with all 3 green, and once the day rolls over, they will all be gone.

It's probably happened before, but never noticed it because this is the first time I've so aggressively plot-spammed, building much more than I'm going to be able to plant with just one grower.

1. I thought late planting was fixed in DF2014. An answer on about page 11 says so, but has it cropped back up?
2. If it's level-based, how good does she have to get to not make such a rookie gardener mistake? Better than Expert, obviously.
3. How do you deal with it? Forbid seeds at the end of the second month, and repeat as they roll out of the still/farmer's workshop, then release them first day of the next season? Is there anything a little less tedious? I don't really want to take her off farming, but...


[EDIT]
Oh, crap. When I said "winter", I meant "spring". Right now, it's just hard to think of January as "spring". I hope I didn't confuse anyone when I said "month 3", but then called it "winter".
[/EDIT]
Title: Re: DF2014 Question and Answer Thread
Post by: anewaname on February 04, 2017, 07:45:42 pm
Last night, I was pushing first season farming. Start to build two 1x3 plots, while the second is being built, assign seeds to the first, while it is being planted, assign seeds to the second, when the last tile is being planted, build two new 1x3 plots, plant first, plant second, repeat. Surface or underground depends on what seed are available to plant at that moment, so what gets brewed, basically. Once it was too late for planting, I just filled all the planned areas with farm plots, occasionally going back to assign planting with shift-enter.

In late month 3, I happened to glance at the job list, and was amazed to see dozens of "Plant Seeds" jobs. I watched her, and sure enough, right up to the last day of winter, my Expert Grower was happily planting seeds that would be deleted the very next day.  Here it is, 3/28, there are 18 plots with at least some green, most with all 3 green, and once the day rolls over, they will all be gone.

It's probably happened before, but never noticed it because this is the first time I've so aggressively plot-spammed, building much more than I'm going to be able to plant with just one grower.

1. I thought late planting was fixed in DF2014. An answer on about page 11 says so, but has it cropped back up?
2. If it's level-based, how good does she have to get to not make such a rookie gardener mistake? Better than Expert, obviously.
3. How do you deal with it? Forbid seeds at the end of the second month, and repeat as they roll out of the still/farmer's workshop, then release them first day of the next season? Is there anything a little less tedious? I don't really want to take her off farming, but...
If the seeds can grow during the following season, they will still be planted. Plump helmets and dimple cups are winter crops, but they both can also grow in the spring, so they will be planted right up to the end of winter. When it is late summer and heading into autumn, then you will see the sweet pods plots go red and no planting jobs will be generated for them.
Title: Re: DF2014 Question and Answer Thread
Post by: Thorfinn on February 04, 2017, 09:03:53 pm
On 3/28, there were 15 plots that had 3 green tiles, 2 with two green tiles, 1 with 1 green tile. I didn't write down what they all were. Mostly plumps and prickle berries. One I know for sure was a full 1x3 of rope reeds.

[EDIT]
There almost had to be a strawberry and a blueberry, as I have no such seeds, and a barrel of each booze.
[/EDIT]

It's now 4/1. The beginning of summer save. There are 7 plots with 3 plumps, 1 plot with 3 rice, 1 plot with 3 prickles, and 1 plot with a single sweet pod. The rope reeds are just gone. I have nothing in process, and just 1 seed to plant.

As another example, I also have no rock nuts, no unprocessed quarry bushes, no bushes in the field. They, too, have not been cooked. I've verified I have no oil, and none has been used. I have a roast with 20 leaves in it, and 7 other quarry leaves remaining, so it sounds like probably 2 plantings of 3. (I embarked too fast and neglected to increase the seed count from 3 of each.) Fortunately, I just cracked the caverns and I already see 5 quarry bushes that I'm pretty sure no critters can get to.

Think I'll save this for a later time and start a new game and see if I can duplicate and document it.

[EDIT2]
Oh, I think I know what I might have done. If I was on a field and did a cursor down rather than "=" to select the next crop down, it would have instead selected the next field south and overseeded it, wouldn't it? And come the first day of summer, the existing crop would vanish to be ready for the new crop.
[/EDIT2]
Title: Re: DF2014 Question and Answer Thread
Post by: mikekchar on February 05, 2017, 08:53:14 pm
One confusing thing is that you talk about planting underground and above ground crops.  Obviously these have to be done in different areas, so it's a bit hard to follow what's going on.  Also, I'm assuming "green" means planted in your tileset?  Again, it's hard to reason about it because it might mean anything.

The easiest thing to do is to press 't' and hover over your farm tiles.  This will tell you what is actually planted.  Usually, when I'm confused about where my seeds went, this is the most likely place.  Rock nuts are easy to misplace, though.  Because you have to "process to bag" to get the rock nuts from the quarry bushes -- and that's limited by bag availability, early on it is easy to find yourself with lots of quarry bushes.

Another place seeds can get wasted is if you happen to lack stockpile space for plants.  The plants will stay in the fields and eventually wither.  Check your dump to see if you have any withered plants -- although they rot away relatively quickly, so it's easy to miss them.

Finally, some seeds (notably cave wheat) are millable.  Check your stockpiles to see if you have any flour.

There have been many times where I was left scratching my head about where seeds went, but I've always found a reasonable explanation in the end.  One nice thing is that food is waaaay over the top in the current versions of DF.  It doesn't take long at all until you are trading away bags of seeds just to get rid of htem.
Title: Re: DF2014 Question and Answer Thread
Post by: Thorfinn on February 06, 2017, 02:38:41 am
Yes. Two separate locations. I generally channel out the surface, then floor over it for strawberries and such, then dig out an area for cavern crops right below that.

By "green" I don't mean an actual color. That would be dwarf puke. Just a way to say that something has been planted because I don't know how to enter that goofy-looking symbol kind of like an equal sign but with a thicker lower line or the double tilde, or even what either of those symbols are called. Kind of like I type "tree" rather than "O" and "floor" rather than "+", even though those symbols are easier to enter and arguably less ambiguous than using the words.

I'm almost positive that it's not a problem with what the game did with the seeds, processing or otherwise. I'm convinced I was just going too fast and not watching what I was doing. Once I had selected a plot and hit 'b' for summer planting, instead of "=" to select the second choice in the seed list, I'm pretty sure I must have pressed the down arrow on the num pad. Instead of changing that plot's assignment, I would have been changing the assignment of the plot south of it. The fields then requested the third spring planting of that crop because it would  just continue to mature in early summer. Had I gone back and set the summer crop to be a repeat of the spring crop, all would have been fine. I just hadn't realized why it started planting when there was no way it would mature before summer. (How many barrels of prickle berry booze does one really need?)

Now that I think I know what happened, it will rarely happen again, or if it does, I know how to deal with it.
 
That part of the UI is one of my least favorite bits of the game. Sometimes you use Tab to change the selection ('z' screen), sometimes the num pad (stocks screen), sometimes -/= (workshop 'a' screen).  And when dealing with aquifer cancellation spam, I sometimes catch myself being a little sloppy and using the wrong one. And I'm guessing I don't catch all of them.
Title: Re: DF2014 Question and Answer Thread
Post by: Mostali on February 11, 2017, 08:32:07 am
Does grass grow faster than fungus?

I caught some Dralthas.  At first I tried keeping them together but they cleared their pens of fungus way too quickly.  I split them down, then again, then again, and finally I have each one in an individual 7x7 pen and that seems to be enough that about half the pen has fungus at equilibrium.

Recently, (about a year in game) I caught some Giant Elephants.  I assumed they would eat at least as much as Dralthas so I separated them into their own pens, except in grassy pens instead of fungus.  Wanting to make more Giant Elephants (for War training, obviously) I put the three of them together in one pen.  It's been four months and they aren't overeating the grass.

I always assumed grass and fungus behaved identically, but it appears not.  Is this my imagination?
Title: Re: DF2014 Question and Answer Thread
Post by: FantasticDorf on February 11, 2017, 11:10:07 am
The nature of fungus grass is that like other cave plants which spore by themselves without need for seeds or dropping growths, the fungus will literally grow anywhere. Aboveground grasses rely on dust to create grass (channelling & destroyed natural ramps, and mud) and adjacency with other 'dense' grass tiles to grow while underground grass does not.

Its different rules means it grows individually & aggressively.
Title: Re: DF2014 Question and Answer Thread
Post by: Sebastian2203 on March 02, 2017, 03:35:51 pm
Can someone list of differences between world gen history and post-gen history?

I know that battles and wars spike up significantly but is there anything else that changes?

EDIT: And I think I´ve chosen the wrong thread for this question, feel free to ignore me. (DF 2014 doesn´t have post world-gen history, whoops)
Title: Re: DF2014 Question and Answer Thread
Post by: Putnam on March 03, 2017, 03:18:05 pm
EDIT: And I think I´ve chosen the wrong thread for this question, feel free to ignore me. (DF 2014 doesn´t have post world-gen history, whoops)

DF2014 is the version that introduced post worldgen history.
Title: Re: DF2014 Question and Answer Thread
Post by: Witty on March 03, 2017, 11:49:52 pm
For my next fortress, I was thinking of building each industry 'sector' to be more independent of each other (farmers would have their own dining hall, sleeping quarters, etc). To this end, I was considering making a separate temple for each of the various dwarven deities.

However, I seem to vaguely recall reading that dedicated temples won't actually be used by dwarves for whatever reason. Is this (or was it ever) true? Or will I be alright as long as there's a temple for each of the dwarven gods my citizens worship?
Title: Re: DF2014 Question and Answer Thread
Post by: Derro on March 04, 2017, 04:34:44 pm
For my next fortress, I was thinking of building each industry 'sector' to be more independent of each other (farmers would have their own dining hall, sleeping quarters, etc). To this end, I was considering making a separate temple for each of the various dwarven deities.

However, I seem to vaguely recall reading that dedicated temples won't actually be used by dwarves for whatever reason. Is this (or was it ever) true? Or will I be alright as long as there's a temple for each of the dwarven gods my citizens worship?

They'll be used just fine. Notable, though, is that if you have a temple dedicated to no particular deity, dwarves seem as likely to go there as to their own gods' temple. Keep that in mind when assigning room for it.
Title: Re: DF2014 Question and Answer Thread
Post by: Squirrelloid on March 04, 2017, 04:57:30 pm
Every so often a bin or barrel or even workshop will stop being used.  Orders that require items stored within won't see them.  Orders placed at such a workshop will never be filled.  Sometimes forbidding the object and unforbidding it makes dwarves 'see' it again, but I've had to deconstruct workshops and rebuild them to make useable workshops.

Is this a known bug?  Is there something obvious going on that has a solution so I can avoid this?

64-bit 43.05 standard install.  (I added process to bag tokens to red spinach and bitter vetch, but that shouldn't affect dimple dye barrels, weapons bins, or magma forges - and I had the issue pop up occasionally before I even added those tokens).
Title: Re: DF2014 Question and Answer Thread
Post by: Mostali on March 05, 2017, 08:45:24 am
Every so often a bin or barrel or even workshop will stop being used.  Orders that require items stored within won't see them.  Orders placed at such a workshop will never be filled.  Sometimes forbidding the object and unforbidding it makes dwarves 'see' it again, but I've had to deconstruct workshops and rebuild them to make useable workshops.

Is this a known bug?  Is there something obvious going on that has a solution so I can avoid this?

64-bit 43.05 standard install.  (I added process to bag tokens to red spinach and bitter vetch, but that shouldn't affect dimple dye barrels, weapons bins, or magma forges - and I had the issue pop up occasionally before I even added those tokens).

This sounds job related to me.  Any job assigned ties up all the objects involved, and their containers, and objects in those containers.  So, for example, if you have a loom that produced a piece of thread then a job is created to store that piece of thread in a bin in a thread stockpile.  The piece of thread, the bin it's supposed to go into, and every piece of thread in that bin are tied up until the job is completed.  For items in a workshop you can see this by looking at the workshop with [t]View items in buildings, they'll have a TSK next to them.  In general though, you can check your jobs list and see what jobs are sitting in queue without anyone working on them, and that can help determine why work isn't getting done.

I don't know what would make a workshop unusable, but I still suspect that something in the jobs list is most likely responsible - whether it's a particular job tying things up, or the order itself being very low priority.  The three examples you mention are notorious (at least to me) for container problems.  I haven't used dye in years because I don't think it's worth the hassle.  And weapons bins (including melting jobs in them) can be knocked out of service for a number of reasons - e.g. a miner or woodcutter going on or off duty, or a military dwarf taking his time upgrading to a better weapon.  Personally, I make binless stockpiles next to my forges for melting.  It takes more management but it's reliable.

I apologize for the over-explanation if you already knew all this and it isn't the problem, but I thought it would be a good reminder for anyone sharing the problem anyway.

Title: Re: DF2014 Question and Answer Thread
Post by: Squirrelloid on March 05, 2017, 05:02:01 pm
Every so often a bin or barrel or even workshop will stop being used.  Orders that require items stored within won't see them.  Orders placed at such a workshop will never be filled.  Sometimes forbidding the object and unforbidding it makes dwarves 'see' it again, but I've had to deconstruct workshops and rebuild them to make useable workshops.

Is this a known bug?  Is there something obvious going on that has a solution so I can avoid this?

64-bit 43.05 standard install.  (I added process to bag tokens to red spinach and bitter vetch, but that shouldn't affect dimple dye barrels, weapons bins, or magma forges - and I had the issue pop up occasionally before I even added those tokens).

This sounds job related to me.  Any job assigned ties up all the objects involved, and their containers, and objects in those containers.  So, for example, if you have a loom that produced a piece of thread then a job is created to store that piece of thread in a bin in a thread stockpile.  The piece of thread, the bin it's supposed to go into, and every piece of thread in that bin are tied up until the job is completed.  For items in a workshop you can see this by looking at the workshop with [t]View items in buildings, they'll have a TSK next to them.  In general though, you can check your jobs list and see what jobs are sitting in queue without anyone working on them, and that can help determine why work isn't getting done.

I don't know what would make a workshop unusable, but I still suspect that something in the jobs list is most likely responsible - whether it's a particular job tying things up, or the order itself being very low priority.  The three examples you mention are notorious (at least to me) for container problems.  I haven't used dye in years because I don't think it's worth the hassle.  And weapons bins (including melting jobs in them) can be knocked out of service for a number of reasons - e.g. a miner or woodcutter going on or off duty, or a military dwarf taking his time upgrading to a better weapon.  Personally, I make binless stockpiles next to my forges for melting.  It takes more management but it's reliable.

I apologize for the over-explanation if you already knew all this and it isn't the problem, but I thought it would be a good reminder for anyone sharing the problem anyway.

This certainly isn't the problem for the workshop issue.  Workshop is empty, tasks queued, no one takes them.  If I use the manager, that workshop isn't used.  (If its the only such workshop, it never gets done.  If other workshops can do it, only they get used).  The workshop can literally sit for *years* without the tasks getting done, no matter what the other dwarves are doing, and no matter the priority level on the jobs.  (Even using 'do now' leaves them sitting forever).  Workshops assigned to a single dwarf with this problem remain unused even while that dwarf sits around with 'no job' for months.  The only solution is deconstructing and rebuilding the workshop when it happens.  If you do that and requeue the tasks, an appropriate idle dwarf instantly gets to work.

I'll need to double check the next time the bin/barrel issue pops up, but I don't think this covers every instance.  I've had a barrel of dimple sit un-milled (and the quern displaying red for the job because there was no millable plant) despite it being mid-winter, nothing was being grown (all fields fallow), and all other plants were already variously processed.  Forbidding and unforbidding the barrel immediately made the dimple availale for milling, and didn't cause any cancellation notices.
Title: Re: DF2014 Question and Answer Thread
Post by: Loci on March 05, 2017, 09:47:42 pm
This certainly isn't the problem for the workshop issue.  Workshop is empty, tasks queued, no one takes them.  If I use the manager, that workshop isn't used.  (If its the only such workshop, it never gets done.  If other workshops can do it, only they get used).  The workshop can literally sit for *years* without the tasks getting done, no matter what the other dwarves are doing, and no matter the priority level on the jobs.  (Even using 'do now' leaves them sitting forever).  Workshops assigned to a single dwarf with this problem remain unused even while that dwarf sits around with 'no job' for months.  The only solution is deconstructing and rebuilding the workshop when it happens.  If you do that and requeue the tasks, an appropriate idle dwarf instantly gets to work.

Workshop profiles could cause that. If you, for instance, set the "maximum skill level" below legendary and assign it to a dwarf, the dwarf will stop using the workshop once he reaches legendary skill. Similar problems occur when setting the minimum skill level then assigning an odd job that no one has the necessary skill for (e.g. metal cabinet).

Of course it could be something entirely different as well. It is rather difficult to accurately diagnose problems based on assumptions of the likely state of your game; if you want a direct answer the best bet is to post a save on DFFD so that someone can investigate the problem.
Title: Re: DF2014 Question and Answer Thread
Post by: Squirrelloid on March 06, 2017, 02:29:35 am
This certainly isn't the problem for the workshop issue.  Workshop is empty, tasks queued, no one takes them.  If I use the manager, that workshop isn't used.  (If its the only such workshop, it never gets done.  If other workshops can do it, only they get used).  The workshop can literally sit for *years* without the tasks getting done, no matter what the other dwarves are doing, and no matter the priority level on the jobs.  (Even using 'do now' leaves them sitting forever).  Workshops assigned to a single dwarf with this problem remain unused even while that dwarf sits around with 'no job' for months.  The only solution is deconstructing and rebuilding the workshop when it happens.  If you do that and requeue the tasks, an appropriate idle dwarf instantly gets to work.

Workshop profiles could cause that. If you, for instance, set the "maximum skill level" below legendary and assign it to a dwarf, the dwarf will stop using the workshop once he reaches legendary skill. Similar problems occur when setting the minimum skill level then assigning an odd job that no one has the necessary skill for (e.g. metal cabinet).

Of course it could be something entirely different as well. It is rather difficult to accurately diagnose problems based on assumptions of the likely state of your game; if you want a direct answer the best bet is to post a save on DFFD so that someone can investigate the problem.

Definitely not profiles, in at least one case, it was a legendary dwarf assigned to a legendary-only workshop (which she had gladly used earlier before the issue occurred).  And I tried fiddling with the lower bound permissions just in-case, to no effect.

Mostly I was trying to see if there was anything obvious I was missing, and if it was a known bug or not.  Guess I'll go report it if/when it happens again.  (Deconstructing did solve it, after all...).
Title: Re: DF2014 Question and Answer Thread
Post by: Larix on March 06, 2017, 04:28:41 am
[work not getting done in some shops]
Workshop profiles could cause that. If you, for instance, set the "maximum skill level" below legendary and assign it to a dwarf, the dwarf will stop using the workshop once he reaches legendary skill. Similar problems occur when setting the minimum skill level then assigning an odd job that no one has the necessary skill for (e.g. metal cabinet).

Of course it could be something entirely different as well. It is rather difficult to accurately diagnose problems based on assumptions of the likely state of your game; if you want a direct answer the best bet is to post a save on DFFD so that someone can investigate the problem.

Definitely not profiles, in at least one case, it was a legendary dwarf assigned to a legendary-only workshop (which she had gladly used earlier before the issue occurred).  And I tried fiddling with the lower bound permissions just in-case, to no effect.

Did you remove the lower bound entirely? I've only witnessed it in older versions, but there was never a fix report:

Dwarfs with "rusty" skills are considered as "dabbling" (= level zero) for the purpose of shop profiles, regardless of their actual skill rating. Furthermore, "rusty" will never display for high-level workers (generally for legendaries, but often at a few levels below as well) even when it applies.

If i want to reserve shops for my high-skilled workers, i generally use a personal, never a skill permission.
Title: Re: DF2014 Question and Answer Thread
Post by: Squirrelloid on March 06, 2017, 10:54:38 am
[work not getting done in some shops]
Workshop profiles could cause that. If you, for instance, set the "maximum skill level" below legendary and assign it to a dwarf, the dwarf will stop using the workshop once he reaches legendary skill. Similar problems occur when setting the minimum skill level then assigning an odd job that no one has the necessary skill for (e.g. metal cabinet).

Of course it could be something entirely different as well. It is rather difficult to accurately diagnose problems based on assumptions of the likely state of your game; if you want a direct answer the best bet is to post a save on DFFD so that someone can investigate the problem.

Definitely not profiles, in at least one case, it was a legendary dwarf assigned to a legendary-only workshop (which she had gladly used earlier before the issue occurred).  And I tried fiddling with the lower bound permissions just in-case, to no effect.

Did you remove the lower bound entirely? I've only witnessed it in older versions, but there was never a fix report:

Dwarfs with "rusty" skills are considered as "dabbling" (= level zero) for the purpose of shop profiles, regardless of their actual skill rating. Furthermore, "rusty" will never display for high-level workers (generally for legendaries, but often at a few levels below as well) even when it applies.

If i want to reserve shops for my high-skilled workers, i generally use a personal, never a skill permission.

They'd just been using the same shop with the same permissions less than a month previous when the issue started.
Title: Re: DF2014 Question and Answer Thread
Post by: feelotraveller on March 06, 2017, 05:50:55 pm
A bit of a long shot but did the workshop get, accidentally, forbidden?
Title: Re: DF2014 Question and Answer Thread
Post by: roqi on March 07, 2017, 04:23:47 am
Anybody have any idea what, if anything, causes "dreams of seeing the great natural places of the world" to be fulfilled?
Title: Re: DF2014 Question and Answer Thread
Post by: Squirrelloid on March 07, 2017, 11:38:03 am
Workshop was not forbidden o.O  (At least not until I specifically tried forbidding and unforbidding to see if that freed the workshop).

Totally unrelated question: is it possible to get the game to pause and recenter when something triggers a cage trap?
Title: Re: DF2014 Question and Answer Thread
Post by: Bumber on March 08, 2017, 02:04:40 am
Anybody have any idea what, if anything, causes "dreams of seeing the great natural places of the world" to be fulfilled?
In adventure mode it's fulfilled by finding a river, volcano, cavern, etc.

Might be the same in fort mode, just without the announcement.
Title: Re: DF2014 Question and Answer Thread
Post by: roqi on March 08, 2017, 03:48:11 am
Anybody have any idea what, if anything, causes "dreams of seeing the great natural places of the world" to be fulfilled?
In adventure mode it's fulfilled by finding a river, volcano, cavern, etc.

Might be the same in fort mode, just without the announcement.

Oh, I see. I wonder if it's even possible to fulfill that in fortress mode; I know brooks don't work for that, as my fort had one and everybody passed over it, and nobody's nature-seeing dream got realized. This calls for science...
Title: Re: DF2014 Question and Answer Thread
Post by: StrawBarrel on March 13, 2017, 10:50:07 pm
I play Dwarf Fortress vanilla so I never look at this stuff, but here's my best guess:
Totally unrelated question: is it possible to get the game to pause and recenter when something triggers a cage trap?
Looking at this wiki page (http://dwarffortresswiki.org/index.php/DF2014:Announcements.txt), it doesn't seem like it's possible to edit that in. Presumably the best way to be sure is to scope out the actual file and fiddle around with it.

Best of luck man. Hopefully you can find a more definitive answer for your question.
Title: Re: DF2014 Question and Answer Thread
Post by: Squirrelloid on March 14, 2017, 09:58:13 am
 Why are my dwarves designating pet coffins as the resting place of wild plump helmet men who died out in the caverns?  (And whose bodies cannot be reached).  Seriously, what?
Title: Re: DF2014 Question and Answer Thread
Post by: roqi on March 15, 2017, 01:12:14 am
Why are my dwarves designating pet coffins as the resting place of wild plump helmet men who died out in the caverns?  (And whose bodies cannot be reached).  Seriously, what?

That's really weird. No idea why that happens, but if it's a problem, I'd solve it with dfhack - autodump destroy the corpses and they should stop being designated for burial.
Title: Re: DF2014 Question and Answer Thread
Post by: Hinaichigo on March 15, 2017, 05:52:17 am
I dropped some necromancer books in a library in a human town. Will people read them and become necromancers if I retire and play fortress mode, for example?
Title: Re: DF2014 Question and Answer Thread
Post by: Nikita on March 21, 2017, 10:33:22 am
This is going to sound weird but

Do lesbian monitor lizards lay lesbian eggs?
Title: Re: DF2014 Question and Answer Thread
Post by: Squirrelloid on March 21, 2017, 10:54:37 am
This is going to sound weird but

Do lesbian monitor lizards lay lesbian eggs?

What is a lesbian egg, and how does it differ from a normal one?
Title: Re: DF2014 Question and Answer Thread
Post by: Nikita on March 21, 2017, 10:57:31 am
What I meant is:
1) do lesbian monitor lizards lay eggs like their straight counterparts, and
2) if those eggs can be fertilized as usual
Title: Re: DF2014 Question and Answer Thread
Post by: Putnam on March 21, 2017, 10:03:55 pm
1. yes

2. not sure, should test
Title: Re: DF2014 Question and Answer Thread
Post by: MushyToaster on March 24, 2017, 05:58:49 pm
My dwarves aren't taking any drinking utensils from the chests I put in the tavern. Are they reserved for guests/visitors or something?
Title: Re: DF2014 Question and Answer Thread
Post by: sunrakhan on March 24, 2017, 09:01:03 pm
Yep, if I'm not mistaken those goblets are only used to serve drinks to the patrons  by a barkeeper or a performer if you have them appointed.

In my forts, I simply ban mugs and goblets from all finished goods stockpiles. As a result, since the dwarves drop these items when they are done with them, they end up right where they need to be, on the booze stockpiles.  ;D
Title: Re: DF2014 Question and Answer Thread
Post by: lobster1050 on March 25, 2017, 10:48:58 am
In last DF versions, I had plenty of goblin sieges, but no any ambushes. Are they disabled? Is there a way to bring them back?
Title: Re: DF2014 Question and Answer Thread
Post by: Nikita on March 25, 2017, 11:55:57 am
A dwarfs lungs just randomly stopped working and he suffocated. There was no combat report or anything... Does anyone have a clue what it might have been?
Title: Re: DF2014 Question and Answer Thread
Post by: lobster1050 on March 25, 2017, 12:30:00 pm
A dwarfs lungs just randomly stopped working and he suffocated. There was no combat report or anything... Does anyone have a clue what it might have been?
Alcohol poisoning?
Title: Re: DF2014 Question and Answer Thread
Post by: roqi on March 25, 2017, 06:48:48 pm
A dwarfs lungs just randomly stopped working and he suffocated. There was no combat report or anything... Does anyone have a clue what it might have been?
They choked on their own vomit due to drinking too much, most likely. I have had that happen, but I saved that dwarf through cheating: using the dfhack command clean all removed the vomit from her lungs and she could breathe again. And went right back to drinking.
Title: Re: DF2014 Question and Answer Thread
Post by: Nikita on March 25, 2017, 07:13:30 pm
They choked on their own vomit due to drinking too much, most likely. I have had that happen, but I saved that dwarf through cheating: using the dfhack command clean all removed the vomit from her lungs and she could breathe again. And went right back to drinking.

What? How?! I.. what?

Sorry. I'm still processing that Dwarves aren't actually immune to alcohol...
Title: Re: DF2014 Question and Answer Thread
Post by: roqi on March 26, 2017, 06:30:59 am
They choked on their own vomit due to drinking too much, most likely. I have had that happen, but I saved that dwarf through cheating: using the dfhack command clean all removed the vomit from her lungs and she could breathe again. And went right back to drinking.

What? How?! I.. what?

Sorry. I'm still processing that Dwarves aren't actually immune to alcohol...

Wild, right?

As far as I know though, this can only happen in taverns with an over-eager tavern keeper who just won't stop serving drinks. You might want to unassign them, or like, assign a dwarf who can't walk or something.
Title: Re: DF2014 Question and Answer Thread
Post by: CptAWatts22 on March 26, 2017, 07:59:09 am
Can groups become CIVs?
Title: Re: DF2014 Question and Answer Thread
Post by: MushyToaster on March 26, 2017, 03:56:57 pm
Yep, if I'm not mistaken those goblets are only used to serve drinks to the patrons  by a barkeeper or a performer if you have them appointed.

In my forts, I simply ban mugs and goblets from all finished goods stockpiles. As a result, since the dwarves drop these items when they are done with them, they end up right where they need to be, on the booze stockpiles.  ;D
Ah, okay. That's a splendid idea! Of course, if only these now pesky humans would leave the fort..
Title: Re: DF2014 Question and Answer Thread
Post by: Nikita on March 26, 2017, 04:08:57 pm
Wild, right?

As far as I know though, this can only happen in taverns with an over-eager tavern keeper who just won't stop serving drinks. You might want to unassign them, or like, assign a dwarf who can't walk or something.

Okay, I've unassigned the barkeep (after two more corpses mysteriously appeared with claystone mugs in their hands). Will see if the problem goes away.

Another question/problem: A siege of goblins came, but immediately half of them left the map. The other half came at me and was slain, but the "siege" flag is still on. The units screen isn't showing any hostiles. Is this a bug?
Title: Re: DF2014 Question and Answer Thread
Post by: Squirrelloid on March 28, 2017, 03:06:45 pm
Built ramps have a floor under them, right?

I'm building the roof of my castle, and trying to figure out if:
WRW
WRW
WRW
WRW
will in fact block flyers from getting in from above.  (I have lots of keapeople and harpy problems).

(top down view, W = wall and R = ramp).
Title: Re: DF2014 Question and Answer Thread
Post by: lobster1050 on March 30, 2017, 07:32:39 am
Elves brought some giant animals in their caravan, including a giant alligator. How good this thing is? Should I butcher it or keep? Giant alligators can't be trained for war, but will they attack invaders?
Title: Re: DF2014 Question and Answer Thread
Post by: Snafu on March 30, 2017, 03:10:28 pm
Elves brought some giant animals in their caravan, including a giant alligator. How good this thing is? Should I butcher it or keep?
Keep it for eggs if female; butvher for lotsa leather etc if male (or hope for a female next time to set up a breeding stock)
Title: Re: DF2014 Question and Answer Thread
Post by: StrawBarrel on March 30, 2017, 09:22:36 pm
Built ramps have a floor under them, right?

I'm building the roof of my castle, and trying to figure out if:
WRW
WRW
WRW
WRW
will in fact block flyers from getting in from above.  (I have lots of keapeople and harpy problems).

(top down view, W = wall and R = ramp).
If I'm not mistaken, ramps do have floors under them. I believe your design should work.
Title: Re: DF2014 Question and Answer Thread
Post by: Maul_Junior on March 31, 2017, 09:13:14 pm
why is this not pinned?

(until the next release)
Title: Re: DF2014 Question and Answer Thread
Post by: Maul_Junior on April 04, 2017, 08:09:07 am
Is there a threshold for Tavern/Temple/Library visitors?

My current fort has a gross worth of something like 6M Urists, with easily 500-750k exported, and in 8 years not a single visitor has shown up.

The fort has, at most, 35 people.
Title: Re: DF2014 Question and Answer Thread
Post by: roqi on April 04, 2017, 08:28:51 am
Is there a threshold for Tavern/Temple/Library visitors?

My current fort has a gross worth of something like 6M Urists, with easily 500-750k exported, and in 8 years not a single visitor has shown up.

The fort has, at most, 35 people.

No. I had visitors in the first year, when the library was just four squares of dirt and nothing else. There can be several reasons why you're not getting visitors:
- every civ is dead or dying, so there are no possible historical figures to visit you
- the visitors physically cannot get to your fortress, i.e. you're on an island, or on an evil glacier, or your map has more than one ocean edge (i.e. beach fortresses even on the mainland are out of luck)
Title: Re: DF2014 Question and Answer Thread
Post by: Maul_Junior on April 04, 2017, 08:38:46 am
Thre are 3 civs for each race in the world (human, dwarf, goblin, elf, kobold), and none are dying out. one or two are getting their asses KICKED, but each race has been seen in the embark site (caravan, caravan, siege, caravan, and theiving respectively).

The fortress sits astride a waterfall that splits into 2 rivers at the bottom (my favored embark)--in the middle of a continent.


Also, if you start your own library and don't have any books--how do you get your dwarves to write books if nobody comes in and shares a book with you?
Title: Re: DF2014 Question and Answer Thread
Post by: Snafu on April 04, 2017, 10:19:27 am
Also, if you start your own library and don't have any books--how do you get your dwarves to write books if nobody comes in and shares a book with you?
IIRC you need to assign some scribes as well as scholars, & make sure they have writing materials available
Title: Re: DF2014 Question and Answer Thread
Post by: sunrakhan on April 04, 2017, 11:50:51 am
You can also buy some from the caravans. Codices and books are at the bottom of the trade list, before the parchments.
Title: Re: DF2014 Question and Answer Thread
Post by: roqi on April 04, 2017, 06:10:43 pm
Thre are 3 civs for each race in the world (human, dwarf, goblin, elf, kobold), and none are dying out. one or two are getting their asses KICKED, but each race has been seen in the embark site (caravan, caravan, siege, caravan, and theiving respectively).

The fortress sits astride a waterfall that splits into 2 rivers at the bottom (my favored embark)--in the middle of a continent.


Also, if you start your own library and don't have any books--how do you get your dwarves to write books if nobody comes in and shares a book with you?
I would guess then that they either can't get to your fortress because of some obstacles, or they don't like the fact you have neither books nor scholars assigned to the library.

Also, if you start your own library and don't have any books--how do you get your dwarves to write books if nobody comes in and shares a book with you?
IIRC you need to assign some scribes as well as scholars, & make sure they have writing materials available
You only need scholars -- scribes copy books that you already have. You might want to have a look through your dwarves to see if any has any scholar skills (philosopher, geographer, and so on; also writer), as those seem to affect how productive a scholar is in writing books. A brand new scholar is wont to write a book about his start as a scholar and then hang around for ages only discussing and pondering.
Title: Re: DF2014 Question and Answer Thread
Post by: Snafu on April 06, 2017, 06:01:23 pm
Fairynuff, but scholars still need writing materials to write books, yes?
Title: Re: DF2014 Question and Answer Thread
Post by: Rusty Shackleford on April 10, 2017, 09:26:10 am
The elves stopped sending trade caravans to my fort foe the last few years. I got them to show up once and I uneventfully traded some knicknacks for a couple animals and some fruit. Then they never came back. They still have leaders in the civ menu and there are about 90 or so left in the world still.

Any idea what happened?
Title: Re: DF2014 Question and Answer Thread
Post by: Loci on April 10, 2017, 11:53:50 am
The elves stopped sending trade caravans to my fort foe the last few years. ...
Any idea what happened?

There's a known bug (http://www.bay12games.com/dwarves/mantisbt/view.php?id=9593) with caravans getting stuck outside the map edges; here's a potential workaround (http://www.bay12forums.com/smf/index.php?topic=159297.0).
Title: Re: DF2014 Question and Answer Thread
Post by: Maul_Junior on April 10, 2017, 11:56:58 am
What is the cutting power of glass (metal penetration) compared to metal?

Is it iron, steel, bronze-equivalent, or what?
Title: Re: DF2014 Question and Answer Thread
Post by: anewaname on April 10, 2017, 01:47:13 pm
What is the cutting power of glass (metal penetration) compared to metal?

Is it iron, steel, bronze-equivalent, or what?
See material information in the wiki here (http://dwarffortresswiki.org/index.php/DF2014:Weapon#Material). The equivalence would vary according to the type of weapons (slash verse blunt, etc).
Title: Re: DF2014 Question and Answer Thread
Post by: Ziusudra on April 10, 2017, 02:33:08 pm
Glass is worse than even copper. It has 1/3 the density so it hits with less force. It is 50% "sharper" but it has between 1/6 and 1/20 the ability to penetrate. All told it's maybe 10% as effective as copper.
Title: Re: DF2014 Question and Answer Thread
Post by: Snafu on April 10, 2017, 05:35:30 pm
May be a stupid question, but are pumps (/not/ pump stacks) required to be accessible from the z-level they're built in?

I'm trying to build an aqueduct (only needs occasional pumping, so I'm not bothered about stacks) to take muddy water from an aboveground pool to another aboveground swimming/watering pool I've channelled. I've given the pump accessibility thru stairs, floors etc. (both pump tiles have orthogonal access via stairs, then floors) from above, but no pump-enabled worker (including a master with no other significant skill) will come & work the pump for a while.. :(

Dammit I need a temporary job priority to give me a clue as to why the job's failing (if it is)! :)
Title: Re: DF2014 Question and Answer Thread
Post by: anewaname on April 10, 2017, 07:30:03 pm
May be a stupid question, but are pumps (/not/ pump stacks) required to be accessible from the z-level they're built in?

I'm trying to build an aqueduct (only needs occasional pumping, so I'm not bothered about stacks) to take muddy water from an aboveground pool to another aboveground swimming/watering pool I've channelled. I've given the pump accessibility thru stairs, floors etc. (both pump tiles have orthogonal access via stairs, then floors) from above, but no pump-enabled worker (including a master with no other significant skill) will come & work the pump for a while.. :(

Dammit I need a temporary job priority to give me a clue as to why the job's failing (if it is)! :)
If you built it, a pump operator should also be able to access it to access it (building requires Architect then Carpenter or Mason, then you need to 'q' it to start it. At this point you should see the job appear on the Jobs list, even if the job is inactive due to lack of an available pump operator.
Title: Re: DF2014 Question and Answer Thread
Post by: Nikita on April 11, 2017, 09:18:50 am
The pump has 1 walkable tile and 1 unwalkable tile. A dwarf must step into the walkable tile to operate the pump, which means normal walking rules apply.

Make sure the labors are on and the workshop profile (if any) isn't too restrictive.
Title: Re: DF2014 Question and Answer Thread
Post by: Rusty Shackleford on April 11, 2017, 10:19:36 am
Two questions. Do elite soldiers still refuse to do their civilian jobs? Productivity basically halted after I put all these hammerlords on inactive. Kinda forced an early retirement since my armorer and weaponsmith both got really great at hammering things. I wanted them in armor so I kept them in a squad but removed the barracks. Instead of working they hang out at the tavern all day. Would removing them from the militia entirely have gotten them back to work?

Also I retired a fort, the local dark fortress entriely emptied out its goblin population. There are groups of 20-30 civilian goblins in every nearby hillock saying they are traveling back home to murdergrasps or whatever. Any clue why?
Title: Re: DF2014 Question and Answer Thread
Post by: nuget102 on April 11, 2017, 10:47:16 am
Two questions. Do elite soldiers still refuse to do their civilian jobs? Productivity went to a hammerlords after Iput all these hammerlords on inactive.

Also I retired a fort, the local dark fortress entriely emptied out its goblin population. There are groups of 20-30 civilian goblins in every nearby hillock saying they are traveling back home to murdergrasps or whatever. Any clue why?

The first I don't know. 
The second I can only speculate. Odds are they were already traveling somewhere perhaps or its possible their fortress fell.
Title: Re: DF2014 Question and Answer Thread
Post by: Rusty Shackleford on April 11, 2017, 11:00:06 am
That dark fortress had about 900 goblins before I embarked. Now its a ton of trolls, beakdogs the resident demon and a few straggler outcasts and humans. I guess I have to look through legends mode but since half my plan involved depopulating that fortress in adventure mode anyways... it makes it much easier on my cpu since they are scattered around in refugee groups. Not one soldier among them. The goblins have been decidedly winning wars, wiped out the elf civ down to 4 guys in a trer somewhere. So I can't imagine somebody raided the dark fortress so hard they evacuated.

Also possibly related  there is talk of a goblin army on the march to my retired fort. Any way I can find and confront this army?
Title: Re: DF2014 Question and Answer Thread
Post by: Ziusudra on April 11, 2017, 12:01:32 pm
Also possibly related  there is talk of a goblin army on the march to my retired fort. Any way I can find and confront this army?
I have an adventurer who has just found out an army is on the march to her home world-gen fort. She headed towards the spire they are coming from and ran across a group of goblin civilians that say they're traveling home to the spire. She then got distracted by a nearby dragon. I plan to continue heading towards the spire. She wonders if this is in response to her killing everyone but the children at that dark pits a week or so ago.
Title: Re: DF2014 Question and Answer Thread
Post by: nuget102 on April 11, 2017, 12:05:36 pm
The elves stopped sending trade caravans to my fort foe the last few years. ...
Any idea what happened?

There's a known bug (http://www.bay12games.com/dwarves/mantisbt/view.php?id=9593) with caravans getting stuck outside the map edges; here's a potential workaround (http://www.bay12forums.com/smf/index.php?topic=159297.0).

There's also this script: http://www.bay12forums.com/smf/index.php?topic=163671.0

The bug appears to affect everything, not just caravans but animals and sieges as well.
Title: Re: DF2014 Question and Answer Thread
Post by: Kat on April 12, 2017, 12:04:37 am
I noticed that one of the visitors (now a resident) to my fort, was wearing earrings, bracelets and an amulet.

will my citizens also now choose to wear these items, depending on their personalities and preferences ?
Title: Re: DF2014 Question and Answer Thread
Post by: Bumber on April 12, 2017, 04:10:33 am
I noticed that one of the visitors (now a resident) to my fort, was wearing earrings, bracelets and an amulet.

will my citizens also now choose to wear these items, depending on their personalities and preferences ?
Probably. I know they can definitely claim such crafts while hauling them.
Title: Re: DF2014 Question and Answer Thread
Post by: roqi on April 12, 2017, 03:45:24 pm
Fairynuff, but scholars still need writing materials to write books, yes?
Yes. They will still come to a library with none, though, and discuss and ponder stuff forever.
Title: Re: DF2014 Question and Answer Thread
Post by: Grand Sage on April 12, 2017, 05:07:24 pm
I was just reading the great Kisat Dur thread on dwarven martial arts, and this question popped into my mind: Do metal gloves (I know, I know, not gloves, but whatever) act like Knuckle dusters for punching reasons? That is, do they affect unarmed combat at all, or are they just "armor"?
Title: Re: DF2014 Question and Answer Thread
Post by: Bumber on April 12, 2017, 11:05:12 pm
I was just reading the great Kisat Dur thread on dwarven martial arts, and this question popped into my mind: Do metal gloves (I know, I know, not gloves, but whatever) act like Knuckle dusters for punching reasons? That is, do they affect unarmed combat at all, or are they just "armor"?
Just armor.
Title: Re: DF2014 Question and Answer Thread
Post by: Grand Sage on April 13, 2017, 08:13:30 am
Well, in that case knuckle dusters should SO be a thing :P they appear very dwarven to me anyways...

and thx for the quick answere.
Title: Re: DF2014 Question and Answer Thread
Post by: Grand Sage on April 15, 2017, 05:42:12 pm
Got another question: if a slab was stored in a town, were would i be able to find it? it seems not to be in the catacombs or dungeons, as one might expect...
Title: Re: DF2014 Question and Answer Thread
Post by: anewaname on April 15, 2017, 05:56:22 pm
In the temple, under the altar? *This answer is the equivalent of saying "...magma.." and should not be taken seriously.
Title: Re: DF2014 Question and Answer Thread
Post by: Kat on April 16, 2017, 11:52:43 am
Citizens keep getting stuck up trees, and I have to cut the tree down to rescue them, before they die of hunger or dehydration.

What can I do about this ?
Title: Re: DF2014 Question and Answer Thread
Post by: anewaname on April 16, 2017, 12:28:17 pm
Citizens keep getting stuck up trees, and I have to cut the tree down to rescue them, before they die of hunger or dehydration.

What can I do about this ?
Build a staircase adjacent to a tree. If there is a cluster of trees, dwarfs will travel from tree to tree to get to the sairs and go down. Of course you can cut them all down instead... and used paved roads or floors to prevent more from growing.

This is just like when you have  unroofed wall with no way down. Some dwarf will dodge his way onto the wall and you need to build a way for him to get down.
Title: Re: DF2014 Question and Answer Thread
Post by: Bumber on April 18, 2017, 01:27:24 am
Citizens keep getting stuck up trees, and I have to cut the tree down to rescue them, before they die of hunger or dehydration.

What can I do about this ?
Destroy all trees, pave a parking lot.
Title: Re: DF2014 Question and Answer Thread
Post by: Curious Key on April 22, 2017, 07:51:14 pm
Typically, an embark zone appears to be about 115-140 z levels deep. Is there a way in advanced world gen to reduce this?

I've been trying to reduce the amount of z levels between cavern layers, and the surface etc to reduce world depth, but to no avail.

Any tips? :)
Title: Re: DF2014 Question and Answer Thread
Post by: Pseudo on April 22, 2017, 08:17:33 pm
If you don't mind, reduce the number of caverns, for one. Note that this can cause problems with some underground plants not being available, IIRC.

The other option is to reduce the elevation range in world gen. (Not the number of z levels, but the actual min/max elevation in the section with rainfall / etc.)
Title: Re: DF2014 Question and Answer Thread
Post by: Curious Key on April 22, 2017, 08:29:56 pm
If you don't mind, reduce the number of caverns, for one. Note that this can cause problems with some underground plants not being available, IIRC.

The other option is to reduce the elevation range in world gen. (Not the number of z levels, but the actual min/max elevation in the section with rainfall / etc.)

I'd like to preserve caverns as much as possible, so I'm going to try the alternatives first, and see how far they can get me. I've reduced max elevation to 300, we'll see what that puts me at.

Thanks for the help :)

EDIT: iirc I can get rid of one of the cavern layers without losing many features, which one is it? 2?

EDIT 2: so far can't get the world generator to accept elevation maximums below 400.
Should I play with weighted ranges instead?
Title: Re: DF2014 Question and Answer Thread
Post by: Foxite on April 23, 2017, 08:17:52 am
Moody dwarf wants bones. I don't have bones from non-sapient creatures. He's not doing anything, but it might be because I don't have any cloth, which he also wants.

Will goblin bones suffice?

Edit: Slaughtered an animal, he got working, so I guess the answer is "no." I would like a definitive answer though, just to be sure.
Title: Re: DF2014 Question and Answer Thread
Post by: Curious Key on April 23, 2017, 11:46:44 am
Moody dwarf wants bones. I don't have bones from non-sapient creatures. He's not doing anything, but it might be because I don't have any cloth, which he also wants.

Will goblin bones suffice?

Edit: Slaughtered an animal, he got working, so I guess the answer is "no." I would like a definitive answer though, just to be sure.

Unless it's a fell or macabre mood, dwarfs won't use bone from sentient creatures in moods.

Essentially, if it can be used for a standard bonecrafting job, they'll use it.
Title: Re: DF2014 Question and Answer Thread
Post by: Loci on April 23, 2017, 11:47:09 am
Typically, an embark zone appears to be about 115-140 z levels deep. Is there a way in advanced world gen to reduce this?

I've been trying to reduce the amount of z levels between cavern layers, and the surface etc to reduce world depth, but to no avail.

Any tips? :)

Try starting with "REGION" presets instead of "ISLAND" presets.


Moody dwarf wants bones. I don't have bones from non-sapient creatures. He's not doing anything, but it might be because I don't have any cloth, which he also wants.

Will goblin bones suffice?

Perhaps, but goblin skeletons will not. You need a bone-stack, not a whole skeleton, and dwarves will not butcher sentient creatures/skeletons to create the necessary bone-stack. You can create some usable bone-stacks from unbutcherable creatures by severing their limbs (by combat, weapon traps, or very long falls) and allowing them to rot down to only bone. Note that dwarves may inconsistently apply their ethics (http://www.bay12games.com/dwarves/mantisbt/view.php?id=2540) when using those bones, but I think they were allowed in artifacts when I last attempted it.
Title: Re: DF2014 Question and Answer Thread
Post by: Foxite on April 23, 2017, 12:10:45 pm
I'm pretty sure I had a number of goblin bone stacks, somehow, when I checked the body parts stock. I think these were severed body parts that rotted away their meat.
Title: Re: DF2014 Question and Answer Thread
Post by: Pseudo on April 23, 2017, 02:56:46 pm
EDIT 2: so far can't get the world generator to accept elevation maximums below 400.
Should I play with weighted ranges instead?
Set 'number of mountain peaks required' to 0 before you lower the elevation maximum. They can only form at elevation 400, IIRC.

Also, try increasing the minimum elevation. Note that it needs to be less than 100 for oceans to form.
Title: Re: DF2014 Question and Answer Thread
Post by: vassock on April 28, 2017, 08:20:08 pm
Salt water: any reason to build a cistern? Does a well work well enough for all drinking/medical needs?
Title: Re: DF2014 Question and Answer Thread
Post by: Rusty Shackleford on April 28, 2017, 09:46:00 pm
Salt water: any reason to build a cistern? Does a well work well enough for all drinking/medical needs?

A well desalinates salt water afaik still. You could build a cistern but I typically just build structures over natural bodies. A hospital out on a enclosed pier over the ocean might be cooler than channeling a cistern and risking a flood.
Title: Re: DF2014 Question and Answer Thread
Post by: Eater of Vermin on April 29, 2017, 10:24:55 pm
Quote from: vassock
Salt water: any reason to build a cistern? Does a well work well enough for all drinking/medical needs?

A well is fine for drinking/medical, provided it's appropriately situated.

A cistern?  Always a good idea if you're building other water works.

 It both gives you a limited supply of water - handy when you activate newly constructed waterworks for the first time...  "Strewth!  What's that sock doing jammed in the FlootItAll(tm) Floodgate?" - and for locking down the fortress completely with a water source inside the walls, limited though it may be.
Title: Re: DF2014 Question and Answer Thread
Post by: Kat on April 30, 2017, 06:48:01 am
Can you tell your citizens not to harvest plants/plant products that are completely inedible ? i.e. the ones that are inedible even cooked and cannot be brewed into drink either.
Title: Re: DF2014 Question and Answer Thread
Post by: Thunderclaw on May 11, 2017, 08:53:25 am
Just breached a cavern for the first time. What's the best way to stop the incessant "Item Inaccessible" spam?
Title: Re: DF2014 Question and Answer Thread
Post by: Loci on May 11, 2017, 06:06:56 pm
[d]esignate - [b]ulk - [f]orbid, then draw a 3D box over the caverns (including hidden tiles). You can then use [d]esignate - [b]ulk - [c]laim to unforbid things you actually want your dwarves to move/use.
Title: Re: DF2014 Question and Answer Thread
Post by: Thunderclaw on May 12, 2017, 02:02:49 pm
Thanks.

While on the topic, when the job gets cancelled like that, is there a way to see which item the dwarf was trying to fetch? Earlier I was having similar spam issues because some logs fell in the river and it took me a while to figure out what was wrong.
Title: Re: DF2014 Question and Answer Thread
Post by: knedl on May 13, 2017, 02:21:00 pm
I cannot for the life of me figure out how to UN-SELECT what is grown on a farm. Lets say I don't want plump helmets to grow in spring. What I want is nothing to grow but I can't set the farm plot to nothing, can only switch to some other plant.

Title: Re: DF2014 Question and Answer Thread
Post by: Rusty Shackleford on May 13, 2017, 02:34:57 pm
I cannot for the life of me figure out how to UN-SELECT what is grown on a farm. Lets say I don't want plump helmets to grow in spring. What I want is nothing to grow but I can't set the farm plot to nothing, can only switch to some other plant.

There is an option to leave the fields fallow in the same menu used to select a season or crop type. Like the f key.
Title: Re: DF2014 Question and Answer Thread
Post by: knedl on May 13, 2017, 02:37:21 pm
I cannot for the life of me figure out how to UN-SELECT what is grown on a farm. Lets say I don't want plump helmets to grow in spring. What I want is nothing to grow but I can't set the farm plot to nothing, can only switch to some other plant.

There is an option to leave the fields fallow in the same menu used to select a season or crop type. Like the f key.

AH TNX! Life saver lol
Title: Re: DF2014 Question and Answer Thread
Post by: Rusty Shackleford on May 13, 2017, 05:03:09 pm
Anyone know if mechanism quality effects accuracy or anything else when it comes to weapon traps?

Title: Re: DF2014 Question and Answer Thread
Post by: Snafu on May 13, 2017, 05:50:21 pm
Only time (from trigger to effect), if even that IIRC
Title: Re: DF2014 Question and Answer Thread
Post by: Thunderclaw on May 14, 2017, 06:40:24 am
Wiki says mechanism quality affects the accuracy of weapon traps and probably stone fall traps.

Quote from: Dwarf Fortress Wiki
All of the above traps other than Upright Spear use mechanisms in their construction. The quality of the mechanism used impacts weapon traps beyond their value. However, in weapon traps the mechanism quality seems to act similarly to weapon skill in an entity and will play a part in determining whether a strike lands. Code analysis suggests that mechanism quality also impacts the effectiveness of stone fall traps, though it has no effect on cage traps.
Title: Re: DF2014 Question and Answer Thread
Post by: Albedo on May 14, 2017, 12:27:22 pm
https://www.ddo.com/forums/showthread.php/483566-Most-efficient-TR-questing?p=5934019&viewfull=1#post5934019

Havne't specifically tried it myself, but I would ~think~ you could separate your non-edible crops (dyes, I assume?) into a separate area, and then use Burrows to restrict which dwarves harvest, and where. A "harvest plants" job is a job, after all. :/
Title: Re: DF2014 Question and Answer Thread
Post by: Cathar on May 14, 2017, 07:35:02 pm
When making shell helmets, do the kind of shell has an effect on the quality and properties of the helmet? Or is a pond turtle helmet equivalent to a mussel shell helmet?

Additional question : Where do shell armor falls in the cloth-leather-metal armor tiers? What should I expect from it?
Title: Re: DF2014 Question and Answer Thread
Post by: Vorox on May 16, 2017, 10:49:31 am
When making shell helmets, do the kind of shell has an effect on the quality and properties of the helmet? Or is a pond turtle helmet equivalent to a mussel shell helmet?
Creature type doesn't affect leather strength, so I'd assume it's the same for shell.

Additional question : Where do shell armor falls in the cloth-leather-metal armor tiers? What should I expect from it?
material_template_default.txt says "used bone for all of these, no data" next to IMPACT YIELD and others so it's exactly as protective as bone
Title: Re: DF2014 Question and Answer Thread
Post by: dharthoorn on May 16, 2017, 01:37:10 pm
Question on hauling optimization;
I have observed many times that when a (craftsdwarf) workshop is very full of items and a stockpile with space and bins is readily available, dorfs generate a hauling job for every item individually, rather than sending one dorf WITH a bin to collect however many happen to fit in the bin.

Is it possible to stimulate smarter bin usage or is it just not part of the current hauling logic?
Title: Re: DF2014 Question and Answer Thread
Post by: Rusty Shackleford on May 16, 2017, 03:23:29 pm
I think every item creates a job, but dwarves will pick up as many items as they can carry when they go to do one.

Try looking at your haulers inventory during a big job, they are usually carrying more than one item. I see them carry multiple small items in their hands without a bin too I think.
Title: Re: DF2014 Question and Answer Thread
Post by: dharthoorn on May 16, 2017, 03:44:16 pm
I've seen them picking up more than one food items but I've *literally* watched them put one earring at a time in the stockpile for 100 times in a row without exception.

At the very least, picking up more than one is unpredictable.
Title: Re: DF2014 Question and Answer Thread
Post by: YetAnotherLurker on May 17, 2017, 05:31:10 am
I think it's actually dependent on the specific job they're trying to do. Notably, I believe hauling things, whether binned or not, to stockpiles is a one-item job, whereas storing items into a bin in the first place can grab multiple items. I know the only times I've spotted dwarves hauling a huge pile of items were when the items in question were something I actually had a binned stockpile for, crafts and bolts. In one case, I had my (specially selected, incredibly weak) hammerer grab a few dozen stacks of copper bolts and attempt to haul them all from my forges to the crossbow pillbox in the third cavern layer, some 50 z-levels below. I only noticed because he was so severely slowed that he'd get too hungry or thirsty to continue before making it halfway, and I noticed during a routine check of the Health screen.
Title: Re: DF2014 Question and Answer Thread
Post by: anewaname on May 17, 2017, 08:52:55 pm
Question on hauling optimization;
I have observed many times that when a (craftsdwarf) workshop is very full of items and a stockpile with space and bins is readily available, dorfs generate a hauling job for every item individually, rather than sending one dorf WITH a bin to collect however many happen to fit in the bin.

Is it possible to stimulate smarter bin usage or is it just not part of the current hauling logic?
There are two sets of jobs being generated. The stockpile itself creates a separate "single item" hauling job for every empty square on it when there are no bins on the stockpile (you will see a mob of dwarfs each get one item when you create a new stockpile), and if there is a bin on that stockpile then it will create one job to gather a list of items and put them in that bin (you will see one dwarf wander off and collect many items and bring them to the bin). You can see this in the 'j'obs menu by looking for the "store item in Stockpile" and "store item in Bin" jobs, and then hitting 'j' again to see the details of that job (to see what items the job involves). That is the rough of it. The system is different than last version and may change again. :p
Title: Re: DF2014 Question and Answer Thread
Post by: dharthoorn on May 19, 2017, 03:25:40 pm
ah, thanks anewaname for the job screen clarification.

I had many empty bins available (hundreds litterally). Perhaps the bins were full in the said target stockpile. I am sure I did have empty ones in my furniture/bin stockpile.
However, having empty bins *elsewhere* means squat if the furniture hauling job restocking the stockpile with a empty "fresh" bin is lower in priority than the item hauling workshop->stockpile.

I think that last part was my problem tbh. It would take a lot of micro to promote jobs to avoid that I guess. Well, the root cause again is having too much damn hauling backlog. It is just SO HARD for me to not to end up doing that. Any tips apart from the obvious?
Title: Re: DF2014 Question and Answer Thread
Post by: anewaname on May 20, 2017, 01:10:16 am
Besides the idea of shortening your hauling routes, if you assign 1 wheelbarrow to a stockpile that also has bins, it does not appear to interfere with filling the bins but will limit the individual item hauling jobs generated by the stockpile to 1. The means a higher ratio of hauling jobs generated by that stockpile are multi-item hauling jobs.

Edit: Another method that is good for clearing workshops.... Create a large binned stockpile set to 't'ake from links only. Create a one square stockpile with bins for the exact same items and set it to 'g'ive to the larger stockpile. They will put a bin on the one square stockpile (1 job), fill it (10 blocks or 50 mugs, all in 1 job) and then haul that full bin over to the larger stockpile  (1 job). To make this work smoothly you should not have a bin shortage (get a standing order to create bins when you drop below 10. It is also slow, but it is dwarf-labor efficient.
Title: Re: DF2014 Question and Answer Thread
Post by: dharthoorn on May 21, 2017, 02:11:59 pm
Is there an easy way to find out which -if any- stockpiles have "reserved bins/barrels".

I may have plonked one down with maxed reserved bins through "careless keystroke phenomenon" I evidently seem to suffer from sometimes.
Title: Re: DF2014 Question and Answer Thread
Post by: Loci on May 21, 2017, 04:35:30 pm
"Reserved" bins/barrels are global settings in the stockpile menu; they are not associated with any individual stockpile. "Reserved" containers will not be allowed in any stockpile; instead they will be kept available for workshop tasks that require a container (e.g. process plant to barrel, brew fruit, etc.). There are currently no workshop jobs that require a bin, so "reserved" bins are just wasted resources.

If you assigned a large number of bins to a stockpile that doesn't need bins, the more recent versions of the game are rather forgiving. Dwarves will bring one bin to the stockpile and, if it is never filled (e.g. because the stockpile doesn't accept binnable items), no more bins will be added.
Title: Re: DF2014 Question and Answer Thread
Post by: dharthoorn on May 21, 2017, 04:46:20 pm
Thanks for the response Loci.

Ok, so I can neither see nor modify this global setting either. And there's no way to "block" massive amounts of bins because of a typo.
Well, that's good news. I seem to recall having done that on an earlier version iirc.
Title: Re: DF2014 Question and Answer Thread
Post by: anewaname on May 21, 2017, 05:01:11 pm
The global setting is visible to you... click 'p' to to get to the stockpile creation screen, it is there and changed with the "/ * - +" keys. I often set the reserved barrels to 2 or 4 to help if I mess up things early on with booze production.
Title: Re: DF2014 Question and Answer Thread
Post by: dharthoorn on May 21, 2017, 08:42:46 pm
Oh now I get it (finally). Even though the stockpile is new it's the cumulative total of reserved bins/barrels. Wow, that's really not obvious.
Title: Re: DF2014 Question and Answer Thread
Post by: Romeofalling on May 21, 2017, 09:23:27 pm
My map started off with a large smattering of "brown recluse spider man webs," which I've spun into some average-value cloth.

I'm assuming that if they turn up as a hostile, traditional "imprison and taunt" methods will work. If one of these sentients happens to show up at my tavern, how can I turn them into a silk mill?

Title: Re: DF2014 Question and Answer Thread
Post by: Loci on May 22, 2017, 03:40:48 pm
My map started off with a large smattering of "brown recluse spider man webs," which I've spun into some average-value cloth.

I'm assuming that if they turn up as a hostile, traditional "imprison and taunt" methods will work. If one of these sentients happens to show up at my tavern, how can I turn them into a silk mill?

You can't. Brown recluse spider men (and most other spiders) lack the can do interaction:material emission token to "spray webs". Theoretically, if you stick them in a room they might occasionally drop a web (like regular cave spiders), but production would be rather limited. It's also unlikely to be worth the effort, since plant cloth is considerably easier to produce and more valuable.
Title: Re: DF2014 Question and Answer Thread
Post by: armads on May 24, 2017, 12:20:49 pm
Here's a question. I'm trying to set up an arena in my fortress, something I've done many times before. However, what I'd like to do is also set it up so that the spilled blood collects below the arena itself. My first thought was to do this by using floor grates, so that the liquid passes through the grates and drips below. However, you can't build a floor of floor grates without having them connected to anything solid, and if I have solid bits between them all, the blood will be wasted sitting on the floor tiles.

How can I go about ensuring that all that blood makes it into the cistern below?
Title: Re: DF2014 Question and Answer Thread
Post by: Loci on May 25, 2017, 05:41:17 am
How can I go about ensuring that all that blood makes it into the cistern below?

Blood in Dwarf Fortress is modeled as a contaminant, not a liquid, so blood cisterns are not possible.


However, you can't build a floor of floor grates without having them connected to anything solid, and if I have solid bits between them all, the blood will be wasted sitting on the floor tiles.

If you want a floor that liquid can flow down through you can build your floor grates on down-stair tiles, which provide support for the grates while still allowing downward flow.
Title: Re: DF2014 Question and Answer Thread
Post by: Goldbeard on May 25, 2017, 11:23:33 pm
I've got my first fort with a volcano, so I'm attached, but it's in a hot biome with no river, aquifer or murky pools.  So no water, but there is rainfall.  Is there any way to capture that rainfall?  Haven't found the caverns yet, so dig deeper! is the backup plan, but I'm curious about the other.
Title: Re: DF2014 Question and Answer Thread
Post by: Putnam on May 26, 2017, 07:14:19 am
How can I go about ensuring that all that blood makes it into the cistern below?

Blood in Dwarf Fortress is modeled as a contaminant, not a liquid, so blood cisterns are not possible.

I am just about 100% sure that the question was how to make sure that blood contaminates a cistern below (so that the whole fort becomes vampires, for example).
Title: Re: DF2014 Question and Answer Thread
Post by: knedl on May 26, 2017, 08:51:31 am
I made a large underground tree farm but nothing starts to grow. I have caverns opened so stuff grows elsewhere. I build floors and then flooded the whole area and has now mud but still nothing grows. Is this because I build floors? Used up a few thousand blocks for it and it took more than 2 years to be build. I hope this is not another facepalm moment lol. I had a few holes in the floor and trees leave holes in the ground so I rather floored the whole area.

EDIT: If I have to remove the floors and trees will leave holes in the ground when cut what is the solution (if any) to build on the floor below. It's been dug as well so should I build walls or?
Title: Re: DF2014 Question and Answer Thread
Post by: Khalari on May 26, 2017, 10:46:24 am
Nothing grows on top of constructed floor.

Water only turns non-smooth stone into soil, it does not work with smoothed stone or any constructed material.

Remove the floor and the tiles underneath should turn back to their natural state (I'm guessing it's stone). With the area clear of constructed floor, you can then flood it, wait for the water to evaporate (water can't be above 1/7 for it to evaporate inside AFAIK) and then wait for plants to grow.

Personally, I would just mine out another area for this (deconstructing floors is painful) and use the one you have for something else (library, workshops, storage, gladiator arena, what have you).
Title: Re: DF2014 Question and Answer Thread
Post by: Snafu on May 26, 2017, 07:19:22 pm
I'm pretty sure the last time I flooded my hospital (due to inappropriate well construction) the tiled floors showed the 'scattering of mud' definition (& appropriate brown gfx) that's required to start farming.. but I can't remember if this was within 43.03 or 43.05 :(
Title: Re: DF2014 Question and Answer Thread
Post by: Goldbeard on June 06, 2017, 08:57:23 am
Can you encrust artifacts with gems?  If you can, do you want to?
Title: Re: DF2014 Question and Answer Thread
Post by: anewaname on June 06, 2017, 10:20:31 am
Can you encrust artifacts with gems?  If you can, do you want to?
Probably not. You could test this by locking a dwarf in a room with the workshop, gems and an artifact.
Title: Re: DF2014 Question and Answer Thread
Post by: Loci on June 06, 2017, 09:23:53 pm
I've got my first fort with a volcano, so I'm attached, but it's in a hot biome with no river, aquifer or murky pools.  So no water, but there is rainfall.  Is there any way to capture that rainfall?  Haven't found the caverns yet, so dig deeper! is the backup plan, but I'm curious about the other.

You can use DFHack to create some "murky pool" tiles that will convert rain into liquid water.


Can you encrust artifacts with gems?  If you can, do you want to?

Artifacts cannot be further decorated/improved.
Title: Re: DF2014 Question and Answer Thread
Post by: Luriant on June 07, 2017, 09:44:46 am
I have pierce the aquifer, but i need help draining the aquifer in another zone in the caverns, and construct walls around the stairs.
Its only 1 level aquifer.

What i need?
a) Use only a central stair, removing the tiles and build corners to prevent cancelations.
z 0   z-1

███   ███
█X█   █X█
█O█   ███

b) Dig downstair in the aquifer, draining the water in the lower level upstairs, and the Stairs

z 0   z-1
█<█   █>█
<X<   >X>
█O█   █>█

c) Or can i pump the water in the adjacent tiles in other aquifer, and build the Wall, without needing a cavern/edge fortification for draining?

z +1      z 0
███      ███
█X█      █X█
█▼      █O█
█%█      ███
█%█      ███
█▼█      █▲█
███      ███

Its important, i modded my wife and me in the game, and i don't want to sleep in the couch because i drowned Urist McWife.
Title: Re: DF2014 Question and Answer Thread
Post by: Loci on June 08, 2017, 05:25:53 pm
The wiki page is quite comprehensive: http://dwarffortresswiki.org/index.php/Aquifer#Dealing_with_aquifers

In my opinion, the easiest approaches, in no particular order, are:

1) Check to see if the aquifer extends to all the biomes in your site. If not, you can simply dig down around it.
2) Expose a 3x3 section of aquifer to the surface and wait for it to freeze in winter (requires cold climate).
3) If your aquifer is stone, you can channel two holes, build a single pump, then send your dwarves down to smooth the stone.
4) You can use setup (c) to place a hatch cover over the stairway, then dig down below the hatch in relative safety
5) You can use setup (c) to build the four walls necessary to isolate the central stairway

Once you're below the aquifer, you can dig a large drain then punch up through the aquifer wherever you want.
Title: Re: DF2014 Question and Answer Thread
Post by: knedl on June 13, 2017, 09:06:28 am
Getting seriously frustrated here trying to build a rail track from 30 levels below the surface to transport wood up to my forges. I build (not carved) all the tracks and ramps, put stops at both ends and setup the route but I have the ! for the route. I tried to set the route from bottom to top and vice versa but it didn't solve anything. I assume I have a problem with ramps where I first build them in the direction of the track (like ramp N) and then later changed them all so instead of ramp N I put in ramp NS but it didn't solve the prob either. I intend to build power to automate it but for start all I want is to make it work so the dwarfs can guide the cart. Could it be a problem because of incline/decline and dwarfs can't guide the cart on slopes?

 I watched all I could find on youtube in regards to tracks/carts but I simply don't know how to get the darn thing to work. The wiki is doesn't give enough specific details for me either.

Can someone please point me into the right direction or explain what it could be wrong with my track.
Title: Re: DF2014 Question and Answer Thread
Post by: anewaname on June 13, 2017, 11:08:24 am
Usually when I get the !, it means there is a break in the track. Are you sure all of your ramps are usable? Meaning there needs to be a wall adjacent to the ramp and underneath the track on z+1. A bad ramp will cause the ! due to an incomplete route.

Another reason for the ! is that in the route stop conditions, the move-cart-in-this-direction-when-condition-is-met is using a direction that doesn't match where the track goes.
Title: Re: DF2014 Question and Answer Thread
Post by: knedl on June 13, 2017, 12:06:17 pm
HUGS&KISSES @anewaname :D

Thank you big time, you solved it. I had one part that went through old mines and there was a part of track that needed a wall.
Title: Re: DF2014 Question and Answer Thread
Post by: knedl on June 13, 2017, 12:20:43 pm
Can there be more carts using the same track? Like a track that goes from z0 toz-30 and have several stops along the way and each stop has it's own cart and they travel on the same track to different stops?
Title: Re: DF2014 Question and Answer Thread
Post by: Altaree on June 15, 2017, 12:27:05 pm
Yes if you always have a dwarf push the cart.  Otherwise you might have collisions.
Title: Re: DF2014 Question and Answer Thread
Post by: mross on June 15, 2017, 02:42:57 pm
(http://i.imgur.com/LrlJBTL.png)
(http://i.imgur.com/mEEImyw.png)

My dudes continue to drink from the river. No burrows or other weird stuff. All booze is accessible, in stockpile, underground. They have to walk right by it to get to the river.
Title: Re: DF2014 Question and Answer Thread
Post by: anewaname on June 15, 2017, 04:06:22 pm
When you brew new booze, will they go for that?

Other than playing some non-dwarf mod race or vampirizing your fort, they should find the booze easy if they were willing to stockpile it, but doing a 'd'esignate 'b'ulk 'c'laim over the existing booze would not hurt.
Title: Re: DF2014 Question and Answer Thread
Post by: mross on June 15, 2017, 04:56:19 pm
I'm brewing booze constantly; sometimes they drink booze, sometimes they drink from the river. There's no pattern that I can see, nor is it always the same dwarves drinking from the river.
Title: Re: DF2014 Question and Answer Thread
Post by: Loci on June 15, 2017, 06:34:30 pm
(http://i.imgur.com/LrlJBTL.png)

My dudes continue to drink from the river. No burrows or other weird stuff. All booze is accessible, in stockpile, underground. They have to walk right by it to get to the river.

How many dwarves in your fortress? 200? should be enough alcohol to satisfy around 40 dwarves for a single season. However, 200? alcohol could be stored in as few as 7 barrels, which would limit the number of simultaneous drink jobs to 7. If you have "clever" stockpile links set up then "barrels targeted for transfer" will also be unavailable for drinking, further limiting the number of simultaneous drink jobs.

If your barrels are stored in a tavern with sufficient goblets available, dwarves should refrain from holding the barrel while they drink, allowing more dwarves access to a limited number of barrels. But the best suggestion would be to brew more alcohol; a good standing supply is 10x per dwarf.
Title: Re: DF2014 Question and Answer Thread
Post by: mross on June 15, 2017, 06:37:56 pm
(http://i.imgur.com/LrlJBTL.png)

My dudes continue to drink from the river. No burrows or other weird stuff. All booze is accessible, in stockpile, underground. They have to walk right by it to get to the river.

How many dwarves in your fortress? 200? should be enough alcohol to satisfy around 40 dwarves for a single season. However, 200? alcohol could be stored in as few as 7 barrels, which would limit the number of simultaneous drink jobs to 7. If you have "clever" stockpile links set up then "barrels targeted for transfer" will also be unavailable for drinking, further limiting the number of simultaneous drink jobs.

If your barrels are stored in a tavern with sufficient goblets available, dwarves should refrain from holding the barrel while they drink, allowing more dwarves access to a limited number of barrels. But the best suggestion would be to brew more alcohol; a good standing supply is 10x per dwarf.

I have 8 dwarves, and there's never more than one drinking at a time; there are 15 barrels in the stockpile.
Title: Re: DF2014 Question and Answer Thread
Post by: Loci on June 15, 2017, 06:52:26 pm
Well that's a new one. If you post a save on DFFD, someone will figure out why your dwarves are ignoring the alcohol.
Title: Re: DF2014 Question and Answer Thread
Post by: Goldbeard on June 19, 2017, 12:20:54 am
(http://i.imgur.com/LrlJBTL.png)
(http://i.imgur.com/mEEImyw.png)

My dudes continue to drink from the river. No burrows or other weird stuff. All booze is accessible, in stockpile, underground. They have to walk right by it to get to the river.

Try switching that "zone-only drinking" back to "prefer zone drinking" (o-z-d).  I believe the "zone" refers to a designated (w)ater source activity zone near actual water, not to your drink stockpiles or dining rooms.  (Though I'd love to be educated if I'm wrong.)

My question:  I've got a library up, but I haven't yet braved an inn.  The library's pulling three visiting scholars at a time; one always promptly disappears when a new one arrives.  Would starting an inn keep visiting scholars on the map longer so I'd have more than three at a time, or is this just what they do?

Edit:  and, as soon as I post that, I get more than three on the map.  Most recent has "heard was the place for long-term scholarship", which I hadn't seen before.  So maybe it's just time?  I haven't changed library layout or assigned scholars at all, though I do have more books written now.

Edit x2:  I have approved my first residency petition, that of one Shosa Ashropictham, goblin scholar.  I'm sure there's no downside to that, but out of an abundance of caution I'm enabling woodcutting on all my own scholars.
Title: Re: DF2014 Question and Answer Thread
Post by: mross on June 19, 2017, 01:27:19 am


Try switching that "zone-only drinking" back to "prefer zone drinking" (o-z-d).  I believe the "zone" refers to a designated (w)ater source activity zone near actual water, not to your drink stockpiles or dining rooms.  (Though I'd love to be educated if I'm wrong.)

Well, I've long since started a new fort and I'm not having the problem anymore, but I appreciate the effort. For what it's worth, this was happening regardless of what the orders were set to, and whether I actually had any drinking zones designated or not, valid or not.
Title: Re: DF2014 Question and Answer Thread
Post by: knedl on June 20, 2017, 01:58:27 am
I captured a hydra and tamed it but it reverted back to wild status. I keep it in a cage but I am interested what you guys do with a captured hydra? Is there a way to tame it for good or will it always revert back to wild status? Was looking for an option to slaughter it but didn't find it.
Title: Re: DF2014 Question and Answer Thread
Post by: Goldbeard on June 20, 2017, 04:08:54 am
When exactly does the yearly autosave happen?
Title: Re: DF2014 Question and Answer Thread
Post by: Dunamisdeos on June 20, 2017, 03:03:14 pm
When exactly does the yearly autosave happen?

Spring, if I recall. Mine's turned off.

I captured a hydra and tamed it but it reverted back to wild status. I keep it in a cage but I am interested what you guys do with a captured hydra? Is there a way to tame it for good or will it always revert back to wild status? Was looking for an option to slaughter it but didn't find it.

If you get a breeding pair you can perma-tame the descendants. First-generation beasts will always revert.

You could always keep it somewhere where invaders must path and use it that way. Cry havoc and let slip the hydra.
Title: Re: DF2014 Question and Answer Thread
Post by: Ianflow on August 08, 2017, 08:30:30 am
What plugins help offload graphic CPU usage?

is the Petcap applied to per species, or all pets? In other words if I have 2 dogs and 48 turkeys, can they both still breed?

Furthermore:
I've played for a long time thinking that the higher the minerals the better right?
But I've seen graphs about how you get far more ores if you don't have as many minerals.
Now my question is that which is really better for Forts (longevity, reduced trading, etc)? How does this effect the World? What is the best balance?
Why isn't there a way to ensure high amounts of gems, ores, and misc minerals?
Title: Re: DF2014 Question and Answer Thread
Post by: Fleeting Frames on August 08, 2017, 12:59:00 pm
Regarding plugins, I think mifki would know better than me.

The vanilla petcap is per species.

Regarding minerals, in my experience you absolutely get more veins and gem clusters with more - I found scarcities past 135 increasingly likely to be worse for custom 1x1 embark, though I eventually decided the best was 117 iirc. (I tried to maximize rock crystals as a major priority, so ymmv, though I also eyed having nearly all metals in useful amounts). I started with 500s and 200s and then ditched them. With 100s, can get up to 6 veins per embark tile, with 500 you get 2-4.

(ex from my (incomplete) notes { 202 scarcity: 700 iron, tetrahedrite, 251 adamantine, 150ish galena, silver, sphalerite, 42 gold, 31 platinum, 9 bismuthine || 6/22/101: reanimating, husking fog, 33 casiterite, 67 gold, 21 rock crystals (if iron was missing would be noted) || 117: 193 kimberlyte, 4 diamond_fy, 6 diamond_fy, 2 ruby-star, 43 rock crystals‼, 500 garnierite, 1000 iron, 300 gold, 200 tetra, 200 silver/galena, 70 platinum, 13 cassiterite, gypsum, bitu, lignite, jet, cinnabar, base 78,67% coverage w/o ogres } )

However, when it comes large clusters you only get 1 per 48x48x1, and further minerals will just remove your precious magnetite in favour of gems, which you may find useless. What large cluster you get is basically random, though, if your scarcity can roll one - I think one of the gens I ditched had something like 4k iron, in a system where every sedimentary layer had a magnetite cluster. This sort of rng means that 501 scarcity gen can be superior in every way you care to a 100 scarcity one.

Furthermore, you get more uniform appearance of fortress by having less minerals - less gems dotting the natural walls.

All of the issues can be modded or scripted away (such as with geomanipulator), though.
Title: Re: DF2014 Question and Answer Thread
Post by: Ianflow on August 08, 2017, 05:15:54 pm
(ex from my (incomplete) notes { 202 scarcity: 700 iron, tetrahedrite, 251 adamantine, 150ish galena, silver, sphalerite, 42 gold, 31 platinum, 9 bismuthine || 6/22/101: reanimating, husking fog, 33 casiterite, 67 gold, 21 rock crystals (if iron was missing would be noted) || 117: 193 kimberlyte, 4 diamond_fy, 6 diamond_fy, 2 ruby-star, 43 rock crystals‼, 500 garnierite, 1000 iron, 300 gold, 200 tetra, 200 silver/galena, 70 platinum, 13 cassiterite, gypsum, bitu, lignite, jet, cinnabar, base 78,67% coverage w/o ogres } )

Ahh I'm used to playing around max number setting, but I have it set at 3000. I assume how much you get per map is increased by the number of layers you have.
I'm used to dealing well with trading. I normally can buy just about everything a caravan has to offer and still have surplus, but metal can be an issue.
Buuuut fair point on the uniform appearance, but I'm also fairly used to not focusing on symmetricality. I do love aesthetics, but I tend to focus on Security, Happiness, and etc.
With the edits I have running I don't have to worry about thieves, and just need to focus on importing anything I want, usually metal lol.

I am having issues with Rejections, and it usually happens right now in the waters/rivers placements, but sometimes gets stuck on elevation.
Not exactly sure what are reasonable gaps in River Start Initial and Desired, but also unsure about allocation of varying Min desired elevation etc
I do know I'm on the largest map and have tried to keep everything open while not requiring anything of too much
Title: Re: DF2014 Question and Answer Thread
Post by: Fleeting Frames on August 09, 2017, 07:09:27 am
Yeah, it rolls per embark tile geobiome per z-level for each z-level and embark tile. Often it ends up similar, i.e. same clusters and veins nearby. That's for shallow 1-cavern 1x1, so the numbers can't compete than what you get on fatty 4x4 with default settings.

If you go for very low minerals, i.e. mineral scarcity 80000 world, then your civ needs to spread out a bit from initial 3x3 fort to get more resources available for importing. Base materials available to civs are tracked, but reaction products like bronze and steel are always available. You're not terribly likely to get goblins without iron given the massive area they tend to cover, though.

I remove all removable rejections when doing custom gens, expect perhaps for volcanoes if I use them. Mainly because they're unlike the default gens and very fine-tuned, but also because worlds with rejections generate differently on different platforms. If you haven't changed anything other than mineral scarcity in default parameters, though, it should eventually find a suitable one.
Title: Re: DF2014 Question and Answer Thread
Post by: Ianflow on August 09, 2017, 01:59:37 pm
If you go for very low minerals, i.e. mineral scarcity 80000 world, then your civ needs to spread out a bit from initial 3x3 fort to get more resources available for importing. Base materials available to civs are tracked, but reaction products like bronze and steel are always available. You're not terribly likely to get goblins without iron given the massive area they tend to cover, though.

I remove all removable rejections when doing custom gens, expect perhaps for volcanoes if I use them. Mainly because they're unlike the default gens and very fine-tuned, but also because worlds with rejections generate differently on different platforms. If you haven't changed anything other than mineral scarcity in default parameters, though, it should eventually find a suitable one.

hrmmm I may try your generation rates, I'll likely embark on 5x5 or smth.
I thought the higher the number the more common the minerals, but less common ores or smth
Anyhow I spent the last two days working through advanced generation and trying to get interesting worlds, but mostly gave up and started working with Perfect World, even if it does a fair bit of fine tuning to get 1 world, I can de-narrow the elevation/landmass shape while having everything else roughly the same I guess.
Title: Re: DF2014 Question and Answer Thread
Post by: MantisMan on August 09, 2017, 11:09:34 pm
I have a vampire in my fort. The killings started after a certain migrant wave happened, and it's taken two dwarves so far. One of them was one of my doctors.

What are some good vampire-detecting measures I can use? I don't have any undead on this map, and I'm using the current version of the game.
Title: Re: DF2014 Question and Answer Thread
Post by: tapk on August 10, 2017, 01:11:00 am
a mothman guest came to my library, but didn't make it (if you are a mothman, don't ever mess with giant masked lovebirds!). my dwarfs took his clothes, but he had a book with him - and there is no way i can take this book :( my dwarfs don't bring it in a library (there is plenty of free space in bookshelves), unforbudding and even dumping doesn't help either :( how can i take the book? maybe dfhack can help? df 0.43.03.
Title: Re: DF2014 Question and Answer Thread
Post by: hops on August 10, 2017, 02:19:40 am
Mothman, there's no need to feel fear.
I said, mothman, pick a fight with the birds.
I said, mothman, 'cause you're in a new fort
There's no need to be a coward.

Mothman, there's a place you can go.
I said, mothman, when you're short on your dough.
You can stay there, and I'm sure you will find
Many ways to have a good fight.

It's fun to stay at the new Dwarf Fortress.
It's fun to stay at the new Dwarf Fortress.
Title: Re: DF2014 Question and Answer Thread
Post by: Fleeting Frames on August 10, 2017, 04:35:49 am
@Ianflow: Nah. Everything is placed more often at lower mineral scarcity. Just that gems and veins are placed on top of large clusters and layers.

The embark you're making will have same layers, no matter how common you make you make your minerals for instance.

@Mantisman: DF2014:Vampire - Dwarf Fortress Wiki#Identification (http://dwarffortresswiki.org/index.php/DF2014:Vampire)

I use dormitories, but if I wouldn't doing the 1x1 swim room civ alert (a 1x1 burrow/lockable room where dwarves are alerted in, with a lever inside to fill it with 4/7 water) would help, especially if your military doesn't use waterskins. Just let dwarves out when they start dehydrating, and any who doesn't go get a drink or sleep or food is likely to be a vampire.

@tapk:
select the book with loo'k' and call gui/gm-editor from dfhack on it. There should be a flag on the book that marks it as belonging to the mothman - unset it.

It'll eventually decay away on it's own though.
Title: Re: DF2014 Question and Answer Thread
Post by: Uzu Bash on August 10, 2017, 02:19:12 pm
Does armor mass factor into attack momentum and charging/jumping attacks? I'm having difficulty testing this in the arena because the body masses generated vary too widely (goblins with base sizes from 5.1k to 7.9k)

Has someone already worked this out, and is there a way to get a consistent sample of test subjects in the arena?
Title: Re: DF2014 Question and Answer Thread
Post by: Fleeting Frames on August 10, 2017, 06:12:29 pm
For the second question, you could zero test subjects' variations in the raws you're testing.
Title: Re: DF2014 Question and Answer Thread
Post by: tapk on August 10, 2017, 06:30:16 pm
@tapk:
select the book with loo'k' and call gui/gm-editor from dfhack on it. There should be a flag on the book that marks it as belonging to the mothman - unset it.

(http://linkme.ufanet.ru/images/9ace1515f272576897140d31328d2b2f.png)

what flag should i unset?

UPD: Found the solution: <flags> - <trader> - <false> (http://www.bay12forums.com/smf/index.php?topic=161402.0)
Title: Re: DF2014 Question and Answer Thread
Post by: MantisMan on August 10, 2017, 08:15:15 pm
I found the vampire with Dwarf Therapist (the wiki and other places I looked into didn't do the trick), but now she's stuck in the library.

I turned off her labours to try to get her into a burrow, but now she won't stop reading book after book! I ended up making her the only one in the fort who had the construction labour and tricking her into walling herself into a room just outside the library. It was originally going to be used for rental rooms, but hey, whatever.

Next question: How do I make sure I get some of my military to use bone armour? It's not their final armour, of course. I just want lightweight armour that gives coverage but still lets the low level marksdwarves to get armour user xp. It's not registered as "leather", is it?
Title: Re: DF2014 Question and Answer Thread
Post by: Fleeting Frames on August 11, 2017, 08:56:19 am
Ah, wasn't aware you weren't aware of cursecheck.

For bone armour uniforms, can't select bone directly - set them to use "white greaves" and the like. Though you'll need to use leather armour for upper body piece and high boots.
Title: Re: DF2014 Question and Answer Thread
Post by: Uzu Bash on August 11, 2017, 06:23:55 pm
I can't tell whether this is a bug or an intended effect I can't identify, but I and a companion have had our birth years set back by about 200 years in our unit data, though our histfig records show the correct birth dates. We're both werebeasts with the same curse, camped with 2 vampire companions a few region tiles from a necromancer's tower.
Title: Re: DF2014 Question and Answer Thread
Post by: Fleeting Frames on August 11, 2017, 07:22:49 pm
Werebeast ages are buggy in fort mode too. Though exactly 200 years reminds me of 43.01 advmode camps' well-aged wine.
Title: Re: DF2014 Question and Answer Thread
Post by: Uzu Bash on August 11, 2017, 07:42:24 pm
Well not exactly. Mine was set back by 251, hers by 186. We both had dark hair and skin, now white hair and light brown skin.
Title: Re: DF2014 Question and Answer Thread
Post by: MantisMan on August 11, 2017, 08:22:09 pm
I've got one vampire and one werepangolin walled into rooms, but I can't get this last werepangolin to wall themselves into a room.

How do I control the direction from which they build the wall? I tried setting a wall up on the opposite side I want them to stand and suspending that wall building job, but that doesn't seem to have done the trick.

(https://s8.postimg.org/u8ujt0ddx/screenshot.8.jpg)
Spoiler (click to show/hide)

I don't know whether to hope that it thins out the population of poets and performers or not. If they get bitten, I don't think I can wall them off with burrows and stuff.

Werebeasts and goblin invasions being turned off are not my favourite features of the last few years of updates, to be honest.
Title: Re: DF2014 Question and Answer Thread
Post by: Loci on August 12, 2017, 06:11:31 am
I can't tell whether this is a bug or an intended effect I can't identify, but I and a companion have had our birth years set back by about 200 years in our unit data, though our histfig records show the correct birth dates. We're both werebeasts with the same curse, camped with 2 vampire companions a few region tiles from a necromancer's tower.

It's a known bug (http://www.bay12games.com/dwarves/mantisbt/view.php?id=5835).


I've got one vampire and one werepangolin walled into rooms, but I can't get this last werepangolin to wall themselves into a room.

How do I control the direction from which they build the wall? I tried setting a wall up on the opposite side I want them to stand and suspending that wall building job, but that doesn't seem to have done the trick.

Make them approach the building site from the inside by placing the material for the construction on the inside prior to designating the job.

You could also just build a lever inside the room, profile it for only your target to operate, and order it pulled NOW on repeat. Then have someone else build the wall sealing them in.
Title: Re: DF2014 Question and Answer Thread
Post by: MantisMan on August 12, 2017, 11:15:00 am
Make them approach the building site from the inside by placing the material for the construction on the inside prior to designating the job.

You could also just build a lever inside the room, profile it for only your target to operate, and order it pulled NOW on repeat. Then have someone else build the wall sealing them in.

I'm working on designing a Lever of Mystery. Hopefully, an upright spike trap with 10 bronze spikes will be enough to instantly kill any undesirables in my fort. The werepangolin issue is still flaring up on a regular basis, and it's costing me quite a few dwarves.
Title: Re: DF2014 Question and Answer Thread
Post by: Grand Sage on August 13, 2017, 03:19:33 pm
her goes a question: Why by the hammer of Armok can i make all kinds of bone armour, except nothing for the torso?
Title: Re: DF2014 Question and Answer Thread
Post by: Fleeting Frames on August 13, 2017, 05:04:54 pm
Not quite. You also can't make boots or shoes from bone, so of (torso, legs, feet) bad thought trio you can only match 1.

They would make more sense to me than bone gauntlet, but c'est la vie.
Title: Re: DF2014 Question and Answer Thread
Post by: Grand Sage on August 13, 2017, 06:25:24 pm
oh, thought for some reason greaves would cover feet too... Its just weird because I deffinetly recall seeing a guy in bone armour IRL. no boots though ;)
Title: Re: DF2014 Question and Answer Thread
Post by: Fleeting Frames on August 13, 2017, 07:35:06 pm
Greaves (and even shirts) cover toes, but not the whole foot, nor do they count as armor/clothing equipped on the feet.
Title: Re: DF2014 Question and Answer Thread
Post by: anewaname on August 14, 2017, 08:38:37 pm
her goes a question: Why by the hammer of Armok can i make all kinds of bone armour, except nothing for the torso?
Take a look at this Omsk bone armor (http://siberiantimes.com/science/casestudy/features/warriors-3900-year-old-suit-of-bone-armour-unearthed-in-omsk/). I couldn't find any updated info about the restoration of that armor or the veracity of it. A coat of bone slats looks like a semi-rigid layer that would be used above layers of leather or cloth, similar to how brigandine armor uses metal plates. But it doesn't look like much for protection (I speculate).

Someone could have fun making a breastplate out of these 30cm cow tibias.
(https://d2ydh70d4b5xgv.cloudfront.net/images/4/2/7-old-weathered-real-cow-legs-tibia-bones-country-art-crafts-knife-man-cave-8b271b973ccf5371726bb1d5223ba013.jpg)
A layer of those, with an alternating tilt so the central pipes abutted, would make a decent short-term protective layer against some biting, bashing, and slashing attacks. But because it is a group of individual bones, a piercing weapon could be deflected between by the bones themselves, and because the bones do not overlap, a blunt strike to just one bone could jam it inward with little dispersion of force.
Title: Re: DF2014 Question and Answer Thread
Post by: Eater of Vermin on August 18, 2017, 03:32:04 am
Early laminar armour was made of bone, wood, tusk, leather or whatever "hard" materials the locals had to hand. 

Which isn't surprising, as those were pretty much the same bleeding-edge weapons-grade materials for the time...   :D
Title: Re: DF2014 Question and Answer Thread
Post by: Grand Sage on August 20, 2017, 01:37:47 pm
So the argument would be that it wouldn't be able to take much abuse, and possibly injure the wearer more then protect him? but that would of course also apply to leggings ect.
Title: Re: DF2014 Question and Answer Thread
Post by: anewaname on August 22, 2017, 09:57:14 pm
So the argument would be that it wouldn't be able to take much abuse, and possibly injure the wearer more then protect him? but that would of course also apply to leggings ect.
I'm not sure which reasons are involved in "you can have bone legging but not bone armor" or how each reason was weighted. I just looked around to see what I could find about RL bone armor and speculated how one could craft it using "materials available at that time".

This idea is not "possibly injure the wearer more then protect him", but "individual pieces do not disperse force at the point of impact as well as a solid layer of the material does".

Consider this... DF differentiates armor types using the "shaped" state. Armor that is "shaped" is hard and inflexible (it might bend a bit under mild force). Bone and shell are inflexible materials and can be used for shaped armor, but unlike metals, they cannot be reformed into a larger piece. You can't melt a pile of bones and pour the liquid into a breastplate mold. This might be why these materials are limited to smaller body locations; where metal armor already consists of a mix of metal plates affixed to a backing material of leather, cloth, or light metal chainmail, then larger pieces of bone or shell could be carved down to replace those metal plates.

Here is an elephant femur adjacent to little humans (https://eighteenthelephant.files.wordpress.com/2014/04/kids-elephant-femur-24apr-2014-img_0064.jpg). You could cut that bone down to replace the metal pieces used in leggings or greaves, but it is not quite big enough for a breastplate. Note that shells can be used as a material for "leggings" but not for "greaves", how many natural shells are shaped well for enclosing a dwarf leg? The current code allows any bone to be used, from an elephant or cat, but the bone product from butchering could easily have a size attribute associated with it, allowing bone greaves to be made from only "this size or larger" bones. Also, elves can make wooden breastplates and other armor types, but they tell the tree how to shape it.

Regarding "it wouldn't be able to take much abuse", that is probably handled by the armor damage system. All materials would take damage based on "attacking" material verse "defending" material, and bone is a weaker material than the metals. It would break sooner.

Of course, this is all speculation...
Title: Re: DF2014 Question and Answer Thread
Post by: MantisMan on September 02, 2017, 09:51:39 pm
I'm digging out a magma plumbing  area for my forges right now, but I'm finding the constant warning pauses about digging cancellations annoying. Is there a way to turn them off? I have DF Hack installed, but I couldn't find anything that seemed to be relevant.

Edit: I'm digging out the plumbing in a different area for now, so this question is more about the next fort.
Title: Re: DF2014 Question and Answer Thread
Post by: Stormfeather on September 03, 2017, 08:22:11 am
I'm digging out a magma plumbing  area for my forges right now, but I'm finding the constant warning pauses about digging cancellations annoying. Is there a way to turn them off? I have DF Hack installed, but I couldn't find anything that seemed to be relevant.

Edit: I'm digging out the plumbing in a different area for now, so this question is more about the next fort.

If you go into the Dwarf Fortress folder, click on the Init folder, then the Announcements document inside that. Search for a line that says "[DIG_CANCEL_WARM:A_D:D_D:P:R]". You can edit that - if you remove P it stops the pause, and if you remove "R" it keeps it from recentering on the location. (the first two are for reporting it to different logs).

Of course then you just have to be careful not to dig through someplace you didn't want to, since you won't have the warning about it :p
Title: Re: DF2014 Question and Answer Thread
Post by: mightymushroom on September 03, 2017, 06:08:07 pm
I seek greater understanding about how dwarves use musical instruments in locations (temples, taverns).

1. Do they have to be assigned to the space, via reserving or building in place, or will they pick up something that's lying about? Will they fetch instruments from another part of the fortress?

2. Reserving instruments seems to have only a "number desired" control. Is there any preference for variety, so that if I produce multiples of each kind then one of each would end up in both tavern and temple?

3. Following up if the answer to 2 is no, it seems that to ensure a complete band I should build in place. Is it okay to be off in a corner and not adjacent to the dance floor?
Title: Re: DF2014 Question and Answer Thread
Post by: Horus on September 05, 2017, 10:20:28 am
Why is keeping Dwarves happy so easy? A little bit of wine and they are thrilled. Soldiers get no free time, and vomit profusely when going outside. Nobles get nothing they want and few Dwarves even have beds. Babies and loved ones die, and everyone is still euphoric. Even guests want to live in my forts in these conditions (I understand that is based on a different mechanic though). My Dwarves live terrible existences and are thrilled about it. Can I change this to make things actually matter?
Title: Re: DF2014 Question and Answer Thread
Post by: Fleeting Frames on September 05, 2017, 10:29:12 am
Why? To simulate how people act (workaholics in a fulfilling job who have close people die don't necessarily start killing people around them), though Toady admitted they may be little too resilent.

You can change their STRESS_PROPENSITY, I think it was, in the raws, along with few other values that control how easy it is to make them happy (some dwarves will enjoy little besides seeing their own furniture, for instance).

@mightymushroom: I think taverngoers only use instruments built in and assigned to tavern in a bag/box. I'd guess no preference for variety; DF tends to go for either newest, oldest or closest first (so you could get variety for multiple taverns by rotating instrument production in 1 workshop that doesn't have instruments moved out).

If you're lacking an instrument taverngoers want to use, you'll notice it by jobs like "Simulate Orel" and such.
Title: Re: DF2014 Question and Answer Thread
Post by: Horus on September 05, 2017, 04:11:22 pm
What I am saying is that this system seems broken. In every single fortress I make, every dwarf seems thrilled no matter what. No one reaches a stress lvl remotely high unless they cant make an artifact. I once had a goblin army kill half my fortress. Over 100 dwarves died. Some lost their entire family. They grieved sure, but it never mattered in the end. Not one of them had a stress level that was outside of green on the bottom right stress indicator. all of their personality traits mattered nil in the end, as long as they had alcohol. I even looked for dwarves who had nothing they wanted, and even they were still perfectly content. This isn't simulating how people act. None of them ever gets stressed as long as they have alcohol of some kind, which is very easy to have in abundance. Some dwarves, except for some who would be exceptionally stoic, would be in total despair under the conditions I have created for them. Is there a discussion on this being broken or not? Is it supposed to be this easy to keep them happy? Having your 5 children and husband butchered by trolls should not be curable with a cup of wine for every single dwarf, even he emotionally sensitive one. I just started playing again after a few years so I'm not sure if this is a bug or not. This is just way too easy now. I can make an outdoor labor camp and send endless dwarves to their deaths as long as i have plump helmet wine everyone will not only be content, the will be euphoric.
Title: Re: DF2014 Question and Answer Thread
Post by: Fleeting Frames on September 06, 2017, 09:23:15 am
There have been many (so many, but I started last year, so idc) discussions on it. Toady acknowledged that they may be a little too easy to keep happy in last FotF, but also said that tantrums are gamey and revolutions are more fitting. Modding dwarves is the closest thing to a "solution", though it won't get you the tantrum spirals of DF2012 if you want those.
Title: Re: DF2014 Question and Answer Thread
Post by: Horus on September 07, 2017, 10:57:13 am
Yeah I recently read that he acknowledged this issue. I don't want tantrum spirals, I'm just hoping for some kind of dynamic consequence to dwarves being stressed for various reasons. This game is just so good already, I shouldn't complain too much.  :-X
Title: Re: DF2014 Question and Answer Thread
Post by: Madrigal on September 07, 2017, 01:11:28 pm
Horus, I remember reading a thread last year where someone posted their simple change for adding a little more stress to the game. Here's the post with the specific details:

http://www.bay12forums.com/smf/index.php?topic=160117.msg7150904#msg7150904 (http://www.bay12forums.com/smf/index.php?topic=160117.msg7150904#msg7150904)
Title: Re: DF2014 Question and Answer Thread
Post by: MantisMan on September 08, 2017, 09:45:23 pm
I've had some issues with combat reports that show random dwarves or immigrants becoming enraged for just a moment, and then calming down. They don't seem to be notably upset when I can find them again, and I'm not sure what made them act out, or how to fix it.
Title: Re: DF2014 Question and Answer Thread
Post by: Fleeting Frames on September 09, 2017, 02:29:26 am
They had an unpleasant conversation, probably. May sometimes escalate into a grudge or fight.
Title: Re: DF2014 Question and Answer Thread
Post by: Dunamisdeos on September 09, 2017, 04:14:58 pm
I had one librarian start an argument with literally everyone in town, and then they broke his legs. He was still happy about getting to argue.
Title: Re: DF2014 Question and Answer Thread
Post by: Thorfinn on September 09, 2017, 07:00:33 pm
Quick trade questions I can't see an answer to since 43.05:

What's a good profit to give the trader? I've been going with 100%, but my current fort I went with closer to 60% and can't see any difference in terms of stocking of later caravans. (One fort isn't much of a dataset, I know...)

Ditto with (o)ffer. Used to do it religiously, but can't see any difference in my current fort.

Is the first spring elven caravan random, or purely based on fort value? So if the caravan is scheduled early in the spring, it's quite easy to not have the value necessary to get one? (Or alternatively, if it's late, it's easy to make the wealth needed?)

Thanks!
Title: Re: DF2014 Question and Answer Thread
Post by: Fleeting Frames on September 09, 2017, 10:41:57 pm
It's always a minimum of 50% profit to complete the trade. Rounded up, iirc. Otherwise, giving more back makes your fort more attractive target, increases size of caravans next year (ah, but that doesn't mean they'd bring 5 pieces of magnetite instead of 4), which is more obvious if you ignore elves for a decade and then give them masterwork adamantine trap component, and offer does improve relations with effect decaying over time (you could use it to prevent elves going to war, maybe).

Elves have [PROGRESS_TRIGGER_TRADE:1], which means you need to have traded at least 500⛭ of exported goods.
Title: Re: DF2014 Question and Answer Thread
Post by: Loci on September 10, 2017, 11:36:01 am
It's always a minimum of 50% profit to complete the trade.

Traders can and will accept offers down to 0% profit, depending on trader's mood, your fortress representative's social skills, etc. 50% profit is a "safe" value that is seldom rejected. Larger profits do increase exported wealth faster.


but that doesn't mean they'd bring 5 pieces of magnetite instead of 4

It doesn't allow you to request 5 magnetite, but it does mean they are (very slightly) more likely to bring 5 magnetite. After the caravan loads all the "emergency supplies" and "requested goods", most of the remaining capacity is filled with "random goods"--more random goods means a slightly higher probability of getting useful random items, including that 5th magnetite.


Elves have [PROGRESS_TRIGGER_TRADE:1], which means you need to have traded at least 500⛭ of exported goods.

Elves also have [PROGRESS_TRIGGER_POPULATION:1] and [PROGRESS_TRIGGER_PRODUCTION:1], which means the elven caravan will appear when your fortress has exported 500 urists of goods OR achieved a population of 20 OR produced 5000 urists of wealth. Of the three, wealth is more likely to trigger an early elven caravan (though it was considerably easier in prior versions when the caravan arrived in late spring instead of early spring).
Title: Re: DF2014 Question and Answer Thread
Post by: Fleeting Frames on September 10, 2017, 02:05:55 pm
Traders can and will accept offers down to 0% profit, depending on trader's mood, your fortress representative's social skills, etc. 50% profit is a "safe" value that is seldom rejected. Larger profits do increase exported wealth faster.
I've read that mood had an effect in pre-42.06 versions, but I've never had a trade succeed with any less than 50% profit even with hundreds of 100% profit trades beforehand (coins) or never had my first trade rejected at exactly 50% profit.

Have you gotten a trade through on lower-than-50% profit in DF2016+?

And right about elves, again.
Title: Re: DF2014 Question and Answer Thread
Post by: Loci on September 10, 2017, 06:17:55 pm
Have you gotten a trade through on lower-than-50% profit in DF2016+?

Yes; I successfully traded in v0.43.05x32 with a <10% profit margin:

Spoiler (click to show/hide)

Here's the test embark (http://dffd.bay12games.com/file.php?id=13090).

Incidentally, I hit 5000 wealth in 12 days without trying too hard... which would have been sufficient to trigger a first-year elven caravan if it was scheduled to arrive in mid or late spring.
Title: Re: DF2014 Question and Answer Thread
Post by: Fleeting Frames on September 12, 2017, 05:16:01 am
Okay, this is weird. Failed to replicate with 13% profit:
Spoiler: 1700 to 1500 (click to show/hide)

Spoiler: Resulted in this (click to show/hide)

Got the very happy mood by bunch of statue-for bar or rock trades.

Que???
Title: Re: DF2014 Question and Answer Thread
Post by: mightymushroom on September 12, 2017, 09:30:29 am
When contrasting the two results I see that in Loci's example the item weights are in the traders' favor while in Fleeting Frames's they are not. Is there any trade science regarding weight?
Title: Re: DF2014 Question and Answer Thread
Post by: feelotraveller on September 12, 2017, 05:26:21 pm
It is certainly possible to go below 50% profit. 

My general trading routine is to start with 100% profit and then once the trader is ecstatic with the trading I'll reduce the profit margin to 50%.  Pretty much never get refusals (=counteroffers) with this.  But on occasion I will dip below 50%, 30-40% is quite doable but cannot be repeated ad infinitum.  My feeling is that there is a random element to acceptance of the offer that is inflected by the degree of profit (i.e. overall % profit), and of course skill of your representative... I've had trades below 50% go to counteroffer, removed the added items, and had the original offer accepted when immediately offered again, even despite having had a drop of happiness about the trading...  But I have definitely noticed that if I keep going with 100% profit for a while beyond ecstatic then it is very (much more) likely to get an acceptance of a <50% offer.  Lowest possible? I'm not sure about.  Think I've done trades in the region of 10-20% profit on occasion but have not kept track.

However I usually just go with 100%, then 50%, then (o)ffer any heavy or numerous excess items to reduce hauling demands.  Sometimes I fill the caravan to its weight limit...  Yep, after the first couple of years (or is that months?  :P) it's "can't give it away" territory.  ;)
Title: Re: DF2014 Question and Answer Thread
Post by: Urist McManiac on September 13, 2017, 07:10:05 am
I've a question regarding fluids and pressure.

More specifically, I plan to build an underground reservoir for my fortress. It consists of a main cistern which is connected to smaller cisterns through my 'inner floodgates'. The main cistern is feeded by a brook 3 z-levels above it, to which it is connected by my 'outer floodgates'.

What I had in mind was the following:

1. Open the outer floodgates to flood the main cistern
2. Close the outer floodgates once the main cistern is full
3. Open the inner floodgates to fill the smaller cisterns through diffusion from the main cistern
4. Close the inner floodgates to prevent them from spilling over, just in case

Is that a feasible design? Can water pressure be stopped by floodgates? Or could the main cistern, despite being cut off from the brook, still manage to flood the fortress?
Title: Re: DF2014 Question and Answer Thread
Post by: Fleeting Frames on September 13, 2017, 10:19:45 am
Yep, closed floodgates stop water pressure. Of course, if your smaller cisterns are below main one, it can still flood it with unregulated pressure. Diagonal water leaking could enable you to run with both floodgates missing, though it's going to be a way to enter the fort without something safe blocking the way. (A floodgate or vertical bars can be safe...if built on top of 1-wide n-bend.)
Title: Re: DF2014 Question and Answer Thread
Post by: vylaern on September 16, 2017, 09:40:57 am
A question about a room.

Is there any difference if I have a room with doors + bed + chair + table, and then another one (identical), but set as a bedroom, and then another one identical as bedroom and dormitory YES.
Title: Re: DF2014 Question and Answer Thread
Post by: Loci on September 16, 2017, 10:49:11 am
Is there any difference if I have a room with doors + bed + chair + table, and then another one (identical), but set as a bedroom, and then another one identical as bedroom and dormitory YES.

The game doesn't consider it a room until you define one from a piece of furniture, so the first setup is not a room. The second setup will be treated as a private bedroom, permanently claimed by the first dwarf to sleep in it. The third setup is considered a public bedroom, so it won't be claimed and may accommodate multiple dwarves simultaneously.

Practically speaking, chairs and tables are not recommended furniture for bedrooms because dwarves will prefer to eat there, missing happy thoughts and socialization in your dining hall.
Title: Re: DF2014 Question and Answer Thread
Post by: vylaern on September 17, 2017, 02:59:40 am
For another time...
...everything is under water  :( :( :(

Is there any chance to have a well, especially on lower level, without flooding rest of fortress? Is it possible to fix flooded fortress?
Title: Re: DF2014 Question and Answer Thread
Post by: Fleeting Frames on September 17, 2017, 06:52:51 am
Yeah, sure. Just use a diagonal gap to remove water pressure before the well.

And no problems, just dig in elsewhere from the surface and make a map edge (smooth map edge stone and then carve fortification in it) or cavern drain below the central staircase in fort or whatnot. Warning: This will flush objects around, maybe install a grate before letting water through.
Title: Re: DF2014 Question and Answer Thread
Post by: Dragonunion on September 18, 2017, 10:25:15 am
Found this with legends-viewer:
Spoiler (click to show/hide)
Is this a normal Thing? 68000 horses?
Title: Re: DF2014 Question and Answer Thread
Post by: Fleeting Frames on September 18, 2017, 11:33:53 am
It is within normal limits, assuming more than that number horse-keepers died.

Though it used to be that worlds had horses outnumber humans to massive extent in early DF2014.
Title: Re: DF2014 Question and Answer Thread
Post by: Dragonunion on September 19, 2017, 08:04:42 am
It is within normal limits, assuming more than that number horse-keepers died.

Though it used to be that worlds had horses outnumber humans to massive extent in early DF2014.
Thanks for the answer!
I wondered that there are so many horses, but nearly no sheeps or cows. Never seen both in Adventure mode.
Title: Re: DF2014 Question and Answer Thread
Post by: vylaern on September 19, 2017, 01:49:45 pm
Hi,

I got a dwarf who makes wine, there are plenty barrels to him, and he is thirsty (arrow down). How is it possible?
Title: Re: DF2014 Question and Answer Thread
Post by: FortunaDraken on September 19, 2017, 07:04:26 pm
Hi,

I got a dwarf who makes wine, there are plenty barrels to him, and he is thirsty (arrow down). How is it possible?
1. Have you set up a still?
2. If yes, does that still have the job set up to make booze?

Dwarves won't make things automatically, you have to make the jobs to make alcohol for them to drink.
Title: Re: DF2014 Question and Answer Thread
Post by: Dragonunion on September 20, 2017, 08:33:18 am
Hi,

I got a dwarf who makes wine, there are plenty barrels to him, and he is thirsty (arrow down). How is it possible?
http://dwarffortresswiki.org/index.php/DF2014:Still (http://dwarffortresswiki.org/index.php/DF2014:Still)
Hope that can help you
Title: Re: DF2014 Question and Answer Thread
Post by: vylaern on September 20, 2017, 12:31:35 pm
Hi,

Yes, there is a still, which works, as there is plenty of barrels with wine and other staff. I am wondering, why this dwarf is thirsty and do not use full barrels.
Title: Re: DF2014 Question and Answer Thread
Post by: Fleeting Frames on September 20, 2017, 12:44:56 pm
Does the dwarf have working hands? Dwarves without hands cannot hold a goblet to drink (though they can still drink from the barrel if you have no goblets, they'll eternally keep trying to pick up the goblet otherwise).
Title: Re: DF2014 Question and Answer Thread
Post by: vylaern on September 20, 2017, 01:37:13 pm
Do you mean his hands are not cut off? Or if he is busy?
Title: Re: DF2014 Question and Answer Thread
Post by: Fleeting Frames on September 20, 2017, 04:53:13 pm
I mean are his hands cut off or paralysed due nerve damage or localized permanent syndrome.
Title: Re: DF2014 Question and Answer Thread
Post by: vylaern on September 21, 2017, 04:20:16 pm
What is a difference between Meeting Area and Meeting Hall?
Title: Re: DF2014 Question and Answer Thread
Post by: Shonai_Dweller on September 22, 2017, 06:04:04 am
A meeting area can be designated as a special location (tavern, temple, library).

A meeting hall is just a hall, functions as an area for dorfs to hang out (originates from a time before we had taverns). The caravan functions as a 'meeting hall' at the beginning and I think you can designate one from a well too.
Title: Re: DF2014 Question and Answer Thread
Post by: mikekchar on September 22, 2017, 09:30:47 pm
Here's an answer without a question.  I just noticed this today and thought it might help other people.  A loom with a linked stockpile will not collect webs.  Auto collect will not engage and if you try to do it manually the error message you get is a very unhelpful "There must be 10 undisturbed webs to collect" (or something similar).  It makes complete sense if you think about it (it's trying to collect from the stockpile which obviously doesn't have any webs in it).  But it was driving me crazy until I realised what's going on...
Title: Re: DF2014 Question and Answer Thread
Post by: Fleeting Frames on September 23, 2017, 01:31:15 am
Heh. The standard example is a restricted burrow for silk farm, especially as thread is so light it doesn't clutter workshops easily (and thus isn't as beneficial to carry to a stockpile).
Title: Re: DF2014 Question and Answer Thread
Post by: mikekchar on September 23, 2017, 06:43:10 am
I use a feeder stockpile to the loom and have it take from the dyer.  This ensures that this particular loom only accepts dyed thread.  I always intended to have an "emergency loom" for when I need cloth no matter what, but didn't need it until my dye supplies got low and I had a mood.
Title: Re: DF2014 Question and Answer Thread
Post by: Riky on September 24, 2017, 11:35:30 am
How do I tell my dwarfs to gather the adamantine ore in depths?
1) Stone hauling is enabled to every single one of them
2) Stockpiles with wheelbarrows exist
3) There is a clear path between ores and a stockpiles as well
4) Gathering minerals is enabled on Orders Menu
And I still have about 20+ idlers hanging around. Funny enough when someone is killed in depths, they immediately rush to corpse to haul it to the stockpile.
Title: Re: DF2014 Question and Answer Thread
Post by: Loci on September 24, 2017, 02:03:37 pm
How do I tell my dwarfs to gather the adamantine ore in depths?
1) Stone hauling is enabled to every single one of them
2) Stockpiles with wheelbarrows exist
3) There is a clear path between ores and a stockpiles as well
4) Gathering minerals is enabled on Orders Menu
And I still have about 20+ idlers hanging around. Funny enough when someone is killed in depths, they immediately rush to corpse to haul it to the stockpile.

Some things you didn't mention include:

A) the boulders are not forbidden or earmarked for any buildings/constructions
B) the stockpile is set to take from anywhere, not from links only
C) the wheelbarrows aren't already full of stuck items
D) your dwarves aren't restricted from the stockpile, boulders, or their chosen path between the two by burrows
E) your dwarves aren't too busy hauling other boulders to collect the ones you actually want (with wheelbarrows assigned, dwarves only haul using them)
F) you haven't had temperature calculations disabled since your last fire/magma incident

I'm sure there are other possibilities as well. The best way to get an accurate diagnosis is to upload a save to DFFD.
Title: Re: DF2014 Question and Answer Thread
Post by: Riky on September 25, 2017, 10:48:52 am
How do I tell my dwarfs to gather the adamantine ore in depths?
1) Stone hauling is enabled to every single one of them
2) Stockpiles with wheelbarrows exist
3) There is a clear path between ores and a stockpiles as well
4) Gathering minerals is enabled on Orders Menu
And I still have about 20+ idlers hanging around. Funny enough when someone is killed in depths, they immediately rush to corpse to haul it to the stockpile.

Some things you didn't mention include:

A) the boulders are not forbidden or earmarked for any buildings/constructions
B) the stockpile is set to take from anywhere, not from links only
C) the wheelbarrows aren't already full of stuck items
D) your dwarves aren't restricted from the stockpile, boulders, or their chosen path between the two by burrows
E) your dwarves aren't too busy hauling other boulders to collect the ones you actually want (with wheelbarrows assigned, dwarves only haul using them)
F) you haven't had temperature calculations disabled since your last fire/magma incident

I'm sure there are other possibilities as well. The best way to get an accurate diagnosis is to upload a save to DFFD.

I just did a couple of tests and here what I got: If I dig just a couple of layers down and get, lets say, Marble stone and there is a stockpile with a wheelbarrows in it- dwarfs will grab it and gather this Marble to the stockpile as I would like them to.
But when I dig in caves or about 10-12+ layers down they literally ignore all my ores. This is especially frustrating when I don't have any metal ores and I finally find it but my dwarfs don't gather it no matter if my stockpile on fortress set to all stones or specifically on Hematite/Magnetite/Limonite.
My only suggestion is that they might be busy with something else but this happens even if I enable Stone Hauling in the Therapist Hack. Still the same situation.
Title: Re: DF2014 Question and Answer Thread
Post by: anewaname on September 25, 2017, 01:22:31 pm
How do I tell my dwarfs to gather the adamantine ore in depths?
1) Stone hauling is enabled to every single one of them
2) Stockpiles with wheelbarrows exist
3) There is a clear path between ores and a stockpiles as well
4) Gathering minerals is enabled on Orders Menu
And I still have about 20+ idlers hanging around. Funny enough when someone is killed in depths, they immediately rush to corpse to haul it to the stockpile.

Some things you didn't mention include:

A) the boulders are not forbidden or earmarked for any buildings/constructions
B) the stockpile is set to take from anywhere, not from links only
C) the wheelbarrows aren't already full of stuck items
D) your dwarves aren't restricted from the stockpile, boulders, or their chosen path between the two by burrows
E) your dwarves aren't too busy hauling other boulders to collect the ones you actually want (with wheelbarrows assigned, dwarves only haul using them)
F) you haven't had temperature calculations disabled since your last fire/magma incident

I'm sure there are other possibilities as well. The best way to get an accurate diagnosis is to upload a save to DFFD.

I just did a couple of tests and here what I got: If I dig just a couple of layers down and get, lets say, Marble stone and there is a stockpile with a wheelbarrows in it- dwarfs will grab it and gather this Marble to the stockpile as I would like them to.
But when I dig in caves or about 10-12+ layers down they literally ignore all my ores. This is especially frustrating when I don't have any metal ores and I finally find it but my dwarfs don't gather it no matter if my stockpile on fortress set to all stones or specifically on Hematite/Magnetite/Limonite.
My only suggestion is that they might be busy with something else but this happens even if I enable Stone Hauling in the Therapist Hack. Still the same situation.
The dwarfs can get down to the metal and adamantine ores to dig, but will not haul them? Test Loci's A, B, and D with these three things:
A: Try to construct a wall adjacent to one of the ores. If you cannot see that ore available as a building material at a 1 range, then it is A.
B: Create a new stockpile adjacent to some of the ores that were mined, set it to accept just that ore type. If they fill it up, then it is B.
D: If it was not A or B, make sure your miners are enabled to haul stone; since they can dig there, they should be able to haul from there, and if they haul and the others do not, then it has to do with the other dwarfs (burrows?).
Title: Re: DF2014 Question and Answer Thread
Post by: kelid190 on September 27, 2017, 04:36:12 pm
How much does the world continue to change after world generation?  Will structures still get built in the world?  Cities founded?  New art forms created?  Wars waged?  Asking regarding both fortress and adventure mode.
Title: Re: DF2014 Question and Answer Thread
Post by: Fleeting Frames on September 27, 2017, 08:01:41 pm
World activation does cause wars to rage, oh yes. You can have humans, elves and dwarves live peacefully alongside for centuries, and be at war with each other within a year of embark.

Other ways it changes is that (mega)beasts will no longer rampage across standard sites and can suddenly cross oceans to attack player site, as well as towers suddenly starting to perform raids on the sites around them. (probably limited by civ affiliation, I guess)

Cities also get founded. Here's an overview by Spriggans of Succession world in year 3 (http://www.bay12forums.com/smf/index.php?topic=161271.msg7261698#msg7261698) and year 42 (http://www.bay12forums.com/smf/index.php?topic=161271.msg7277200#msg7277200).

Structures don't seem to get built, though, looking at year 48 retirement example - so it is no wonder all the visitors eventually either settle somewhere, die, or visit your fortress. Looking at legends for art forms...can't find them.
Title: Re: DF2014 Question and Answer Thread
Post by: feelotraveller on September 28, 2017, 12:39:01 pm
Artistic forms can very rarely be created after world generation.  New instruments cannot.
Title: Re: DF2014 Question and Answer Thread
Post by: RickRollYou2 on October 07, 2017, 11:28:44 pm
Will tamed cave spiders (the vermin, not the Giant creatures) still bite and pass syndromes to dwarves and pets? If they are assigned to a cage and the cage is deconstructed by lever, will they produce webs as usual?
Title: Re: DF2014 Question and Answer Thread
Post by: FantasticDorf on October 08, 2017, 05:07:49 am
Not without prompting them to strike out from being overcrowded with too many creatures on the same tile, unlikely.

The GCS web farm design is for wild cave spiders, alternatively you can trap some vermin cave spiders and put them in a confined space to naturally fill up with web (keep the cats out)
Title: Re: DF2014 Question and Answer Thread
Post by: eerr on October 08, 2017, 09:13:32 am
Will tamed cave spiders (the vermin, not the Giant creatures) still bite and pass syndromes to dwarves and pets? If they are assigned to a cage and the cage is deconstructed by lever, will they produce webs as usual?
If the cave spider has any dwarf kills, he can rebel spontaneously. Then he will fight your dwarves.
Tame creatures won't otherwise attack your dwarves, and the giant cave spider produces webs when attacking. Just stick some bait around the GCS, and seal it off with a bridge when you want to collect the webs.
Title: Re: DF2014 Question and Answer Thread
Post by: eerr on October 08, 2017, 09:15:41 am
How do I tell my dwarfs to gather the adamantine ore in depths?
1) Stone hauling is enabled to every single one of them
2) Stockpiles with wheelbarrows exist
3) There is a clear path between ores and a stockpiles as well
4) Gathering minerals is enabled on Orders Menu
And I still have about 20+ idlers hanging around. Funny enough when someone is killed in depths, they immediately rush to corpse to haul it to the stockpile.

Adamantine falls under other stone, so it might be disabled in the stockpile. In fact, I deem it very likely. It is second last, with the last being slade.
Title: Re: DF2014 Question and Answer Thread
Post by: Rusty_knight on December 09, 2017, 04:41:12 am
What if I claim some land on a distant isle as an adventurer and then retire to settle there in fortress mode, would it be listed in "neighbours" list? Can I trade with it?

What can be done with idlers in fortress mode? There's ton of hauling jobs waiting for a pair of working hands to complete them around, but nearly a half of my population just hangs out in the meeting area (and continues do so even if I delete that said area). Hauling labors are enabled for them.
Title: Re: DF2014 Question and Answer Thread
Post by: Grand Sage on December 09, 2017, 12:35:42 pm
Adventurer claimed sites will probably register as camps at most, so no, I dont think you could trade with it, and i dont belive it would be listed either. (though you possibly could send a squad there, i dont know about that).

There are many reasons why your dwarves might not me hauling stuff. a stockpile with wheelbarrows will only have as many haulers as wheelbarrows. you ruled out hauling disabled, so thats not a problem... it also depends on the type of hauling job i think: bring item to depot or burring a corpse is almost always done by someone, and so are most linked stockpiles (i think). on that note, check that your stockpiles are linked properly/not linked at all, and that there is nothing scarry or dangerous between the dwarves and the items. thats all I can think of right now.
Title: Re: DF2014 Question and Answer Thread
Post by: Rusty_knight on December 09, 2017, 01:15:18 pm
Adventurer claimed sites will probably register as camps at most, so no, I dont think you could trade with it, and i dont belive it would be listed either. (though you possibly could send a squad there, i dont know about that).

There are many reasons why your dwarves might not me hauling stuff. a stockpile with wheelbarrows will only have as many haulers as wheelbarrows. you ruled out hauling disabled, so thats not a problem... it also depends on the type of hauling job i think: bring item to depot or burring a corpse is almost always done by someone, and so are most linked stockpiles (i think). on that note, check that your stockpiles are linked properly/not linked at all, and that there is nothing scarry or dangerous between the dwarves and the items. thats all I can think of right now.

Barely made it to the other coast to test this and then BAM!, the game crashed.

Wheelbarrows are off at least for some of the stockpiles. Items are mostly stones and wooden logs lying around the map. Main stockpiles aren't linked and there isn't anything scary I know of on the map.
Title: Re: DF2014 Question and Answer Thread
Post by: Grand Sage on December 15, 2017, 02:57:09 pm
After searching through the forums without finding anything: what does "exact match" in the uniforms screen do? Do they pick up, say, leather armor even though I specified metal armor if its on "partial match"?
Title: Re: DF2014 Question and Answer Thread
Post by: deathpunch578 on December 15, 2017, 03:03:14 pm
After searching through the forums without finding anything: what does "exact match" in the uniforms screen do? Do they pick up, say, leather armor even though I specified metal armor if its on "partial match"?
partial match means if you said to use iron breastplates but there are no more iron breastplates they will use what ever breastplate is left

exact match means that if there is no iron breastplates they will not wear any breastplate until an iron one is available
Title: Re: DF2014 Question and Answer Thread
Post by: Jazz Cat on December 15, 2017, 09:10:24 pm
Can I send my dwarves out on a raid and have them just massacre everyone they find? The first time I tried the general "raid this site" mission they just went in, freed some prisoners, and came back.

I apologize for the somewhat genocidal question but my latest world has an island entirely populated by elves. I'm sure you understand.
Title: Re: DF2014 Question and Answer Thread
Post by: Jazz Cat on December 15, 2017, 09:32:45 pm
Oh, and a second question: When the manager checks to see if, say, there's at least 10 plump helmets available, does that check the entire fortress, or can I limit it to checking stockpiles/burrows linked to the workshop?
Title: Re: DF2014 Question and Answer Thread
Post by: anewaname on December 16, 2017, 08:26:54 am
Oh, and a second question: When the manager checks to see if, say, there's at least 10 plump helmets available, does that check the entire fortress, or can I limit it to checking stockpiles/burrows linked to the workshop?
If you add the work order at the specific workshop that is linked to those stockpiles, it will be limited to stockpiles/burrows linked to the workshop.
Title: Re: DF2014 Question and Answer Thread
Post by: Bumber on December 16, 2017, 12:31:29 pm
Oh, and a second question: When the manager checks to see if, say, there's at least 10 plump helmets available, does that check the entire fortress, or can I limit it to checking stockpiles/burrows linked to the workshop?
If you add the work order at the specific workshop that is linked to those stockpiles, it will be limited to stockpiles/burrows linked to the workshop.
Is that really true? Sounds useful if that is the case, but I have my doubts.
Title: Re: DF2014 Question and Answer Thread
Post by: anewaname on December 17, 2017, 08:56:43 am
Oh, and a second question: When the manager checks to see if, say, there's at least 10 plump helmets available, does that check the entire fortress, or can I limit it to checking stockpiles/burrows linked to the workshop?
If you add the work order at the specific workshop that is linked to those stockpiles, it will be limited to stockpiles/burrows linked to the workshop.
Is that really true? Sounds useful if that is the case, but I have my doubts.
It is not true... I thought it was, because a smelt-it-if-it-arrives-in-the-stockpile system has been working without job-cancel spam.
Title: Re: DF2014 Question and Answer Thread
Post by: Grand Sage on December 17, 2017, 09:52:26 am
Can I send my dwarves out on a raid and have them just massacre everyone they find? The first time I tried the general "raid this site" mission they just went in, freed some prisoners, and came back.

I apologize for the somewhat genocidal question but my latest world has an island entirely populated by elves. I'm sure you understand.

Oh, we understand. In my head, there is already an invasion plan for one of the two elven civs in my world ;) as of now, raids are somewhat "tame" in comparison too the rest of the game, at least from what I hear. While there is a chance that a few elves might be killed, the general concern of your raiding dwarves seems to be prisoners and artefacts (and books). I'd suggest trying to send squads one at the time, instead of sending them all on the same mission, then come back and tell us how that worked out. Or start a "kill the hippies" science thread ;)

By the way, loving your name! ;)
Title: Re: DF2014 Question and Answer Thread
Post by: el Indio on December 18, 2017, 06:01:05 am
I am embarking in areas where my neighbours are goblins, humans and elves, however in my last two forts I haven't had any goblins turn up at all after several years, and my current fort hasn't had human traders either.  Previous forts with tower neighbours have given me undead sieges every time. 

Also none of my military dwarves will equip their boots, what's up with that?
Title: Re: DF2014 Question and Answer Thread
Post by: deathpunch578 on December 18, 2017, 09:49:43 am
I am embarking in areas where my neighbours are goblins, humans and elves, however in my last two forts I haven't had any goblins turn up at all after several years, and my current fort hasn't had human traders either.  Previous forts with tower neighbours have given me undead sieges every time. 

I believe goblins are slightly bugged in that they don't always attack.

Also none of my military dwarves will equip their boots, what's up with that?
If you use replace clothing they should equip the boots, it could also be that they already have boots so set a specific [M]aterial instead of just whatever boots they can grab
Title: Re: DF2014 Question and Answer Thread
Post by: el Indio on December 18, 2017, 02:49:54 pm
I believe goblins are slightly bugged in that they don't always attack.

Damn. 

If you use replace clothing they should equip the boots, it could also be that they already have boots so set a specific [M]aterial instead of just whatever boots they can grab

They are set to metal uniform.  They removed their cloth caps to equip helms.  I will have them unequip everything to see if that works.

Thanks for the help.
Title: Re: DF2014 Question and Answer Thread
Post by: Kat on December 25, 2017, 09:13:11 pm
Do temples work better if they have a performer assigned ?
Title: Re: DF2014 Question and Answer Thread
Post by: mross on January 05, 2018, 01:46:20 pm
next fort well be above ground because I don't like how easy it is to wall off everything and not even need forges or military; will the thousands of blocks permanently placed in constructions have a significant fps impact? population will be low, soft 24 strict 120, possibly less.
Title: Re: DF2014 Question and Answer Thread
Post by: Jazz Cat on January 06, 2018, 03:04:04 am
Blocks shouldn't add too much drag on the FPS, as far as I know. The main items that hit your FPS are clothing, because they calculate wear every tick.
Title: Re: DF2014 Question and Answer Thread
Post by: gordy on January 10, 2018, 11:59:14 pm
Will offsite raids respect were-status? I've put my two wereape dwarves into a squad and they've returned with spoils three times. They are unarmed and with no weapons.. Just luck?
Title: Re: DF2014 Question and Answer Thread
Post by: Encrtia on January 12, 2018, 09:50:25 am
How can I check the age of my caged Minotaur?

Assuming I have LazyNewPack with DFHack enabled, how long do clothes last before entering the first stage of "xWearx"?
Title: Re: DF2014 Question and Answer Thread
Post by: deathpunch578 on January 12, 2018, 12:42:51 pm
How can I check the age of my caged Minotaur?

Assuming I have LazyNewPack with DFHack enabled, how long do clothes last before entering the first stage of "xWearx"?
here are two ways

1. check the legends. just look up the name of the minotaur and it should give a birth date

2. build a statue, there is an option to look at specific events the minotaur were in. this should give you a very rough estimate of how old it is

if the minotaur doesn't have a name then you can't check it
Title: Re: DF2014 Question and Answer Thread
Post by: Encrtia on January 12, 2018, 01:04:03 pm
How can I check the age of my caged Minotaur?

Assuming I have LazyNewPack with DFHack enabled, how long do clothes last before entering the first stage of "xWearx"?
here are two ways

1. check the legends. just look up the name of the minotaur and it should give a birth date

2. build a statue, there is an option to look at specific events the minotaur were in. this should give you a very rough estimate of how old it is

if the minotaur doesn't have a name then you can't check it

Oh. That's a pity.. I was actually wanting to check this Great Horned Owl Man's age, but went with Minotaur for simplicity as I have one as well (& was curious). Thanks

Edit: In addition to my previous question (quoted below), how can I make necromancer's raise the dead in my fortress to train on? I have them behind a fortificaiton, but they don't raise anything I put near them (hair, bones, skeletons, etc.)

Assuming I DFHack enabled, how long do clothes last before entering the first stage of "xWearx"?
Title: Re: DF2014 Question and Answer Thread
Post by: Stormfeather on January 13, 2018, 11:09:58 pm
Hrm, should we actually make a new thread for the new version? I think probably, but I don't wanna be the one to move away from a long-running beloved thread XD

So thus my question (in 44.04): I currently have a work order set up (well, multiples of them) to make new clothes of various types whenever I'm under a certain number of them, and when I have enough of the specific type of thread to leave me with a few in case of moods/restocking the hospital.

One question that I *think* I know the answer to: does it count clothes currently claimed/being worn by dwarfs toward this number? I'm thinking no, but I wanted to double-check to make sure.

My main question though: is there some way to add a condition to the order to make more clothes if there are fewer than a certain number of "pristine" (for lack of a better term) clothes available? I mean, if I have all xpig tail cloakx or Xllama wool trousersX or whatever, I'd like it to make more fresh clothes, but I don't think there's any way to designate that. (It doesn't help that I think of that as the clothing "condition," and that kind of gets tangled in my mind with the work order "conditions.")

If worst comes to worst I can wait for the next caravan and unload all my worn-down clothes onto it, and keep doing that each time a caravan comes (that doesn't get canceled cause oh hey siege), but that is not something that I look forward to.
Title: Re: DF2014 Question and Answer Thread
Post by: gordy on January 14, 2018, 11:50:22 pm
Ok so I sent away two wereape dwarves on missions to keep them from infecting my fortress. While they were away, I added a third to the squad, and he wandered offsite as well. Now they've not come back after two seasons.

Have I borked the mission by adding recruits to the mission while it was underway, or have they all died and if so, when should I expect a report?
Title: Re: DF2014 Question and Answer Thread
Post by: gordy on January 18, 2018, 08:05:03 pm
Ok I upgraded to the latest version and managed to call back my two squads (one travelling and one not). I'm glad to have all my military returned!

But my wereape squad is still travelling after three seasons. I can't disband or call them back. Will I ever get notifications? Could I somehow track them down in adventure mode?
Title: Re: DF2014 Question and Answer Thread
Post by: Telgin on January 21, 2018, 02:04:29 pm
Is there any way to configure stockpiles to accept only empty bags?  I set up a stockpile to accept only bags and only those made of cloth, yarn or leather.  The stockpile ended up filled with bags of seeds, even though seeds are disabled on the stockpile.
Title: Re: DF2014 Question and Answer Thread
Post by: falcn on January 21, 2018, 03:03:15 pm
How can I check the age of my caged Minotaur?


In dfhack console with unit selected
Code: [Select]
gui/unit-info-viewer
alternatively, if you need to go deeper
Code: [Select]
gui/gm-editor
Title: Re: DF2014 Question and Answer Thread
Post by: anewaname on January 21, 2018, 03:49:33 pm
Is there any way to configure stockpiles to accept only empty bags?  I set up a stockpile to accept only bags and only those made of cloth, yarn or leather.  The stockpile ended up filled with bags of seeds, even though seeds are disabled on the stockpile.
The problem is that the seeds travel to empty bags, regardless of where those are. The solution is to create a seed stockpile somewhere and after a bag receives seeds, it will be taken from your bag stockpile and brought to the seed stockpile. Once a seed stockpile has a bag for each seed type, it should be where the seeds are sent to and seeds will stop clogging up your empty bag stockpile.
Title: Re: DF2014 Question and Answer Thread
Post by: Romeofalling on January 21, 2018, 05:13:54 pm
Is there any way to configure stockpiles to accept only empty bags?  I set up a stockpile to accept only bags and only those made of cloth, yarn or leather.  The stockpile ended up filled with bags of seeds, even though seeds are disabled on the stockpile.

Last time I checked, plaster powders don't have an associated stockpile, so those will always end up in Empty Bag stockpiles.

Related question: I know there are macros for loading and saving stockpile settings in dfhack. Is there a download of those saved stockpiles anywhere? Preferably ones that sort by industry?
Title: Re: DF2014 Question and Answer Thread
Post by: Juan117 on January 21, 2018, 07:48:38 pm
Hey guys ,am playing DF 44.05 and i cant find the way to designate a room as my dining hall from my table,has it changed or been removed ?
Title: Re: DF2014 Question and Answer Thread
Post by: They Got Leader on January 21, 2018, 08:06:18 pm
Hey guys ,am playing DF 44.05 and i cant find the way to designate a room as my dining hall from my table,has it changed or been removed ?

It should be the same way as always. Once you set up the room, press "h" to designate a Meeting Hall (it switches <N> to <Y> ).
Title: Re: DF2014 Question and Answer Thread
Post by: Telgin on January 21, 2018, 09:31:12 pm
Is there any way to configure stockpiles to accept only empty bags?  I set up a stockpile to accept only bags and only those made of cloth, yarn or leather.  The stockpile ended up filled with bags of seeds, even though seeds are disabled on the stockpile.
The problem is that the seeds travel to empty bags, regardless of where those are. The solution is to create a seed stockpile somewhere and after a bag receives seeds, it will be taken from your bag stockpile and brought to the seed stockpile. Once a seed stockpile has a bag for each seed type, it should be where the seeds are sent to and seeds will stop clogging up your empty bag stockpile.

Interesting, but that definitely makes sense.  Thanks, I'll give that a shot.
Title: Re: DF2014 Question and Answer Thread
Post by: falcn on January 24, 2018, 06:05:38 am
What is the most effective way to dig 1x1 hole across 100 z-levels?

I needed it as a sealed water drain, or to deliver sand to magma kiln, and the amount of service tunnels and other work needed to make 1x1 hole is insane.

I wasn't able to make dorf channel the hole all the way, even if locked, he aborts the task after 3-7 z-levels and just chills in the hole with "No job".
Title: Re: DF2014 Question and Answer Thread
Post by: Loci on January 24, 2018, 10:16:51 am
What is the most effective way to dig 1x1 hole across 100 z-levels?

Dig your chute using up/down stairs instead, then channel just the top tile. Liquids, items, and minecarts that are already falling when they reach the stairs will fall all the way down to the bottom of the stairwell.
Title: Re: DF2014 Question and Answer Thread
Post by: el Indio on January 26, 2018, 03:32:40 am
Is there a way to reuse stones in a stone fall trap?  Every time one is triggered the mechanic hauls a stone to load the trap, but there is a perfectly good stone already right there. 
Title: Re: DF2014 Question and Answer Thread
Post by: deathpunch578 on January 26, 2018, 12:45:17 pm
Is there a way to reuse stones in a stone fall trap?  Every time one is triggered the mechanic hauls a stone to load the trap, but there is a perfectly good stone already right there.
the mechanics just take the stone closest to them when they reload it, if you want to use specific stones or re-use them you have to forbid all of the stone and un-forbid the stone you want to use then they will use that stone only.
Title: Re: DF2014 Question and Answer Thread
Post by: Isher on January 26, 2018, 01:43:19 pm
The wiki states: Keep in mind that your population must be at least 80 to get a king and 100 to obtain the current game features.

Which game features require 100 dwarves? Does this 100 include children and visitor citizens or does it need to be adult dwarves?

I'm tired of having so many dwarves that I don't know who they are, trying to find the best population cap for my next play.

(EDIT) Well I guess that part of the wiki is wrong, it takes 140 to get a metropolis and have a monarch arrive. What does 100 get you or is the above quote from the wiki entirely wrong?
Title: Re: DF2014 Question and Answer Thread
Post by: smithist on January 27, 2018, 07:15:15 pm
Two questions about war animals and pets:

Do assigned war animals provide the same happy thought (scaled with value) as a pet that's been adopted?

Do war animals, and pets in general, have less taxing pathfinding that say a pastured animal?
Title: Re: DF2014 Question and Answer Thread
Post by: Romeofalling on January 27, 2018, 08:59:29 pm
Not an expert, but dwarves get upset if their assigned war animals die. AFAIK, pastured animals in a locked room have the lowest pathfinding calculations, but I'm even less of an expert on that stuff.

Title: Re: DF2014 Question and Answer Thread
Post by: anewaname on January 27, 2018, 10:40:26 pm
Do war animals, and pets in general, have less taxing pathfinding that say a pastured animal?
Probably not. A pastured animal stays in the pasture and moves occasionally (more often for grazers that are looking for more food). War animals and pets are following a dwarf and are either constantly path-finding over a short distance, or are following the path laid out by the dwarf (with short-distance pathfinding required if the path is blocked). Which ever method it uses, it is likely to use more FPS due to the constant movement of the dwarf that is being followed. War animals do not need to be assigned and you can put 100 war dogs in a one cage, linked to a lever.
Title: Re: DF2014 Question and Answer Thread
Post by: sheepish_gorilla on February 06, 2018, 05:36:39 am
Quick question about blocking off water channels:

Normally, you can block enemies coming through water by using fortifications. But I've read here on the forum that enemies can sometimes swim through them if they are 7/7 filled.
It is my understanding that enemies can't swim through bars or grates. But these have the problem that they can be destroyed by building destroyers.

So far I've used multi-level siphon designs to prevent building destroyers destroying the grates.

But, what if you use a fortification and grate in succesion? the enemy can't swim through the fortification because there is no place to stand behind the fortification, and the enemy can't destroy the grate because there is no place to stand in front of the grate while destroying it.

Would this allow for a same-level fool-proof barrier?

(Possible addition for ranged building destroyers, having 2 fortifications, going diagonal and back to prevent line of sight to the grate)
Title: Re: DF2014 Question and Answer Thread
Post by: Bumber on February 07, 2018, 01:57:56 am
But, what if you use a fortification and grate in succesion? the enemy can't swim through the fortification because there is no place to stand behind the fortification, and the enemy can't destroy the grate because there is no place to stand in front of the grate while destroying it.
Two issues:
1. They can sit inside the fortification.
2. Building destroyers attack from 2 tiles away.
Title: Re: DF2014 Question and Answer Thread
Post by: Dunamisdeos on February 07, 2018, 02:10:47 pm
Quick question about blocking off water channels:

Normally, you can block enemies coming through water by using fortifications. But I've read here on the forum that enemies can sometimes swim through them if they are 7/7 filled.
It is my understanding that enemies can't swim through bars or grates. But these have the problem that they can be destroyed by building destroyers.

So far I've used multi-level siphon designs to prevent building destroyers destroying the grates.

But, what if you use a fortification and grate in succesion? the enemy can't swim through the fortification because there is no place to stand behind the fortification, and the enemy can't destroy the grate because there is no place to stand in front of the grate while destroying it.

Would this allow for a same-level fool-proof barrier?

(Possible addition for ranged building destroyers, having 2 fortifications, going diagonal and back to prevent line of sight to the grate)

*Kool-Aid-Mans through the wall of the thread*

MY TIME HAS COME AGAIN. The third one about Grates is most pertinent to your question, and also involves a famous celebrity.


It is also easy to add wells to your underground pipe system. Just make sure that the water flows diagonally from the pressurized pipe to the well area. Your dwarves should have no problem escaping the rapidly filling well area, and the water will not rise above the well level.


God but I love posting these anytime anyone mentions waterways.

*exits through opposite wall*
Title: Re: DF2014 Question and Answer Thread
Post by: sheepish_gorilla on February 08, 2018, 08:56:03 am
Quick question about blocking off water channels:
Spoiler (click to show/hide)

*Kool-Aid-Mans through the wall of the thread*

MY TIME HAS COME AGAIN. The third one about Grates is most pertinent to your question, and also involves a famous celebrity.


It is also easy to add wells to your underground pipe system. Just make sure that the water flows diagonally from the pressurized pipe to the well area. Your dwarves should have no problem escaping the rapidly filling well area, and the water will not rise above the well level.


God but I love posting these anytime anyone mentions waterways.

*exits through opposite wall*

Thanks for the images Dunamisdeos. But like I said in my original post, I'm already using these kind of multi z-level siphons, so I was hoping for a simpler same z-level solution (although, is siphon the correct term for it? those swan necks below sinks, English isn't my native language).

The diagonal wasn't meant for water pressure, but for breaking line of sight to the wall grate, like this:
Code: [Select]
                WWWWWWW
water source >> 77FWG77 >> to fort
                WWWFWWW
                WWWWWWW

F = fortification
G = wall grate or vertical bars

But as Bumber pointed out, that won't work when FB's can sit in fortifications...

Title: Re: DF2014 Question and Answer Thread
Post by: Sanctume on February 08, 2018, 02:12:15 pm

Thanks for the images Dunamisdeos. But like I said in my original post, I'm already using these kind of multi z-level siphons, so I was hoping for a simpler same z-level solution (although, is siphon the correct term for it? those swan necks below sinks, English isn't my native language).

The diagonal wasn't meant for water pressure, but for breaking line of sight to the wall grate, like this:
Code: [Select]
                WWWWWWW
water source >> 77FWG77 >> to fort
                WWWFWWW
                WWWWWWW

F = fortification
G = wall grate or vertical bars

But as Bumber pointed out, that won't work when FB's can sit in fortifications...


Use grates in the same z, and have the z-1 siphon (DF's gravity water pressure filter). 

Code: [Select]
z+0
################  # = wall
##########d++++#  d = down stairs
##########L#+o++  + = floor
############+++#  o = well
################  L = Lever link to flood gate water shut off.

z-1
################  > = water source, 7 = 7/7 water
##########u#777#  d = down stairs
>7d#G+GCdfC7777#  G = Grate over down stairs
############777#  C = Constructed wall
################  f = flood gate

z-2
################  u = up stairs
############777# 
##u+u#u+u###777#
############777#
################

Title: Re: DF2014 Question and Answer Thread
Post by: anewaname on February 08, 2018, 05:16:40 pm
Thanks for the images Dunamisdeos. But like I said in my original post, I'm already using these kind of multi z-level siphons, so I was hoping for a simpler same z-level solution (although, is siphon the correct term for it? those swan necks below sinks, English isn't my native language).
The swan neck below the sink is called a "trap" or an "S-bend" (https://en.wikipedia.org/wiki/Trap_(plumbing)) in America, and might have other names in other English-speaking countries.
Title: Re: DF2014 Question and Answer Thread
Post by: Dunamisdeos on February 09, 2018, 06:40:31 pm
I seriously just get excited any time someone mentions water pressure, i'll try and reign it back.

Anyhoo I don't know of any successful 1-z methods. Not outside of a raising bridge that you lower/raise when you want water.
Title: Re: DF2014 Question and Answer Thread
Post by: el Indio on February 14, 2018, 05:40:31 pm
Is there any way to save military uniforms?  I mean like the way embark profiles can be saved. 
Also is it possible in fortress mode to have a dwarf wear a mail shirt as well as a breastplate?
Title: Re: DF2014 Question and Answer Thread
Post by: falcn on February 14, 2018, 07:52:05 pm
Is there any way to save military uniforms?  I mean like the way embark profiles can be saved. 
This is the closest thing we have
http://dwarffortresswiki.org/index.php/DF2014:Macros_and_Keymaps#Custom_Uniforms
Also is it possible in fortress mode to have a dwarf wear a mail shirt as well as a breastplate?
Yes https://imgur.com/a/7jc0B
Title: Re: DF2014 Question and Answer Thread
Post by: el Indio on February 15, 2018, 05:11:43 am
I didn't understand the whole size/permit thing on the wiki but would this work for a uniform:

helm - hood
dress - mail shirt - breastplate - cloak
gauntlets - mittens
trousers - greaves
socks - high boots
Title: Re: DF2014 Question and Answer Thread
Post by: Gigaz on February 16, 2018, 12:45:58 pm
Does anyone know how to turn off the pause on "Urist has given birth to a girl/boy!"?
Title: Re: DF2014 Question and Answer Thread
Post by: falcn on February 16, 2018, 12:48:36 pm
Does anyone know how to turn off the pause on "Urist has given birth to a girl/boy!"?

In announcements.txt, replace

[BIRTH_CITIZEN:A_D:D_D:P:R]

with

[BIRTH_CITIZEN:A_D:D_D]
Title: Re: DF2014 Question and Answer Thread
Post by: Gigaz on February 16, 2018, 12:49:38 pm
Thank you  :)
Title: Re: DF2014 Question and Answer Thread
Post by: sheepish_gorilla on February 17, 2018, 10:57:28 am
Hey guys, new question:

I want to seal off some caverns. So, blocking off all exits (leaving room at two spots for spawning, with trap systems etc). But, what to do with cavern lakes? a: do (amphibious) creatures spawn in lakes edges and b: do FB's spawn in lake edges?
If so, I need to revise my plans by dropping a wall cave-in-style in the lake. Seems easier than to wall off the whole circumference of the lake.
Title: Re: DF2014 Question and Answer Thread
Post by: Telgin on February 18, 2018, 01:32:40 am
Unless things have changed, I'm pretty sure creatures, including FBs, can spawn underwater at the cavern edge.  In the past I've always just resorted to walling off entire passages that included water, but it's admittedly not terribly practical for some cavern layouts.
Title: Re: DF2014 Question and Answer Thread
Post by: Lolor31 on February 18, 2018, 05:10:52 pm
The bug that makes dwarves unable to use weapons larger than the average height of the dwarves is still present in the game?
Title: Re: DF2014 Question and Answer Thread
Post by: Telgin on February 23, 2018, 12:32:00 pm
Worth a test since the update that allowed nondwarf citizens, but I'm pretty sure it hasn't been fixed.
Title: Re: DF2014 Question and Answer Thread
Post by: Trif on February 23, 2018, 03:21:37 pm
Meetings have stopped in my fortress. I'm getting no more petitions, discussions with the outpost liaison or anything like that.
I think this started when my first mayor was elected.

Is this a known problem, and can it be resolved?
Title: Re: DF2014 Question and Answer Thread
Post by: falcn on February 23, 2018, 05:52:36 pm
Meetings have stopped in my fortress. I'm getting no more petitions, discussions with the outpost liaison or anything like that.
I think this started when my first mayor was elected.

Is this a known problem, and can it be resolved?
I had this problem for a year, somehow it resolved itself. Try reassigning your mayor, unassign/assign office, disable all labors.
Title: Re: DF2014 Question and Answer Thread
Post by: Dunamisdeos on February 23, 2018, 08:51:38 pm
If you flood his office with magma it accomplishes the other steps at the same time.

(https://s13.postimg.org/vzshu95af/thinkaboutit.jpg)
Title: Re: DF2014 Question and Answer Thread
Post by: Telgin on February 26, 2018, 10:39:32 am
Judging by the bug tracker it's a known bug and will be fixed in the upcoming version.
Title: No more High Boots?
Post by: MantisMan on March 19, 2018, 05:41:19 pm
The last 2 dwarven civs I played in the new version have only had low boots available. No high boots.

I know that what equipment a civilization can construct is randomized to some degree when a world is generated, but I was wondering if, for some reason, high boots were no longer a thing in new versions of the game.
Title: Re: DF2014 Question and Answer Thread
Post by: Dunamisdeos on March 19, 2018, 05:43:56 pm
I've had that happen, there is apparently a chance of no high/low boots. Been that way for a while, though it's been a rare thing for me.
Title: Re: DF2014 Question and Answer Thread
Post by: Ragnarock on March 20, 2018, 06:16:31 am
Is there any point in building cages from anything other than wood? Except magma safety.
Title: Re: DF2014 Question and Answer Thread
Post by: deathpunch578 on March 20, 2018, 09:08:57 am
no, however animal traps shouldn't be made of wood since there is a higher chance of it breaking.
Title: Re: DF2014 Question and Answer Thread
Post by: §k on March 20, 2018, 09:54:24 am
Wood is probably the best material. It's light. Rat can gnaw through its wooden cage, though.

Magma glass furnace + sand = free green glass. Green glass terrarium is a thing.

I don't know if it's myth or fact, but I heard that fire imp can set its wooden cage in fire with body temperature.
Title: Re: DF2014 Question and Answer Thread
Post by: New man on March 21, 2018, 11:44:28 am
How list of available stones of merchants are formed?

I noticed that dwarves sometimes don't have certain rock to order through lialison but human often bring anything.
Title: Re: DF2014 Question and Answer Thread
Post by: Telgin on March 21, 2018, 12:08:00 pm
My understanding is that it's supposed to be based on the geography from wherever the caravan's civilization comes from, but I don't know that for sure.  I'm pretty sure it works that way for your own civilization, at least.
Title: Re: DF2014 Question and Answer Thread
Post by: Kametec_Housen on March 21, 2018, 01:07:37 pm
Each civilization has access to certain stones. Their selection is determined during worldgen, somehow. You can check what stones your civilization has access to during embark or when making an import order.

I wonder, is it possible to mod stones a civ has access to? I usually spend a long time when rolling a world, because I'm checking embark options for each civilization (waiting for history update again and again) and if I don't find a civilization with access to bituminous coal and whatever combination of ores I want at the moment, I reroll entire world and start the checking process all over again.
Title: Re: DF2014 Question and Answer Thread
Post by: New man on March 21, 2018, 01:24:07 pm
I added these to the human raws (Entity_default.txt, where "PLAINS")

Code: [Select]
[POSITION:APh_GUILD_REPRESENTATIVE]
[NAME:Hoardmaster:Hoardmasters]
[NUMBER:1]
[RESPONSIBILITY:TRADE]
[RESPONSIBILITY:ESTABLISH_COLONY_TRADE_AGREEMENTS]
[PRECEDENCE:40]
[MENIAL_WORK_EXEMPTION]
[SLEEP_PRETENSION]
[PUNISHMENT_EXEMPTION]
[ACCOUNT_EXEMPT]
[DO_NOT_CULL]
[COLOR:7:0:1]
[DUTY_BOUND]

This adds something like outpost liaison for humans.

In my experience, they have all stones, but I not confident that it always happen.
Title: Re: DF2014 Question and Answer Thread
Post by: Ulfarr on March 21, 2018, 02:15:25 pm
Is there any reason NOT to stop the worldgen before it hits the end year set during the design phase?

The only info I could find about it, was a single line in DFwiki's fortrerss mode tutorial stating " A common new player error is to stop the World Generation once the History year counter slows down. Do not do this, as this may impede trading later on. "
Title: Re: DF2014 Question and Answer Thread
Post by: Telgin on March 21, 2018, 02:29:24 pm
I'm not sure what impact it has on trade, specifically, but stopping it early will just mean that fewer worldgen events happen.  Less sites founded, sites razed, megabeast attacks, battles, nobility changes, etc.

As far as I know there's nothing special about any particular year.  If you gen a world with a long history but stop it short at year 50, it should be the same as if you'd stopped it at year 50 with any other setting.
Title: Re: DF2014 Question and Answer Thread
Post by: Ulfarr on March 22, 2018, 05:43:03 am
yep, unless there is any bug, it should be the same (logically) as setting a shorter history. 

Anyway I've tried to generate a few worlds like this, and so far the only noticable thing I 've found (through legend viewer, not actual gameplay) was that one dwarven site was listed as having 13 animated goblins as part of their "other" population. Said site is near a necro tower, so there is a chance I stopped worldgen during a necro siege or it could be entirely unrelated.
Title: Re: DF2014 Question and Answer Thread
Post by: New man on March 22, 2018, 10:17:45 am
Does civilization living creature count affect on caravans?

I have a human civilization that did almost extinct.
So I want to 'resurrect' them by creating their site near my future dwarven fortress (there are no humans in embark screen and I want caravans from this site).
I checked that adding SITE_CONTROLLABLE works fine and I can embark as them. Also, humans start to be neighbours after retire.

However, they are almost extinct (Legends viewer doesn't show any living creatures of them) so I wanna know does this factor affect on caravan size or goods range?
In older versions thats doesn't matter but I am not sure about current version.
Title: Re: DF2014 Question and Answer Thread
Post by: Jazz Cat on March 22, 2018, 01:31:27 pm
If I make a farm plot for an above-ground crop with the [GROWTH_DROPS_OFF] tag on its fruit, is it possible to get my dwarves to just pick up the fruit that falls off and leave the actual crop where it is without harvesting it? Will the crop wither if they do that? I want to set up some above-ground farms for food, but the problem is that if I cook the plant into a meal, I don't get the seed. What I want is a crop that will stay where it is so it'll keep growing after I harvest the fruit from it, the way it works when you tell your dwarves to gather plants. I just don't want to actually tell them to gather plants, because I want to put the plants in my farm instead of having them scattered across the map where they generated.
Title: Re: DF2014 Question and Answer Thread
Post by: Sanctume on March 22, 2018, 02:34:34 pm
If I make a farm plot for an above-ground crop with the [GROWTH_DROPS_OFF] tag on its fruit, is it possible to get my dwarves to just pick up the fruit that falls off and leave the actual crop where it is without harvesting it? Will the crop wither if they do that? I want to set up some above-ground farms for food, but the problem is that if I cook the plant into a meal, I don't get the seed. What I want is a crop that will stay where it is so it'll keep growing after I harvest the fruit from it, the way it works when you tell your dwarves to gather plants. I just don't want to actually tell them to gather plants, because I want to put the plants in my farm instead of having them scattered across the map where they generated.

Sounds like at tree with a gather zone.  I did this 7x7 around the base of an apple tree, but needed 7z to cover/ceiling the top of the tree.  Apple cider and apple fruits! 
Title: Re: DF2014 Question and Answer Thread
Post by: Sutremaine on March 22, 2018, 08:02:47 pm
Unless things have changed, I'm pretty sure creatures, including FBs, can spawn underwater at the cavern edge.  In the past I've always just resorted to walling off entire passages that included water, but it's admittedly not terribly practical for some cavern layouts.
I haven't seen it happen. Has anyone else? I have seen FBs spawn on walkable tree or mushroom tiles right against the map edge though.
Title: Re: DF2014 Question and Answer Thread
Post by: Jazz Cat on March 23, 2018, 01:42:28 am
Sounds like at tree with a gather zone.  I did this 7x7 around the base of an apple tree, but needed 7z to cover/ceiling the top of the tree.  Apple cider and apple fruits!

Yeah, that's the idea -- but I'd prefer to grow the tree/plant/crop in my farm, rather than having to set the gather zones around where I find the trees when I embark.
Title: Re: DF2014 Question and Answer Thread
Post by: FantasticDorf on March 23, 2018, 04:10:01 am
Sounds like at tree with a gather zone.  I did this 7x7 around the base of an apple tree, but needed 7z to cover/ceiling the top of the tree.  Apple cider and apple fruits!

Yeah, that's the idea -- but I'd prefer to grow the tree/plant/crop in my farm, rather than having to set the gather zones around where I find the trees when I embark.

Unless you're selective with cutting trees and paving over the wrong types of tree that you want , you can't specifically plant trees to get fruit its just not a feature, it would also take about 10 ingame years of growth to sprout because all trees have a same growth pattern (which isn't really like real trees that are variable). Treefarms are a longstanding development target.

On the other hand there is a wide variety of plantable crops aboveground and harvestables that pop up yearly inside specific biomes and embarks, all you require to start farming them is to wet a area of outside exposed land. Which can either be a building above-ground if you want to keep it safe, a open air farm or a underground farm with the layers dug out as long as its swept over with water to leave mud to irrigate it.
Title: Re: DF2014 Question and Answer Thread
Post by: Jazz Cat on March 23, 2018, 12:06:07 pm
Unless you're selective with cutting trees and paving over the wrong types of tree that you want , you can't specifically plant trees to get fruit its just not a feature, it would also take about 10 ingame years of growth to sprout because all trees have a same growth pattern (which isn't really like real trees that are variable). Treefarms are a longstanding development target.

On the other hand there is a wide variety of plantable crops aboveground and harvestables that pop up yearly inside specific biomes and embarks, all you require to start farming them is to wet a area of outside exposed land. Which can either be a building above-ground if you want to keep it safe, a open air farm or a underground farm with the layers dug out as long as its swept over with water to leave mud to irrigate it.

So I'd have to set up a tract of empty ground and hope that some garden vegetables sprout there?
Title: Re: DF2014 Question and Answer Thread
Post by: FantasticDorf on March 23, 2018, 01:56:31 pm
Yeah, pretty much, just conserve some natural space or find plants that are naturally sprouting.
Title: Re: DF2014 Question and Answer Thread
Post by: Sanctume on March 23, 2018, 02:10:30 pm
I've collapse a square of surface dirt down to the stone layers.  I know trees turn into logs.  But I do not recall if sapplings survive. 

I do know that new sapplings can sprout since the tiles are still originally from the surface, relocated down a few z-layers.
Title: Re: DF2014 Question and Answer Thread
Post by: Bumber on March 23, 2018, 02:48:34 pm
If I make a farm plot for an above-ground crop with the [GROWTH_DROPS_OFF] tag on its fruit, is it possible to get my dwarves to just pick up the fruit that falls off and leave the actual crop where it is without harvesting it? [...]
Sounds like at tree with a gather zone.  I did this 7x7 around the base of an apple tree, but needed 7z to cover/ceiling the top of the tree.  Apple cider and apple fruits!
Unless you're selective with cutting trees and paving over the wrong types of tree that you want , you can't specifically plant trees to get fruit its just not a feature, it would also take about 10 ingame years of growth to sprout because all trees have a same growth pattern (which isn't really like real trees that are variable). Treefarms are a longstanding development target. [...]

It seems like people are misinterpreting the original question. They're asking if you can mod farm crops to behave like trees.
Title: Re: DF2014 Question and Answer Thread
Post by: Jazz Cat on March 23, 2018, 06:07:38 pm
If I make a farm plot for an above-ground crop with the [GROWTH_DROPS_OFF] tag on its fruit, is it possible to get my dwarves to just pick up the fruit that falls off and leave the actual crop where it is without harvesting it? [...]
Sounds like at tree with a gather zone.  I did this 7x7 around the base of an apple tree, but needed 7z to cover/ceiling the top of the tree.  Apple cider and apple fruits!
Unless you're selective with cutting trees and paving over the wrong types of tree that you want , you can't specifically plant trees to get fruit its just not a feature, it would also take about 10 ingame years of growth to sprout because all trees have a same growth pattern (which isn't really like real trees that are variable). Treefarms are a longstanding development target. [...]

It seems like people are misinterpreting the original question. They're asking if you can mod farm crops to behave like trees.

No, I'm asking if I can plant un-modded plants on a farm plot and have them act like naturally-occurring shrubs.

It looks like I can't, though; apparently a shrub is actually a type of tile.
Title: Re: DF2014 Question and Answer Thread
Post by: New man on March 24, 2018, 11:29:27 am
It seems like people are misinterpreting the original question. They're asking if you can mod farm crops to behave like trees.
Currently you can't, however, you can achieve this via dfhack script.

Another way I made in my own mod (https://github.com/AngelicosPhosphoros/AngelicosPhosphorosDFMod/). I grow plant on farms, then form logs from them via special reaction.
You can watch my commits that related "farm wood", etc.

If you need actual trees instead of logs, you can just place shrubs via DFHack (`plant` command), they will eventually grow up. Look further here:http://dfhack.readthedocs.io/en/stable/docs/Plugins.html?highlight=plant#plant (http://dfhack.readthedocs.io/en/stable/docs/Plugins.html?highlight=plant#plant)
Title: Re: DF2014 Question and Answer Thread
Post by: Jazz Cat on March 24, 2018, 02:57:18 pm
Oh neat, that's a rad script. I should've checked DFHack's docs first.
Title: Re: DF2014 Question and Answer Thread
Post by: scriver on March 26, 2018, 11:35:43 am
Do derwes that share a room need more than one bed?
Title: Re: DF2014 Question and Answer Thread
Post by: Telgin on March 26, 2018, 11:51:20 am
Depends.  If they're family members, then no, they can share the bed.  If you want to stuff two unrelated dwarves in the same physical room, then yes, you'll need to give each a bed and assign it as theirs.
Title: Re: DF2014 Question and Answer Thread
Post by: scriver on March 26, 2018, 11:56:41 am
Yeah, I was referring to family members. And thanks, I've been wondering that for years. I guess my available room space just doubled!
Title: Re: DF2014 Question and Answer Thread
Post by: FantasticDorf on March 26, 2018, 12:26:00 pm
Yeah, I was referring to family members. And thanks, I've been wondering that for years. I guess my available room space just doubled!

Because the room space is shared, they will also share the available furniture for containing clothes & items hence ideally need one set of furniture each per dwarf currently living there, usually upgrading the room space to about 3x5 minimum (however you want to interpret that with 2 coffers, 2 cabinets & a bed) or really cramming it into a smaller space.
Title: Re: DF2014 Question and Answer Thread
Post by: Dunamisdeos on March 26, 2018, 07:58:53 pm
Yeah, I was referring to family members. And thanks, I've been wondering that for years. I guess my available room space just doubled!

It's funny if you take this out of context of DF.
Title: Re: DF2014 Question and Answer Thread
Post by: thvaz on March 26, 2018, 10:14:15 pm
Does anyone having issues with civilians sometimes not respecting burrows in alerts and jumping lemming-like outside of the burrows limits towards invaders? They always have the No Job listing while doing it. I think it is a bug, but I am not sure if it was already reported. It is similar with the issue with suicide markdwarves, but civilians shouldn't be leaving burrows while in alert state.
Title: Re: DF2014 Question and Answer Thread
Post by: Pyrite on March 27, 2018, 04:44:38 am
For some time now, Dwarven honor has been implemented. This means that when a dwarf spots an ongoing fight, they have a strong urge to join in. In my experience, the only way to prevent dwarves from taking the fight to the enemy with their fists is to prevent them from getting line of sight on them.

With my marks dwarves, I've taken to locking them into their burrow.
Title: Re: DF2014 Question and Answer Thread
Post by: thvaz on March 27, 2018, 05:32:38 am
For some time now, Dwarven honor has been implemented. This means that when a dwarf spots an ongoing fight, they have a strong urge to join in. In my experience, the only way to prevent dwarves from taking the fight to the enemy with their fists is to prevent them from getting line of sight on them.

With my marks dwarves, I've taken to locking them into their burrow.

Well, they are all locked into their burrows. This is the problem, they aren't respecting it.
Title: Re: DF2014 Question and Answer Thread
Post by: Magistrum on March 27, 2018, 07:49:48 am
I believe he is being a little more literal.
Throw the keys to the gates away.
Title: Re: DF2014 Question and Answer Thread
Post by: scriver on March 27, 2018, 08:26:15 am
I think that is a little too literal. The door keys in my game are symbolical.
Title: Re: DF2014 Question and Answer Thread
Post by: Jazz Cat on March 27, 2018, 01:37:26 pm
Is there a way to restrict certain dwarves to certain dining rooms? My current fort is going to have a castle for the nobility, and I'd enjoy it if my haulers weren't allowed to eat in the castle.
Title: Re: DF2014 Question and Answer Thread
Post by: Dunamisdeos on March 27, 2018, 01:40:28 pm
You could create a dining room with like 8 tables for example and assign each one to a noble dwarf
Title: Re: DF2014 Question and Answer Thread
Post by: Telgin on March 27, 2018, 01:50:27 pm
Short of some complicated burrow system, that's pretty much the only solution.  It does have the downside that the nobles will be eating in a comparatively dumpy dining room (a single table's value), but they might not care as long as there's at least one dining room assigned to them that's good enough.  I've never tried assigning more than one to a dwarf so I'm not sure how their feelings play out if you do.
Title: Re: DF2014 Question and Answer Thread
Post by: Dunamisdeos on March 27, 2018, 02:21:20 pm
Make the tables and chairs out of platinum and carve everything, it'll be at least passable.
Title: Re: DF2014 Question and Answer Thread
Post by: Sutremaine on March 27, 2018, 03:09:37 pm
I believe the penalty from shared rooms maxes out once a room is quarter of its base value. So if you have eight overlapping dining rooms, it's fine because each quarter-value room has seven other sets of furniture in it.
Title: Re: DF2014 Question and Answer Thread
Post by: scriver on March 27, 2018, 03:17:21 pm
As a continuation on my bedside questions, since I'm now in the business of rearranging my whole bedroom arrangement - when do children need their own spaces? Do they use their parent's room and furniture until they come of age, or should I give children their own apartments?
Title: Re: DF2014 Question and Answer Thread
Post by: Dunamisdeos on March 27, 2018, 03:33:08 pm
They will use it until they become adults. Adult dwarves only share rooms with their young children and spouse.
Title: Re: DF2014 Question and Answer Thread
Post by: Jazz Cat on March 27, 2018, 06:57:22 pm
Darn... I'm planning on having tavernkeepers and performers in the taverns, too, so I don't think the dining room thing is an option for me.
Title: Re: DF2014 Question and Answer Thread
Post by: Pyrite on March 27, 2018, 08:25:21 pm
Has anyone figured out a good way to keep scholars from walking off with your library's books, other than, you know, killing them?
Title: Re: DF2014 Question and Answer Thread
Post by: thvaz on March 27, 2018, 08:47:29 pm
Has anyone figured out a good way to keep scholars from walking off with your library's books, other than, you know, killing them?

Two libraries, one allowing visitors and with no bookcases, other only for your dwarves, with bookcases. Your scholars will be able t discuss with the visitors and both will be able to write, but the books will be stored in the library without visitor access.
Title: Re: DF2014 Question and Answer Thread
Post by: Cathar on March 27, 2018, 08:50:55 pm
Stock up quires, assign a scribe. Copy them all. Everyone's happy o/
Title: Re: DF2014 Question and Answer Thread
Post by: Jazz Cat on March 27, 2018, 09:15:29 pm
Stock up quires

Don't quires have that problem where they lose all the writing in them when you bind them into books, though?
Title: Re: DF2014 Question and Answer Thread
Post by: Pyrite on March 28, 2018, 05:07:07 am
Is there currently any reliable way to make your dwarves avoid fighting, or retreat from a fight? Any tricks that usually work?
Title: Re: DF2014 Question and Answer Thread
Post by: Magistrum on March 28, 2018, 07:32:25 am
Nothing on my side, after they engage in a fight not even setting them to civilians pull them out.
Title: Re: DF2014 Question and Answer Thread
Post by: Bumber on March 28, 2018, 07:59:09 am
Do alert burrows work at all?

I guess flooding the area with water could end a fight.
Title: Re: DF2014 Question and Answer Thread
Post by: Jazz Cat on March 28, 2018, 10:24:05 am
I might try a station/move/defend burrow order somewhere far away, too. I don't know if it'll work, though.
Title: Re: DF2014 Question and Answer Thread
Post by: Pyrite on March 28, 2018, 05:47:15 pm
Pretty sure that doesn't work. If I don't lock my marksdwarves into their fortification hallway, with a physical locked door,  they will abandon their assigned burrow to go charge the enemy with the butts of their crossbows once they run out of ammo.
Title: Re: DF2014 Question and Answer Thread
Post by: Shonai_Dweller on March 28, 2018, 10:15:44 pm
Do alert burrows work at all?

I guess flooding the area with water could end a fight.
My (melee) militia happily wait inside the fortress in their burrow corridor. Until they see the enemy of course. Then they just can't help themselves but run out to say hi. Trick is to keep them out of line of sight of the oncoming horde.

And lock crossbow dorfs in a box, of course.
Title: Re: DF2014 Question and Answer Thread
Post by: Dunamisdeos on March 30, 2018, 12:56:08 pm
Is there a good way to stimulate research by scholars?

For instance, do they need writing materials to do it? If I withhold them, will they still do research?
Title: Re: DF2014 Question and Answer Thread
Post by: FantasticDorf on March 30, 2018, 04:29:24 pm
Give them some pre-prepared ability in teaching easily by letting them lead demonstrations in militias, pick out dwarves who actually like knowledge and let them mingle a bit to raise speaker. Then they'll find dwarves of the same field as them (or debate with visitors) to keep occupied.

Embark scholars while not a practical use of your embark points are usually the best.
Title: Re: DF2014 Question and Answer Thread
Post by: NekoMikoReimu on April 06, 2018, 11:08:47 pm
How do I assign war animals to my soldiers? Wiki says they can be assigned, but I can't really find anything about this...
Title: Re: DF2014 Question and Answer Thread
Post by: FantasticDorf on April 07, 2018, 01:55:02 am
How do I assign war animals to my soldiers? Wiki says they can be assigned, but I can't really find anything about this...

Its on unit preferences (v - p) under w to assign (available) hunting and war animals, wherein they'll become a forced personal pet.
Title: Re: DF2014 Question and Answer Thread
Post by: NekoMikoReimu on April 07, 2018, 02:40:43 am
Its on unit preferences (v - p) under w to assign (available) hunting and war animals, wherein they'll become a forced personal pet.
I can't see the preferences option, pressing p does nothing, and if I press enter there's no menu either, only a big list of descriptions and thoughts and preferences...
Spoiler (click to show/hide)
If it matters, I'm using 44.07.
Title: Re: DF2014 Question and Answer Thread
Post by: Naia on April 07, 2018, 05:30:40 am
Locate the dwarf you want to assign animals too. ( or find them trough the unit list and zoom to them using z)

Then press v - p - e, and your valid animals can be assigned.
Title: Re: DF2014 Question and Answer Thread
Post by: NekoMikoReimu on April 07, 2018, 05:37:09 am
Locate the dwarf you want to assign animals too. ( or find them trough the unit list and zoom to them using z)

Then press v - p - e, and your valid animals can be assigned.
Ohh I see I was thinking about wrong view thing! Thank you for clearing this up for me! It's working now :)
Title: Re: DF2014 Question and Answer Thread
Post by: Pyrite on April 08, 2018, 10:47:48 pm
I just upgraded to 44.09, and am excited to pillage goblin sites, but I can't figure out how to actually pillage or raze rather than just try to retrieve artifacts.

How do I actually select 'pillage' or 'raze'? I just don't see the option.
Title: Re: DF2014 Question and Answer Thread
Post by: §k on April 09, 2018, 01:38:44 am
c m d
Title: Re: DF2014 Question and Answer Thread
Post by: Kametec_Housen on April 09, 2018, 07:46:30 pm
If you replace interface.txt in data\init to keep your controls as part of upgrade process, you won't have the keys set. I had to edit the file again to have new controls assigned as well.
Title: Re: DF2014 Question and Answer Thread
Post by: Showbiz on April 15, 2018, 05:38:24 am
I plan to build a underground well, but I'm not sure if its flood- and siegeproof:

(https://puu.sh/A3yT0/baa95f35cf.jpg)

If I remember correctly, I can't, build a well on a empty channel. So I have to flood first the channel and then build the well, right? But won't the water spill out and flood my fort?
Title: Re: DF2014 Question and Answer Thread
Post by: Kametec_Housen on April 15, 2018, 06:44:02 am
You can build a well on an empty channel and bring water later. As for bringing the water and dealing with pressure: DIAGRAMS below

http://www.bay12forums.com/smf/index.php?topic=169998.msg7723876#msg7723876 (http://www.bay12forums.com/smf/index.php?topic=169998.msg7723876#msg7723876)
Title: Re: DF2014 Question and Answer Thread
Post by: Showbiz on April 15, 2018, 07:00:11 am
Thank you very much!
Title: Re: DF2014 Question and Answer Thread
Post by: scriver on April 15, 2018, 07:47:28 am
So ever since I started playing again I've been constantly harassed by claims of not having any seeds for my plump helmets. What change is it that has led to this trend? It used to be that you'd never run out seeds once you planted a single mushroom (I guess it was pretty broken that way...). Is return rate of spawn now dependent on Plant skill or something, maybe?

You can build a well on an empty channel and bring water later. As for bringing the water and dealing with pressure: DIAGRAMS below

http://www.bay12forums.com/smf/index.php?topic=169998.msg7723876#msg7723876 (http://www.bay12forums.com/smf/index.php?topic=169998.msg7723876#msg7723876)

None of your images are working for me.
Title: Re: DF2014 Question and Answer Thread
Post by: Kametec_Housen on April 15, 2018, 08:01:57 am
Looks like they went down not long ago, they were accessible when I linked the post.

But it is okay. I typed the keyword in caps, so we'll get Dunamisdeos (http://www.bay12forums.com/smf/index.php?action=profile;u=48310) to the rescue.  ;)
Title: Re: DF2014 Question and Answer Thread
Post by: scriver on April 15, 2018, 08:15:01 am
Oh, and another question in addition to my farming one: My farmer's keep making thread out of hair that I think they get from the refuse pile, and it's not getting stocked in the cloth pile, nor is it labelled correctly - it's not "[Animal] Yarn" but "[Animal] Thread". Is this thread useless and a glitch or something?
Title: Re: DF2014 Question and Answer Thread
Post by: Kametec_Housen on April 15, 2018, 08:52:34 am
Do you have multiple planters? Is it possible that planters take whole bag of seeds instead of a seed when planting, resulting in cancellations when UristMcEager takes all seeds with him, leaving no seeds for anyone else? There were no changes in seed returns. Unless you cook it, it gives you seed, always, up to 200 or whatever the limit is. There is also total limit independent of seed type, maybe that is trimming your seed returns?
Title: Re: DF2014 Question and Answer Thread
Post by: thvaz on April 15, 2018, 11:17:05 am
Oh, and another question in addition to my farming one: My farmer's keep making thread out of hair that I think they get from the refuse pile, and it's not getting stocked in the cloth pile, nor is it labelled correctly - it's not "[Animal] Yarn" but "[Animal] Thread". Is this thread useless and a glitch or something?

It is not Yarn because it can't be used to make clothes. Its only use, AFAIK, is to sew wounds at hospitals.
Title: Re: DF2014 Question and Answer Thread
Post by: Naia on April 15, 2018, 11:51:14 am
So ever since I started playing again I've been constantly harassed by claims of not having any seeds for my plump helmets. What change is it that has led to this trend? It used to be that you'd never run out seeds once you planted a single mushroom (I guess it was pretty broken that way...). Is return rate of spawn now dependent on Plant skill or something, maybe?

You can build a well on an empty channel and bring water later. As for bringing the water and dealing with pressure: DIAGRAMS below

http://www.bay12forums.com/smf/index.php?topic=169998.msg7723876#msg7723876 (http://www.bay12forums.com/smf/index.php?topic=169998.msg7723876#msg7723876)

None of your images are working for me.


Dwarfs can now pick up several items of the same type ( only works for some categories whit generally small items, like seeds, gems, bars, trade goods )

So if you have 30 plump helmet seeds laying in the still after some brewing, they are all being picked up by one dwarf, where before they would be 30 different jobs.

If your planter at the same time wants to sow, you can get the no seed message, since not only are the seeds being picked up part of one task, but also the storage where those seeds are being stored will be considered "busy".

Overall this is a great chance, since it requires far less hauling. You just need to rearrange stockpiles slightly different. If you got a stockpile for each type of seed you want to farm, and each of those stockpiles having room for 2 seed bags ( no barrels ) Whit this set up it's very rare to get a "no seed" message.
Title: Re: DF2014 Question and Answer Thread
Post by: Loci on April 15, 2018, 12:23:54 pm
I plan to build a underground well, but I'm not sure if its flood- and siegeproof

No and no. Here's one recommended design that's both:

http://dwarffortresswiki.org/index.php/DF2014:Pressure#Safe_well


So ever since I started playing again I've been constantly harassed by claims of not having any seeds for my plump helmets. What change is it that has led to this trend?

Storing anything in a barrel blocks access to everything else in the barrel until the job completes. Don't store your actively farmed seeds in barrels.


My farmer's keep making thread out of hair that I think they get from the refuse pile, and it's not getting stocked in the cloth pile, nor is it labelled correctly - it's not "[Animal] Yarn" but "[Animal] Thread". Is this thread useless and a glitch or something?

Hair thread cannot be woven into cloth, but it can be used for some jobs like suturing and book binding.
Title: Re: DF2014 Question and Answer Thread
Post by: smithist on April 15, 2018, 12:57:57 pm
Thank you very much!

Just to be clear: there can be any number of empty space tiles between the well and the water source. It does not need water in the z-level just below it.
Title: Re: DF2014 Question and Answer Thread
Post by: Showbiz on April 15, 2018, 01:05:51 pm
Yeah, that was news to me. Makes everything a lot easier..
Title: Re: DF2014 Question and Answer Thread
Post by: Epigene on April 15, 2018, 02:09:32 pm
Hi.
I've been playing vanilla 44.09 and two things are as unwieldy as ever - picking construction materials and managing animals.
I know DFHack provides plugins for filters in the respective menus, but I was wondering if there is there a way to, for example, configure what meterials show up for constructuctions (b-C) in a configuration file or somesuch without setting up DFH.
Title: Re: DF2014 Question and Answer Thread
Post by: §k on April 16, 2018, 12:18:04 am
The construction menu sorts material by distance. So a custom stockpile near the construction site that takes from the general stone block stockpile.
Title: Re: DF2014 Question and Answer Thread
Post by: Telgin on April 16, 2018, 02:48:50 pm
That's the best vanilla solution, which I use frequently.  It used to also improve construction speed considerably since random haulers could bring stones or logs closer to the building site for the carpenters and masons to use, but now that anyone can help with constructions that benefit is somewhat less significant.
Title: Re: DF2014 Question and Answer Thread
Post by: Ulfarr on April 21, 2018, 01:57:34 pm
Is it possible to gen a world with no evil rain or evil clouds?

I 've tried setting the "number of evil rains/clouds" to 0 using the advanced world gen but I still got goblin blood rain in my embark.
Title: Re: DF2014 Question and Answer Thread
Post by: §k on April 21, 2018, 09:00:15 pm
Does it carry syndrome? If it doesn't, I guess that's as mundane as it can get in an evil biome.
Title: Re: DF2014 Question and Answer Thread
Post by: Ulfarr on April 21, 2018, 10:52:42 pm
I don't know, I abandoned that embark before my dwarves would come in contact with the rain. I was hoping to get a reanimating biome.
Title: Re: DF2014 Question and Answer Thread
Post by: Sutremaine on April 22, 2018, 12:31:06 pm
Does it carry syndrome? If it doesn't, I guess that's as mundane as it can get in an evil biome.
Rains are coded as individual substances. If you look at an uncompressed save and search for "[INORGANIC:EVIL_RAIN_", you'll find the substance and its accompanying syndrome. This is called later in the file (search "[INTERACTION:REGIONAL_"), the specific line being either [IT_MATERIAL:MATERIAL:INORGANIC:EVIL_RAIN_1:WEATHER_FALLING_MATERIAL] or [IT_MATERIAL:MATERIAL:CREATURE_MAT:ELF:INDEX025:WEATHER_FALLING_MATERIAL] (with the 'evil rain' number and creature changing as appropriate).

tldr: No, it doesn't carry a syndrome, because goblin blood doesn't have a syndrome attached.

I don't know, I abandoned that embark before my dwarves would come in contact with the rain. I was hoping to get a reanimating biome.
The region that rained elf blood also reanimated, so those two things aren't mutually exclusive.
Title: Re: DF2014 Question and Answer Thread
Post by: Ulfarr on April 22, 2018, 10:54:55 pm
The region that rained elf blood also reanimated, so those two things aren't mutually exclusive.

Oh. I thought they were :(
Title: Re: DF2014 Question and Answer Thread
Post by: Ulfarr on April 27, 2018, 05:24:20 am
Is there a way (aside from building roads everywhere or constantly chopping them down) to reduce the number of trees on my embark?

I chose specifically to embark in a savanna which had supposedly scarce/sparce trees and now a few years later the whole map is so full with sapplings that they just spawn new ones the moment I chop the older ones down. It's becoming more of a forest with each passing month.
Title: Re: DF2014 Question and Answer Thread
Post by: Magistrum on April 27, 2018, 07:59:54 am
Saplings don't grow into trees if the tile they are in has more than 4/7 water or an item, and they won't spawn in underwater either.

Road it.
Title: Re: DF2014 Question and Answer Thread
Post by: Ulfarr on April 27, 2018, 08:29:47 am
hmm a Venice - style town sounds like a good idea for my next fort.

For now I guess I'll have to resort to building roads. Thanks Magistrum
Title: Re: DF2014 Question and Answer Thread
Post by: Syndic on April 27, 2018, 10:24:08 am
A while back, stockpiles used to prevent tree growth too - so you could just put stockpiles (accepting nothing) all over the place if that still works?
Title: Re: DF2014 Question and Answer Thread
Post by: Deus Machina on September 02, 2018, 06:05:49 am
When dumping an item down a hole, does it fall straight down or deviate a bit?
Plenty of metal and flux on the higher Z-levels but none on the levels with the magma works; a dump in the middle of the 3x3 central staircase would fix both transport and stockpiling issues.
Title: Re: DF2014 Question and Answer Thread
Post by: Bumber on September 02, 2018, 07:31:28 am
IIRC, everything falls straight down unless given horizontal velocity by minecart or drawbridge.
Title: Re: DF2014 Question and Answer Thread
Post by: Deus Machina on September 02, 2018, 07:36:45 pm
Thanks.
My furnace operators and smiths will be a hundred times more productive tonight.
Title: Re: DF2014 Question and Answer Thread
Post by: lastofthelight on September 06, 2018, 08:02:46 pm
Is there a way (presumably via DFhack) to force your entity creatures to path/dig/move through dangerous terrain - say if you are playing an amphibious race?
Title: Re: DF2014 Question and Answer Thread
Post by: Urist McManiac on October 21, 2018, 11:17:37 am
After looking around the wiki and the forum for a bit, I couldn't find a conclusive answer to the question: Can helmets and caps be worn together in Fortress mode?
Title: Re: DF2014 Question and Answer Thread
Post by: Sver on October 21, 2018, 11:30:08 am
No, they can't. They are both SHAPED - and only one item with this tag can be worn on each bodypart at the same time.
Title: Re: DF2014 Question and Answer Thread
Post by: FantasticDorf on October 22, 2018, 07:24:29 am
No, they can't. They are both SHAPED - and only one item with this tag can be worn on each bodypart at the same time.

Dwarves will wear caps naturally as part of their attire of the leather, cloth & silk variety, however to kind of elaborate on Sver's point, if you equipped metal helmet they'd have to take it off instead of mittens & gloves overlapping or socks & shoes. In some circumstances if you're not too bothered about what a dwarf gets up to waste expensive gear and want them protected, you could try assigning dwarves to squads, commanding them to wear uniform off duty then slip them into light armor & metal caps.

All this while never actually drawing them into service, and only taking the time to train them on rare occasions to help relieve some stress from needs & general enjoyment & exercise from training (raising hauler strength etc)
Title: Re: DF2014 Question and Answer Thread
Post by: Urist McManiac on October 23, 2018, 04:45:40 am
Thanks for the replies! I do have another question about uniforms, however: how can I get my militia wearing leather cloaks without them being snatched away by civilians? Whenever I produce leather cloaks, they immediately get claimed by useless Gelders instead of the soldiers.
Title: Re: DF2014 Question and Answer Thread
Post by: FantasticDorf on October 23, 2018, 07:24:28 am
Overproduce cloaks, its the same problem as leather caps because dwarves desire them. Elsewise you could try forbidding the cloak as soon as its made, moving it to a sealed off room with dumping then assigning it directly to the militia dwarf before someone can claim it.
Title: Re: DF2014 Question and Answer Thread
Post by: Saiko Kila on October 23, 2018, 01:54:14 pm
Additionally you can produce more expensive cloaks (i.e. plant fiber or silk). Military dwarves will pick only leather, while civilian will take anything, but with more preference for expensive ones.
Title: Re: DF2014 Question and Answer Thread
Post by: BelligerentlyLiterate on October 24, 2018, 10:47:35 pm
Anyone know how to turn off Aquifers ?
If you have a Lazy Newb Pack, there should be a button that sets Aquifers to OFF. If you're playing vanilla, go into the game folder, then the "raw" folder, then the "objects" folder. Using your computer's text editor, open the "inorganic_stone_layer.txt," "inorganic_stone_mineral.txt," and "inorganic_stone_soil.txt" files. Everywhere you see [AQUIFER], change it to (AQUIFER) and save. There's a guide on the wiki here: http://dwarffortresswiki.org/index.php/DF2014:Aquifer#Text_editor_.28All_operating_systems.29

(This page also has some good instructions on Aquifer management if you meant how to turn them off in-game.)
Title: Re: DF2014 Question and Answer Thread
Post by: Tarqeq on October 30, 2018, 10:00:24 pm
How does procreation work between dwarves? Do they still use spores and make children at distance? Do they have to share a bed?

Is it possible to for two dwarves socialise without path to each other? Say, over a moat or glass window?

Tangentially related question - one of my dwarves was bitten by a wereape. Their description now says: "He has the appearance of somebody that is two-hundred sixty-five years old and is one of the first of his kind."

This strikes me as somewhat odd description seeing as their lover is just ~80. Is that a known bug or something else?
Title: Re: DF2014 Question and Answer Thread
Post by: Telgin on October 30, 2018, 10:06:50 pm
I'm almost certain that reproduction doesn't work via spores anymore, although I'm not sure what the mechanics are.  I think two eligible creatures (married dwarves in this case) must actually be adjacent at some point, but maybe for only one frame.

Pretty sure they can only socialize if standing adjacent to or on top of each other too.
Title: Re: DF2014 Question and Answer Thread
Post by: Fleeting Frames on October 31, 2018, 07:33:58 pm
For dwarves, it is two married oppposite-sex dwarves being adjacent, and more than single frame typically (I've seen a single frame not take, but period long enough to have a talk work). No Job is recommended, though I'd want to perform more thorough testing to be sure. I don't know about being awake, either.

Note that this will likely change with next version allowing bastard children, at least in worldgen.

Iirc they should still be able to fulfil other tavern needs through 'zoo barrier', though Telgin is correct on talking to friends/family front.

And known bug with age.
Title: Re: DF2014 Question and Answer Thread
Post by: JazzMano on November 03, 2018, 03:29:56 pm
Hello i have some question, I didn't play df for years (sorry for my english) :

1. With the lazynewbpack (actually I'm using the meph launcher) there is new presets in the Advanced World Gen menu and i don't find any information on them. Where can I find the detailed description of each presets (in a simple form so not in DF) ? For example i have no clue on what do the presets named MEDIUM REGION (optimized cavern) what does it mean (i have never experimented cavern) ?

2. Why the majority of the news preset have an end year of 1050 ? Do i just need to modify this parameter to 250y to experience with no problem the default history setting ? Or do i need to modify something else ?

3. Is death FPS still a thing with the new version of DF ? I would like to start a 5x5 or minimum 4x4 embark with default population on a medium region with a 250y history (12Gb and a cuffing I7-4790K 4GHz), should i change something ?

4. I'm trying to find a map/embark to download with all the civ+tower in range with all metals/sand/clay/layers ect but i only find very old map set on precedent version of DF, can they work with the last version of DF ? Do you know if one the new preset in advance world gen generate these type of map/embark ?

Thank you very much !
Title: Re: DF2014 Question and Answer Thread
Post by: Fleeting Frames on November 03, 2018, 05:11:08 pm
3. Yes, but I'd say about three times less so than it was in, say, when I started in 42.06. As your desires are far greater than three times typical (assuming you refer to 220 pop cap) it's a concern. I wouldn't expect you to have even 50 FPS with 420 living it up on a 5x5, barring perhaps zero-vegetation biome.

4. Did some tests in .44.02 when it came out and seems geography (outside of good and evil) generally matches previous DF2014 gens, but history changes. You can still DL previous DF version (as long as it is done past .40.03), gen there, and then import to modern DF version. You'll miss things like display cases (unless you hack them in (http://www.bay12forums.com/smf/index.php?topic=168936.msg7657557#msg7657557)), and worldgen strange moods.

Also, if the world uses pre-set values (PS_ parameters at bottom, typically looking unlike what DF generates), it is more likely you can get something very similar in modern version by just placing the parameters in and spinning it a few times, because many of those gens having somewhat predetermined civ starting positions.
Title: Re: DF2014 Question and Answer Thread
Post by: JazzMano on November 03, 2018, 08:24:58 pm
Thank you that's some usefull informations. Will try old map so.
Title: Re: DF2014 Question and Answer Thread
Post by: Ulfarr on November 06, 2018, 12:18:10 pm
1. You can find the specific values for each of the world gen options (both the default and the modded ones) in Dwarf Fortress/data/init/world_gen.txt. There is a detailed wiki article (http://dwarffortresswiki.org/index.php/DF2014:Advanced_world_generation) about the advanced world generation that can help you understand what each value does.

2. 1050 years is the default value in the advanced world gen (AWG). You can safely change it, within AWG menu, before you generate a new world.
Title: Re: DF2014 Question and Answer Thread
Post by: JazzMano on November 06, 2018, 01:20:20 pm
Thank you a lot !

Another question, i caged a Draltha (creature, size of an elephant) what is the best thing to do with it ? I'm thinking about selling it but maybe there is something better to do (like make it guard my entrance like a big big dog  :D)
Title: Re: DF2014 Question and Answer Thread
Post by: Ulfarr on November 06, 2018, 01:52:53 pm
As far as I know you can't sell animals at the caravan yet. Something about dwarves letting said animals out of their cage when told to haul it to the depot. Being big does help in battle so I guess guard duty is the better option if you aren't short on meat/bones.

Title: Re: DF2014 Question and Answer Thread
Post by: Sver on November 06, 2018, 02:18:21 pm
I recall I once sold a cage with an undead boar skull in it to the elves.

Wiki claims that only untameable creatures cannot be sold, so a draltha should be fine.
Title: Re: DF2014 Question and Answer Thread
Post by: JazzMano on November 06, 2018, 02:29:14 pm
Thank you again, I will try to sell it so but for now i have to deal with a whereape, let's try to make it fly with my bridge :D

A lot of time when i zoom on something from the statu menu or when i hit esc fro a menu i got a black screen only on the gameplay window (so not on the right panel) and i have to hit TAB multiple time or alt+tab for the normal view to come back, does anyone know how to deal whit this issue ? I use laznewpack with the meph tileset.
Title: Re: DF2014 Question and Answer Thread
Post by: anewaname on November 06, 2018, 02:44:07 pm
@JazzMano
If you do not need the draltha for meat, instead of selling it, you can tame (http://dwarffortresswiki.org/index.php/DF2014:Animal_trainer) it. They live for 20-30 years, so they are good pets (http://dwarffortresswiki.org/index.php/DF2014:Pet) if a dwarf likes them (but pasture it or the dwarf will be feeding it all the time). If no dwarf takes the draltha as a pet, then you can pasture it (hope to cage another draltha so you can breed them) or butcher it (one of your dwarfs might like draltha meat).
Title: Re: DF2014 Question and Answer Thread
Post by: JazzMano on November 06, 2018, 03:17:45 pm
Is it safe to keep a creature of this size as a pet or near other animals/paturages ? It's the size of an elephant !
Title: Re: DF2014 Question and Answer Thread
Post by: anewaname on November 06, 2018, 03:37:08 pm
It is safe and it will not accidentally step on a dwarf.

If your embark is in an evil re-animating biome, then it is *not* safe.
Title: Re: DF2014 Question and Answer Thread
Post by: JazzMano on November 06, 2018, 04:00:03 pm
Ok thank you i will tame it, i like the idea anyway :P
Title: Re: DF2014 Question and Answer Thread
Post by: OmahaMH on November 20, 2018, 04:29:01 pm
Q:  Doctors (or patients) like to leave cloth, thread, and sometimes soap just lying on the floor or bed of the hospital.  Does this interfere with the usage of said resources or of the bed or operating table that has stuff on it?  Dumping doesn't seem to clear it up.  I haven't tried shutting down the hospital, dumping it, claiming it, and then re-opening.

Q:  Do dense crowds and high traffic contribute to grumpy dwarves?
Title: Re: DF2014 Question and Answer Thread
Post by: Telgin on November 20, 2018, 04:56:10 pm
Not sure about the first one, but for the second one, no, dense crowds don't directly lead to grumpy dwarves.  The only effect would be delaying dwarves getting to food or whatever, which probably never matters in practice.
Title: Re: DF2014 Question and Answer Thread
Post by: anewaname on November 22, 2018, 05:33:29 pm
Q:  Doctors (or patients) like to leave cloth, thread, and sometimes soap just lying on the floor or bed of the hospital.  Does this interfere with the usage of said resources or of the bed or operating table that has stuff on it?  Dumping doesn't seem to clear it up. I haven't tried shutting down the hospital, dumping it, claiming it, and then re-opening.
It will not interfere with the use of those items and those items will not be used for weaving, bathing, or mitten-making just because they are not in the hospital's storage container. Once the hospital is set up, it "owns" those items even if there is no storage container. The value of a hospital storage container is that the dwarfs put all the items in it, cleaning up the visual clutter and keeping it nearby, but that type of job is probably low on the priority list.
Title: Re: DF2014 Question and Answer Thread
Post by: Tarqeq on November 26, 2018, 10:58:04 pm
I had an interesting first summer in my new fort.

7 dwarven migrants, 4 of the group dream of ruling the world, 5 have goblin names.

Is this trait more common with goblins? Did my civ's ethics get changed due to exposure?
Title: Re: DF2014 Question and Answer Thread
Post by: Grand Sage on November 27, 2018, 09:36:09 am
Id imagine they are one of the following:

Migrants from a dwarven site that was temporarely occupied by goblins. During the occupation the dwarves changed thee values and newborn dwarves got goblin names.

Migrants from a goblin site, that is now occupied by your civ. Some dwarves originaly migrated to the site before your civ occupied it, and are now migrating to your site.

Rescued citizens, who were kidnapped by goblins and indoctrinated.

These are not hard facts though, just guesses.
Title: Re: DF2014 Question and Answer Thread
Post by: OmahaMH on November 30, 2018, 09:35:10 am
I built a cage to serve as a jail after my latest fortress had its first destructive tantrum and I wanted to avoid the vandal being beaten to death.  I built a cage, designated it a jail, for use for justice, great. 

Now, a bunch of dwarves are hanging around it.  I checked to see if it was possibly set as a Meeting Hall, but no, it was not.  Do dwarves just like to gather near jails?
Title: Re: DF2014 Question and Answer Thread
Post by: OmahaMH on November 30, 2018, 09:39:21 am
As far as I know you can't sell animals at the caravan yet. Something about dwarves letting said animals out of their cage when told to haul it to the depot. Being big does help in battle so I guess guard duty is the better option if you aren't short on meat/bones.

I think you can still sell tame creatures, but untame creatures (which includes untamable creatures like goblins) will slip out.

Source:  I haven't tested this at all.
Title: Re: DF2014 Question and Answer Thread
Post by: sketchesofpayne on December 01, 2018, 01:41:46 pm
I built a cage to serve as a jail after my latest fortress had its first destructive tantrum and I wanted to avoid the vandal being beaten to death.  I built a cage, designated it a jail, for use for justice, great. 

Now, a bunch of dwarves are hanging around it.  I checked to see if it was possibly set as a Meeting Hall, but no, it was not.  Do dwarves just like to gather near jails?
Some dwarves will loiter around hospitals and jails for some reason.
Title: Re: DF2014 Question and Answer Thread
Post by: FantasticDorf on December 01, 2018, 08:12:59 pm
I built a cage to serve as a jail after my latest fortress had its first destructive tantrum and I wanted to avoid the vandal being beaten to death.  I built a cage, designated it a jail, for use for justice, great. 

Now, a bunch of dwarves are hanging around it.  I checked to see if it was possibly set as a Meeting Hall, but no, it was not.  Do dwarves just like to gather near jails?
Some dwarves will loiter around hospitals and jails for some reason.

Meeting zones like gathering zones will continue to function that way even after they are changed, for good measure take down the zone and remake it as it'll remember its active passive functions.
Title: Re: DF2014 Question and Answer Thread
Post by: OmahaMH on December 01, 2018, 09:13:45 pm
Is there a way in the stock game to remove a bunch of buildings at once?

For example, I build everyone a cheap room to get going, and now I've spent time making nice fancy rooms and I want to bulk mark a bunch of old beds for removal so that everyone will move to new rooms.

It's tiresome doing it furniture-by-furniture with q-x.  Is there a way to mark a bunch of furniture for removal at once?
Title: Re: DF2014 Question and Answer Thread
Post by: Telgin on December 01, 2018, 10:11:29 pm
Maybe with DFHack, but there's no way to do it in the stock game as far as I know.
Title: Re: DF2014 Question and Answer Thread
Post by: Loci on December 02, 2018, 03:15:58 pm
Is there a way in the stock game to remove a bunch of buildings at once?

If your buildings are laid out in a pattern you can use the in-built macro function to automate their removal.
Title: Re: DF2014 Question and Answer Thread
Post by: OmahaMH on December 06, 2018, 09:56:20 am
Does designating an occupied cage for dumping still strip the occupants of their equipment?  It never seems to work for me.  I see the items marked for dumping in the stocks page but no one ever comes to take them away.  Meanwhile, if I mark a bunch of stones for dumping, the hauling train shows up right on time.

This got some of my dwarves killed on an earlier fortress and I want to make sure I properly strip the goblins naked before opening them up to the firing squad next time.
Title: Re: DF2014 Question and Answer Thread
Post by: anewaname on December 06, 2018, 07:01:02 pm
Does designating an occupied cage for dumping still strip the occupants of their equipment?  It never seems to work for me.  I see the items marked for dumping in the stocks page but no one ever comes to take them away.  Meanwhile, if I mark a bunch of stones for dumping, the hauling train shows up right on time.

This got some of my dwarves killed on an earlier fortress and I want to make sure I properly strip the goblins naked before opening them up to the firing squad next time.
Did you claim the equipment? To strip equipment, I usually 'd' 'b' 'c' on the stockpile, then 'd' 'b' 'd' on the stockpile, then go to each cage with 'k' and 'd' to un-dump designate it. This claims all, dumps all, then un-dumps the cages. If that is not working, make sure you have a dump zone. If you create a dump zone first, near to the stockpile, the dwarfs will have a shorter walk to dump it all.
Title: Re: DF2014 Question and Answer Thread
Post by: OmahaMH on December 07, 2018, 09:40:45 am
Did you claim the equipment? To strip equipment, I usually 'd' 'b' 'c' on the stockpile, then 'd' 'b' 'd' on the stockpile, then go to each cage with 'k' and 'd' to un-dump designate it. This claims all, dumps all, then un-dumps the cages. If that is not working, make sure you have a dump zone. If you create a dump zone first, near to the stockpile, the dwarfs will have a shorter walk to dump it all.

I have a dump zone right there, but I just did d-b-d and then cleared the d from the cage itself.  I will try d-b-c, d-b-d, k-d.

Update:  I just tried.  I have a naked goblin now.  Thanks!
Title: Re: DF2014 Question and Answer Thread
Post by: anewaname on December 07, 2018, 11:43:39 am
It is all in the wiki :p
Title: Re: DF2014 Question and Answer Thread
Post by: AzyWng on December 10, 2018, 01:13:27 am
I'm using Meph's tileset - including the launcher that comes with it. I'd like to gather fruit since that's what all my early forts have lived off of and I'm hoping for success in the plant-gathering industry here, too.

Trouble is, I don't know how to make a job order for stepladders since searching for stepladders brings up nothing. Are they called pedestals now or something?
Title: Re: DF2014 Question and Answer Thread
Post by: Ulfarr on December 10, 2018, 03:04:26 am
Are you playing with dwarves or a different race? I just tested (on a fresh install of Meph's tileset) the dwarves and they can make stepladders both through the manager's work orders (j-m-q) and directly through the carpenter's workshop. Other races might not have access to them.

Regardless of the above, you can always just gather the fruits that have fallen on the ground (configurabe through the zone's menu). Pedestals are furniture used to display your fort's artifacts.

Title: Re: DF2014 Question and Answer Thread
Post by: Tarqeq on December 10, 2018, 09:57:03 am
Do dragons still sometimes have children in the worldgen?

I noticed that on small maps the dragons are very often same gender as if to prevent this from happening.
Title: Re: DF2014 Question and Answer Thread
Post by: alexsa2015sa on December 10, 2018, 02:12:43 pm
Do dragons still sometimes have children in the worldgen?

I noticed that on small maps the dragons are very often same gender as if to prevent this from happening.

They most certainly do - in a recently generated 48-megabeast world I had two dragon births.

But dragons appear to be far too frail for worldgen combat if there's someone to kill megabeasts at all, lacking rapid size growth of rocs and incredible resilience of hydras and bronzes. By year 370, independent of raw changes for that seed (I regenned that world a lot) I had ~ twenty hydras and twenty rocs (of them a few from 6th generation), and one single surviving dragon on an isolated island, plus colossi which didn't get smashed by something.
Title: Re: DF2014 Question and Answer Thread
Post by: anewaname on December 11, 2018, 07:45:35 am
I'm using Meph's tileset - including the launcher that comes with it. I'd like to gather fruit since that's what all my early forts have lived off of and I'm hoping for success in the plant-gathering industry here, too.

Trouble is, I don't know how to make a job order for stepladders since searching for stepladders brings up nothing. Are they called pedestals now or something?
If you are not able to build stepladders, you can also pick directly from trees by putting a plant-gathering zone directly in the tree and providing access to that level of the tree (a staircase or ramp adjacent to the tree). If your dwarfs stop moving in the tree (even though the path down still exists), deactivating the zone will free them.
Title: Re: DF2014 Question and Answer Thread
Post by: Argelle on December 11, 2018, 09:56:56 am
Trouble is, I don't know how to make a job order for stepladders since searching for stepladders brings up nothing. Are they called pedestals now or something?

That's weird, by using "j" then "m" and finnally "q" typing STEP opens the job for me (Meph launcher as well)

(https://tof.cx/images/2018/12/11/350e22722fab9aac925aeb9ed28a9bc1.md.png) (https://tof.cx/image/CIvi6)


Now I have a silly question, I do not get the rock versus stone difference?

(https://tof.cx/images/2018/12/11/0120c112da6811ada00f334606383a78.png) (https://tof.cx/image/CI3yV)
rock and stone is kindda used as the same in wiki
Quote
An unmined rock or stone tile is a naturally occurring solid aggregate of minerals.
so I'm at a loss here. I'm on a starting embark, so only shale and cinnabar to test here (I want to set a make blocks work).
Title: Re: DF2014 Question and Answer Thread
Post by: FantasticDorf on December 11, 2018, 10:15:17 am
'Any Stone' could apply to economic and mineral stones.

Just to avoid any confusion, by default ores and causciate stones (used for steel and milk of lime etc) are initially barred from use from the (z) screen navigated by [TAB] to 'stone' but can be reactivated to use normally in workshop crafting. Same applies to catapult usage.

So if you wanted a native gold statue rather than wasting fuel to produce the 3 or so bars (probably from multiple ores) for a heavy carat gold metal one, or to appease a dwarf's/your own particular taste in decoration you can just unforbid it and let a mason or crafter take over.
Title: Re: DF2014 Question and Answer Thread
Post by: Loci on December 11, 2018, 03:46:50 pm
Now I have a silly question, I do not get the rock versus stone difference?

"Rock" is a generic placeholder copied from the job, e.g. "make rock blocks". gui/workflow is trying to suggest limits from more to less specific, but when the job uses a generic material the first two choices end up being very similar or identical. If you modify the job to use a specific stone (ex. cinnabar), then the job becomes "make cinnabar blocks" and the auto-populated output limit suggestions would be "blocks of cinnabar", "blocks of any stone", and "blocks of any material".
Title: Re: DF2014 Question and Answer Thread
Post by: AzyWng on December 12, 2018, 10:26:38 pm
Turns out I am having humans as a civilization. Which feels a bit strange, but, yeah, the game's messages say humans, and checking the description describes each fortress member as a "Medium-sized creature prone to great ambition". I dunno if those need stepladders to climb trees.
Title: Re: DF2014 Question and Answer Thread
Post by: Telgin on December 13, 2018, 01:16:56 am
I don't think creature size affects that, so they should still need stepladders to pick fruit from trees.  I'm guessing humans don't have the items accessible, but can't remember if they do in vanilla or not.
Title: Re: DF2014 Question and Answer Thread
Post by: FantasticDorf on December 13, 2018, 03:13:52 am
Turns out I am having humans as a civilization. Which feels a bit strange, but, yeah, the game's messages say humans, and checking the description describes each fortress member as a "Medium-sized creature prone to great ambition". I dunno if those need stepladders to climb trees.

RAW modification ([site controllable]) / buggy RAW collapse cascade or likely some wierd w.g shenanigans.

Nobody really mobilises to attack the Dwarves very often unless its in current generated play*, or maybe the humans have a lack of other reachable opponents and a itch to conquer something and have been at war with the crumbling dwarf nation you chose for a while, which conquering a hillock after raiding it for the umpthteen time would eventually give way, especially in post w.g

* The difference being that motivations and how wars pan out when the player is active in the world in charge with a fortress or playing as a adventurer differs to world generation. They play much more smoothly, wheras worldgen wars tend to be mosh-pits, so usually its better to play early and for a long time in order to get wars/megabeast attacks that are balanced and fair in terms of how the raiding system works.

I can't say for sure, maybe releasing it as a bugged save on DFFD might help diagnose the problem or running it through the 3rd party legends viewer.
Title: Re: DF2014 Question and Answer Thread
Post by: AzyWng on December 13, 2018, 11:22:57 am
RAW modification ([site controllable]) / buggy RAW collapse cascade or likely some wierd w.g shenanigans.

* The difference being that motivations and how wars pan out when the player is active in the world in charge with a fortress or playing as a adventurer differs to world generation. They play much more smoothly, wheras worldgen wars tend to be mosh-pits, so usually its better to play early and for a long time in order to get wars/megabeast attacks that are balanced and fair in terms of how the raiding system works.

I can't say for sure, maybe releasing it as a bugged save on DFFD might help diagnose the problem or running it through the 3rd party legends viewer.
A check of the Civilizations page reveals that the only two civilizations present are both human.

Bugged save file here. I think. I hope I didn't mess it up somehow. (http://dffd.bay12games.com/file.php?id=14149)
Title: Re: DF2014 Question and Answer Thread
Post by: Ulfarr on December 13, 2018, 06:08:01 pm
If you mean the in game civ page (c-c) then The Spicy Nation is your parent civ and The Deep Fellowship is your own group. Seems like you haven't made any contact with other civs yet.

Legends viewer shows 71 active civs + 9 fallen. Most of them are some sort of animal peple, and there is only one white tigermen civ near your fort. Dwarves exist but are on the south eastern part of your world.

 A quick look on your save's raws* show that humans just don't have access to stepladders. You can add it but it may or may not requires a new world (I am not sure)
If you want to play with dwarves without generating a new world their two civs are The Mint Doors and The Sabres Of Voicing.

I think what happend is your copy of Meph's launcher is set to allow for multiple civilizations of various races to be playable in fort mode and you just happened to pick a human one.

*Meph's raws vary greatly compared to vanilla or PeridexisErrant's Starter Pack (which uses vanilla DF's format), so personaly I can't really tell if something is messed up or not.

edit: I tried to add stepladders to your save's human raws. It didn't work for that save so I guess it really needs a new world.
Title: Re: DF2014 Question and Answer Thread
Post by: AzyWng on December 13, 2018, 06:40:08 pm
I... dont' believe I remember having a choice of what civilizaiton I wanted to play. No matter. I've put in too much time and effort into my fortress to stop developing it now, and I've given up partway through too many forts anyhow.

Thanks for helping me understand what was going on,  by the way.
Title: Re: DF2014 Question and Answer Thread
Post by: Ulfarr on December 14, 2018, 06:48:08 am
You are welcome.  :)

On Meph's launcher there is a "Civ" tab which controls which civilizations are allowed to be controlled by the player after you generate a new world. In game now, in the embark screen (where you choose where to embark) you can cycle through the menus (use 'tab' key) until you get a list of all the playable civs where you can see their names and on the map where they have their cities.
Title: MarksDwarves will not execute prisoner via Fortifications.
Post by: Urist McConfused on March 12, 2019, 04:30:15 pm
What the subject says. I have a squad of Marksdwarves, a prisoner behind a line of fortifications, and the desire for murder. But these darn dwarves will not shoot the prisoner!

>Dwarves are carrying bolts, quivers, and crossbows in their inventory.
>Ammunition screen has bone and wooden bolts listed for combat.
>They do use both bolts for training.
>When given kill order, either state "no reachable target" or return to practice.

What could I be missing?

*Edit: The prisoner is freely walking, he is indeed not caged or chained. He's actually become a nuiscance now, due to the fact the dwarves will not close the door to the "range", and get constantly spooked by the sight of him.
Title: Re: DF2014 Question and Answer Thread
Post by: Magistrum on March 12, 2019, 05:14:18 pm
Have you tried moving them to the firing stand? Dwarves don't discern whether they are using melee or ranged weapons when pathing to target(unless that changed in some update), so if they can't get into punching range they think they can't get into shooting range either.
Title: Re: DF2014 Question and Answer Thread
Post by: Urist McConfused on March 12, 2019, 05:27:42 pm
Have you tried moving them to the firing stand? Dwarves don't discern whether they are using melee or ranged weapons when pathing to target(unless that changed in some update), so if they can't get into punching range they think they can't get into shooting range either.

I think you're onto something here. While having them stationed in the range, ONE did shoot at the human without a kill order, but that was the only interaction so far. Sadly it occurred while I was letting the game run. I'm currently building a cage trap to recapture the prisoner, more interested in letting the "arena" deal with this. While I'm here, do creatures that were captured once and released become immune to cage traps, or are they still reliable?
Title: Re: DF2014 Question and Answer Thread
Post by: Magistrum on March 14, 2019, 09:07:54 pm
(Somehow I didn't noticed the question when I read it first, don't neglect sleep kids)

They still work, but you might need to re-web the cage if it is a special trapavoid trap.
They will not work if it is a tamed wild creature, since after taming it is considered a denizen of the fortress and won't trigger traps even after forgetting it's training.
Title: Re: DF2014 Question and Answer Thread
Post by: Urist McConfused on March 15, 2019, 07:20:28 am
Much thanks Magistrum. The problem indeed was them being too "far" from the prisoner. Stationing them right next to the fortification did the trick.
Title: Re: DF2014 Question and Answer Thread
Post by: Magistrum on March 15, 2019, 10:44:37 pm
Glad to be of help.
There is bug 0002697 (http://www.bay12games.com/dwarves/mantisbt/view.php?id=2697) which causes sismilar behavior.
Elite Marksdwarves might be not be affected as they can shot through fortifications from a distance. (Elite enemies too, be careful.)
Some players like to use a statue to force dwarves next to the fortifications.
Title: Re: DF2014 Question and Answer Thread
Post by: Naturegirl1999 on May 19, 2019, 12:10:45 pm
when I go to the missions screen, it says recover beetleages, but when I have a second mission, it says recover unknown Elf

Why does the name change depending on whether its the first mission or not? also the commander didn't come back, if he's dead shouldn't the mission disappear?
Title: Re: DF2014 Question and Answer Thread
Post by: Niyazov on May 30, 2019, 04:14:07 pm
Questions about site interactions:

Is there any negative repercussions for raiding nomadic groups not belonging to a civilization (i.e. bandits living in caves, camps or tombs) from fortress mode? E.g. can I safely raid human bandits and still get a Human caravan?

If I live near multiple civs of the same race, can I raid sites of one and still get caravans from the friendly group? I.e. raid one groujp of elves but continue to trade with another group?

If I conquer a site using squads that contain mercenaries, can I request their return and if so will they return with mercenary or citizen status?

If I conquer a nearby site can I request that all my soldiers come back?

Do I get some kind of notification if a holding gets attacked by an army or rampaging creature?

If I conquer a site, is it my holding permanently or can I lose it? Can I request that any named creature living at the site join my fort as a citizen?

How does tribute work? How frequently can I expect tribute? Does holding size affect tribute I receive? Can I actually meet any of my site's needs with tribute or will it just be a small number of random low quality items (similar to what I retrieve from raids)?

Has anyone run a fort that is totally reliant on raiding, trading and tributes rather than resource extraction? You could settle in a cave or lair and get food by raiding livestock, and you could get clothing, weapons and armor from sieges, but getting enough furniture seems like it would be tough.
Title: Re: DF2014 Question and Answer Thread
Post by: xZippy on May 31, 2019, 02:46:15 am
I know this is a very newbie question but... what the hell is going on with how dwarves fail to do anything when it comes to cutting down trees? You designate a dwarf where its highest skill is woodcutting but he still does nothing, even when turning off "labors" and "misc" and have many axes but nothing changes. Just... why?
Title: Re: DF2014 Question and Answer Thread
Post by: FantasticDorf on May 31, 2019, 04:08:29 am
I know this is a very newbie question but... what the hell is going on with how dwarves fail to do anything when it comes to cutting down trees? You designate a dwarf where its highest skill is woodcutting but he still does nothing, even when turning off "labors" and "misc" and have many axes but nothing changes. Just... why?

Have you marked the tree in blue by accident? press m to switch between standard & marking. Woodcutting is a labor in the carpentry group, its not autonomous so you should probably turn your labors back on because it sounds like you've disabled it with a overreactive response. Woodcutting skill only matters to how efficient they cut wood, anybody can cut wood (without grievously hurting themselves unless they are un-agile or clumsy to avoid logs)
Otherwise woodcutting is not as high priority a job as anything else so they need to be free, if you've set a woodcutter (who's picked up a axe, look at ther inventory with v to view and i for inventory) they need a few idle moments to calibrate to do it. Prioritywise dwarves are good at doing workshop jobs consistently, but they will always over-prioritise hauling wood logs to stockpiles and ignore other demanded jobs while this is going on

You can see what jobs are being done from the 'j' jobs screen and whether any dwarves are working on it. You can also mass disable wood hauling from the 'o' orders screen.
Title: Re: DF2014 Question and Answer Thread
Post by: xZippy on June 02, 2019, 01:54:03 am
Do dwarves (with high archer-related skills) automatically seek higher ground or player-made towers to get the edge on enemies?
Title: Re: DF2014 Question and Answer Thread
Post by: Ulfarr on June 02, 2019, 03:17:26 am
No.

And to make it worse, if you let them on their own they will just charge into melee with their crossbows. That means that if you want them to shoot from a specific location, you need to make sure that they can't just run off to the enemy. That also includes taking measures preventing them from climbing over the walls they are supposed to defend.
Title: Re: DF2014 Question and Answer Thread
Post by: xZippy on June 02, 2019, 04:03:44 am
So... to compensate, should I just make more melee weapons so the archers use that instead of trying to beat things up with bows?
Title: Re: DF2014 Question and Answer Thread
Post by: Ulfarr on June 02, 2019, 04:29:11 am
I'm not sure if it's possible to get them to equip both ranged and melee weapons at the same time. I've seen it getting mentioned a few times about  certain equip orders but I have no idea if it even works or how to do it.

Title: Re: DF2014 Question and Answer Thread
Post by: FantasticDorf on June 02, 2019, 04:34:17 am
So... to compensate, should I just make more melee weapons so the archers use that instead of trying to beat things up with bows?

Crossbowdwarves (your typical dwarves, if you have surplus ammo you could have bow-dwarves) with high weapon skill mostly remain put, but it helps to give them a little bit of wrestler training (dodging, discipline, close quarters fighting and observation) without their weapons like the rest of the normal squads. Champion noble (needs to be in a active squad, normally you could pick out your most veteran dwarf) could help you out with that if there's no one suitable in the squad already.

Its just ensuring they prioritize using the ranged weapon over the crossbow's pummeling blunt attack by having more skill into shooting well and accurately, copper crossbows are said to be the best because they are heavy and cheap to produce, though more dense artifact silver & platinum crossbows would be significantly more effective in melee.
Title: Re: DF2014 Question and Answer Thread
Post by: Worblehat on June 02, 2019, 04:34:13 pm
So... to compensate, should I just make more melee weapons so the archers use that instead of trying to beat things up with bows?

No. If your marksdwarves are in melee, they're wasting their time. I disagree with the copper crossbow advice; even a dense crossbow is terrible compared to real melee weapons, so just make your crossbows out of whatever material you like.

Using marksdwarves means constructing places where they can fire at enemies without pathing into melee. Archery towers (http://dwarffortresswiki.org/index.php/DF2014:Archery_tower) or a shooting gallery (sec. 9.2 of that page) (https://df-walkthrough.readthedocs.io/en/latest/chapters/chap09-end.html) are the usual approaches. Regarding the archery tower, I'd recommend making a 9x9 tower with a 5x5 inner wall. Since station orders give dwarves a 3-tile radius to choose from, that way you can actually control which side of the tower the idiots stand on.

Deciding that marksdwarves are more trouble than they're worth and just not bothering with them is also a valid strategy.  :)
Title: Re: DF2014 Question and Answer Thread
Post by: anewaname on June 03, 2019, 06:57:04 pm
You could assign a dwarf both a crossbow and a melee weapon (and no shield), then they will attempt to hit the enemy with both after they have closed into combat. A silver or steel hammer is a good choice.
Title: Re: DF2014 Question and Answer Thread
Post by: FantasticDorf on June 04, 2019, 07:46:10 am
You could assign a dwarf both a crossbow and a melee weapon (and no shield), then they will attempt to hit the enemy with both after they have closed into combat. A silver or steel hammer is a good choice.

Dwarves can't multitask like that, the specifics of things being strapped onto them is unknown but generally the crossbow is large enough to always be in the hand, they'd have to drop it to switch. Or never pick up either weapon at all.

I prefer to give them bucklers if anything at all, they least can hold onto those i think in the offhand. A fair amount of doging, archery and crossbow skill and they'll just kite enemies relatively up close.
Title: Re: DF2014 Question and Answer Thread
Post by: xZippy on June 04, 2019, 09:06:08 am
Is there any way to venture further than the borders of the world? Or are you just "locked in" that square space?
Title: Re: DF2014 Question and Answer Thread
Post by: Niyazov on June 04, 2019, 10:30:47 am
Is there any way to venture further than the borders of the world? Or are you just "locked in" that square space?

If you mean the world map - nothing exists outside the world map, in any direction.
If you mean the embark site - you can send military squads to sites anywhere in the world that is accessible, and you can send your Messenger noble to sites you control. But all their interactions are simulated via worldgen-type mechanics rather than directly modeled.
Title: Re: DF2014 Question and Answer Thread
Post by: anewaname on June 04, 2019, 12:09:13 pm
You could assign a dwarf both a crossbow and a melee weapon (and no shield), then they will attempt to hit the enemy with both after they have closed into combat. A silver or steel hammer is a good choice.

Dwarves can't multitask like that, the specifics of things being strapped onto them is unknown but generally the crossbow is large enough to always be in the hand, they'd have to drop it to switch. Or never pick up either weapon at all.

I prefer to give them bucklers if anything at all, they least can hold onto those i think in the offhand. A fair amount of doging, archery and crossbow skill and they'll just kite enemies relatively up close.
Here is a dwarf with both an axe and a crossbow in combat:
Spoiler (click to show/hide)
This portion of the log is two dwarfs chasing and shooting at the camel (before this, a dog was killed and more bolts were fired). One dwarf closed to melee and started swinging his axe and crossbow, the other dwarf did not close to melee.

Or.. did you misread and believe I was saying that a dwarf could use a shield and switch between two weapons? Because... I did believe that before.
Title: Re: DF2014 Question and Answer Thread
Post by: FantasticDorf on June 04, 2019, 01:00:33 pm
News to me, but generally id account for whether your dwarves had the armor level encumberance (there's a cap, which is why sometimes you can't helmets over masks and other misc stuff) or whether they travelling without exterior armor light would have been enough to carry the weapon slung onto them. In past attempts it had been a pretty binary choice between ranged weapons and melee weapons on account of not picking up both usually because i make them wear the fullest extent of armor (mainly at least cloaks and leather armor for light ranged units).

Ill have to experiment with naked dwarves and see exactly how many layers it takes before they get uncomfortable and wont carry.
Title: Re: DF2014 Question and Answer Thread
Post by: anewaname on June 04, 2019, 09:54:26 pm
My dwarfs get their civilian clothing, plus a breastplate and mail shirt on the torso, before they add hand-helds and sometimes food containers, so they do travel much lighter. I would add extra mail shirts but rarely have the metals.
Title: Re: DF2014 Question and Answer Thread
Post by: FantasticDorf on June 05, 2019, 02:17:22 am
My dwarfs get their civilian clothing, plus a breastplate and mail shirt on the torso, before they add hand-helds and sometimes food containers, so they do travel much lighter. I would add extra mail shirts but rarely have the metals.

Rather than physical weight encumberance i mean by matter of layers due to [ARMOR_LEVEL] tokens, mail shirts might have been something important to consider since they slide between the layers on the body of civilian clothes and underneath the breastplate/leather armor, add onto that cloaks and that's four layers just on the torso. Thanks, gives me a rough estimate of what range to look for.
Title: Re: DF2014 Question and Answer Thread
Post by: em1LL on June 07, 2019, 03:09:50 am
Is there any way to expel an insane dwarf? I don't want him to die of dehydration or something inside my fort's walls.

If I "Expel" him via v-p-e he stays in the fortress running around babbling anyway.
Title: Re: DF2014 Question and Answer Thread
Post by: Bumber on June 08, 2019, 06:12:52 pm
Is there any way to expel an insane dwarf? I don't want him to die of dehydration or something inside my fort's walls.

If I "Expel" him via v-p-e he stays in the fortress running around babbling anyway.
If all else fails, I think you can keep him alive by catching him in a cage trap and having other dwarves take care of him. (You can do this by hitting him with cave-in dust while he's standing on one.) I've heard you can also falsely imprison insane dwarves by sentencing them for a crime someone else committed (e.g., starting brawls, tantruming,) and being insane prevents them from ever being released.
Title: Re: DF2014 Question and Answer Thread
Post by: Loci on June 09, 2019, 05:18:34 pm
Is there any way to expel an insane dwarf? I don't want him to die of dehydration or something inside my fort's walls.

If I "Expel" him via v-p-e he stays in the fortress running around babbling anyway.

I think you can get expelled insane dwarves to leave the site if you can get them to a map edge. You could try cages, imprisonment, or a hallway with instantly locked doors to encourage them to random-walk in the desired direction.
Title: Re: DF2014 Question and Answer Thread
Post by: Niyazov on June 09, 2019, 07:49:17 pm
Is there a way to get raider squads to leave the map in a timely manner? I ordered a raid a month ago and a soldier is still on the map. She gets 75% of the way off it every time but keeps turning around to put on slightly different armor.
Title: Re: DF2014 Question and Answer Thread
Post by: anewaname on June 09, 2019, 09:12:26 pm
Military dwarfs will "Pickup equipment" as a priority to following their squad orders, so if you are crafting new equipment of the type assigned to that dwarf's uniform (or flasks/ backpacks) while the dwarf is heading for the edge of the map, 's'uspend the crafting jobs and wait until the dwarf is off the map.

You can check the details of the job (via job menu's ''j' or 'v'iew the dwarf's 'g'eneral status and hit Enter). This will let you know what they are going to pickup.
Title: Re: DF2014 Question and Answer Thread
Post by: em1LL on June 15, 2019, 07:11:10 pm
What creatures can I use for the GCS (Giant Cave Spider) silk farming purposes?

I've tried to chain tamed dogs (both common and war ones), wild warthog and even a citizen vampire -- the GCS doesn't seem to notice them at all! The only option is to use military dwarves but I don't want to use them like that tbh.
Title: Re: DF2014 Question and Answer Thread
Post by: Magistrum on June 15, 2019, 09:59:59 pm
GCS aren't hostile, they need a military unit to trigger it. Try using a goblin or some other invader.
Title: Re: DF2014 Question and Answer Thread
Post by: em1LL on June 15, 2019, 10:13:55 pm
GCS aren't hostile, they need a military unit to trigger it. Try using a goblin or some other invader.
It says "Hostile" here though -- http://dwarffortresswiki.org/index.php/DF2014:Creature
Title: Re: DF2014 Question and Answer Thread
Post by: anewaname on June 16, 2019, 11:06:33 am
It seems to be the "Active" status of a military unit that triggers the GCS to shoot webs. Maybe war dogs only work when they are assigned to a dwarf. Goblins captured during from a siege might work if you have them. As an example, I had a GCS attempting to destroy a wood door at a gate to the caverns, where the corridor was only 1 tile wide. Civilians and pets were walking past the GCS without problems. Then I send two squads of military dwarfs down there and the GCS went crazy with the webbing and suddenly there were 30 dwarfs webbed; (civilians and pets were getting into the line of fire too). Only a few dwarfs died but it took a long time before a dwarf was able move the 4 tiles to reach the spider.
Title: Re: DF2014 Question and Answer Thread
Post by: Magistrum on June 16, 2019, 09:57:54 pm
It says "Hostile" here though -- http://dwarffortresswiki.org/index.php/DF2014:Creature
Yeah it does. Some stuff happened back when various levels of seriousness were added to combat and now GCS aren't looking for trouble. They won't try to web creatures not in lethal combat, it seems, and they aren't particularly concerned about civilians. Your soldiers tough are definitely trying to kill it, so the combat level raises and they start webbing.
Title: Re: DF2014 Question and Answer Thread
Post by: Arek on June 22, 2019, 05:49:15 pm
My guys refuse to equip weapons, specifically halberds.
I play with modded race. Some of its castes are slightly bigger than humans, but most are slightly smaller than dwarves. I checked that all the assigned dudes are well within minimal required size to wield them. Some, like squad commander should even be able to wield them one-handed. Other weapons, like simple spear they equip just fine. Assigning specific weapon doesnt help.
Any ideas?
Title: Re: DF2014 Question and Answer Thread
Post by: Loci on June 22, 2019, 10:31:46 pm
My guys refuse to equip weapons, specifically halberds.

That's a known bug (http://www.bay12games.com/dwarves/mantisbt/view.php?id=0005812).
Title: Re: DF2014 Question and Answer Thread
Post by: Ulfarr on June 23, 2019, 01:06:33 am
My guys refuse to equip weapons, specifically halberds.
.
.
.
Any ideas?

Lower the [MINIMUM_SIZE:X] requirements of the weapons themselves, to your race's lowest average (or to a specific caste's average if you don't want all of them to be able to use them) in the raws. I'm not sure whether you can do this in an already existing world or it needs a new one.
Title: Re: DF2014 Question and Answer Thread
Post by: Arek on June 23, 2019, 03:02:54 am
The affected castes specific size was already in 70k and 80k range respectivelly, while the others were in 45-55k range (and much more numerous).
I had to lower the minimum required size all the way down to 55k so it seems it goes for racial average (or maybe weighted racial average, taking the POP_RATIO into account).
Title: Re: DF2014 Question and Answer Thread
Post by: Ulfarr on June 23, 2019, 08:32:43 am
That's interesting to know.
Title: Re: DF2014 Question and Answer Thread
Post by: xZippy on June 25, 2019, 08:51:45 pm
Is there an image or page that shows every single solitary tile of a "creature" between different graphic sets?
Title: Re: DF2014 Question and Answer Thread
Post by: Fleeting Frames on June 26, 2019, 09:44:04 am
Nope. Feel free to make one. The number of graphics sets is an unbounded set.
Title: Re: DF2014 Question and Answer Thread
Post by: xZippy on June 26, 2019, 06:29:55 pm
Would people care if I made one? Also, my last fortress was absolutely obliterated by the outbreak of a werelizard. Is it only bites that cause spread it around? Or attacks in general?
Title: Re: DF2014 Question and Answer Thread
Post by: Naturegirl1999 on June 26, 2019, 06:35:22 pm
Would people care if I made one? Also, my last fortress was absolutely obliterated by the outbreak of a werelizard. Is it only bites that cause spread it around? Or attacks in general?
Bites
Title: Re: DF2014 Question and Answer Thread
Post by: xZippy on June 26, 2019, 06:49:51 pm
And the best way of dealing with bitten people is to put them in a squad and lock them somewhere forever? Killing them once they transform? Can they ever be cured?
Title: Re: DF2014 Question and Answer Thread
Post by: Dunamisdeos on June 26, 2019, 07:30:19 pm
They cannot be cured. Only bites that break the skin and draw blood transfer the curse. If they bite and sever something, that does NOT transfer the curse.

Safest things to do in order:

1) Kill em'
2) Lock em away forever
3) Anything else is a matter of time before it nips someone and spreads the curse.
Title: Re: DF2014 Question and Answer Thread
Post by: anewaname on June 26, 2019, 09:21:49 pm
....
4) Expel them from your fort
Title: Re: DF2014 Question and Answer Thread
Post by: xZippy on June 27, 2019, 02:37:34 am
I'm sorry for this barrage of dumb questions but...

If there's an attack going on somewhere in my fort and only not-so-good fighters are trying to fend the enemy off, is my best bet to create a "point" and send my squad there and hope that helps?
Title: Re: DF2014 Question and Answer Thread
Post by: Ulfarr on June 27, 2019, 05:10:35 am
Funneling the enemies to some sort of choke point is always a valid strategy, but your warriors will eventually get tired (even if the were extremely well trained). If you can postpone the actual fight, turtle up until you can create said choke point and

If the above is not possible, arm every citizen with a weapon and shield and send them to their glorious death hope for the best.
Title: Re: DF2014 Question and Answer Thread
Post by: Fleeting Frames on June 27, 2019, 07:45:59 am
Would people care if I made one?
Generally speaking on any <>, not much - but there's just not many people who would look. Look for the amount of interest your average mod/utility gathers; a whole handful of different people is probably above average. Do what you want; if others like it its a nice bonus.

I may not be the best judge for how popular this one would be, though - I'm not the type to easly change a graphics /tileset once I've decided on one for the fort.
And the best way of dealing with bitten people is to put them in a squad and lock them somewhere forever? Killing them once they transform? Can they ever be cured?
5) Use them as anti-syndrome warriors, as the transformation cures that (don't let them see each other transform, though).
If you can get them husked and swole, they're pretty much as powerful biologically as they possibly can be, though you'll find them rather more difficult to control them - and them dropping their gear on transformation is an unfortunately substantial malus to it.
6) Or maybe some kind of self automated item drop training as the transformation cures infections, as to get named armor/clothes (which no longer wear out).

Note that if you lock them away for item production, you should host all buildings on 1z pillars in a 2z room with ramps leading up (for workshops, this means deconstructing 8 edge floors). Buildingdestroyers can't destroy such buildings (this is sometimes used to make door FB-safe). The armor stand for military training can be walled after the room from it is designated.
I'm sorry for this barrage of dumb questions but...

If there's an attack going on somewhere in my fort and only not-so-good fighters are trying to fend the enemy off, is my best bet to create a "point" and send my squad there and hope that helps?
I would send my better soldiers to take care of it, assuming the better soldiers are good enough to deal with the threat safely.

If they would take some losses, it's balance-of-value decision: which are more valuable to you.

If you'd not mind losing the not-so-good fighters, then they'll still keep enemies busy for a bit. Use that time to build walls & locked door(lasts a day against building destroyers), or w/e as appropriate to stall them longer so you can setup whatever to take care of the enemy.
Title: Re: DF2014 Question and Answer Thread
Post by: anewaname on June 27, 2019, 08:16:09 am
If there's an attack going on somewhere in my fort and only not-so-good fighters are trying to fend the enemy off, is my best bet to create a "point" and send my squad there and hope that helps?
Because you do not have the knowledge yet to assess if your squad will be able to win the fight, you should assume the worst and both send in the squad and begin walling off the remaining civilians (using every bit of Fleeting Frames's and Ulfarr's posts).

There is a great need for contingency planning in DF.
Title: Re: DF2014 Question and Answer Thread
Post by: Magistrum on June 27, 2019, 10:45:07 am
There is a great need for contingency planning in DF.
I don't need to setup the bridge before breaching this layer, what's the worst that could be outside this wall anyway?
Title: Re: DF2014 Question and Answer Thread
Post by: xZippy on June 27, 2019, 08:55:29 pm
Are "werehumans", "weredwarves" or "wereelves" possible generated things for the game? Even by accident or by a weird glitch?
Title: Re: DF2014 Question and Answer Thread
Post by: Telgin on June 28, 2019, 09:35:55 am
Not normally, as far as I know.  I'm pretty sure only animals are chosen as valid werecreature curses, although I don't know how the game chooses them and suspect it has some other restrictions it applies based on size, body plan or tag.

Duplicated raws (from botched mods) could possibly lead to werehumans, weredwarves or wereelves, but I think some of the duplicated raws bugs might have been fixed since I haven't heard anyone talk about it in a long time.
Title: Re: DF2014 Question and Answer Thread
Post by: xZippy on June 28, 2019, 11:18:23 pm
When a trap gets triggered, does the game announce it to you?
Title: Re: DF2014 Question and Answer Thread
Post by: Ulfarr on June 28, 2019, 11:49:23 pm
Sort of. For weapon/stone/upright spike traps it will generate a combat report, I 'm not sure about cage traps.
Title: Re: DF2014 Question and Answer Thread
Post by: anewaname on June 29, 2019, 02:26:38 am
No announcement or report for the triggering of a cage trap. I place Animal stockpile (with no empty cages allowed) somewhere where I visually will notice the new food supply.
Title: Re: DF2014 Question and Answer Thread
Post by: Fleeting Frames on July 01, 2019, 01:54:57 am
Also, even were-cavy will outweigh your dwarves. "Twisted into a humanoid form" means that I haven't been able to find any raws for weres smaller than humans, though some were just small enough that they and humans could, theoretically if they were inclined to do that, share Ostrich man (I think) or even Wild Boar Man sized clothes.

If your dwarves are too slow, don't use them. Lock hatches above the beast instead.

Tbh, after fps/boredom death, I'd wager werebeasts are probably the greatest cause for unexpected abandoning of a fort, and they're also likely the first, so no shame in prepping harder for them. (Though that's partly due almost all other fort-wreck-capable enemies knocking first before walking towards your fort.)
Title: Re: DF2014 Question and Answer Thread
Post by: xZippy on July 01, 2019, 11:30:25 am
Is it best to just kill those who are were-infected? Worrying about keeping those dwarves trapped all the time because they'll always transform can't be a fun thing to always keep track of.
Title: Re: DF2014 Question and Answer Thread
Post by: Dunamisdeos on July 02, 2019, 08:15:56 pm
Your options for werebeasts are:

1) Lock em away
2) Use em' for stupid dwarf trick (sealed lever room, megaproject of some kind, etc).
3) They will kill everyone
Title: Re: DF2014 Question and Answer Thread
Post by: xZippy on July 03, 2019, 02:35:39 am
1.) Does Miasma float up to higher z-levels?
2.) I've had corpses laying in my base for months. They keep scaring away my animals and my dwarves will. not. dump. them. No matter what command they're given, they just leave them there.
3.) Is further study needed for the proof of climate change?
Title: Re: DF2014 Question and Answer Thread
Post by: Schmaven on July 03, 2019, 05:05:12 am
Dumping does seem to be a low priority task, so dwarves will do just about everything else you have queue'd up first, including hauling things to stockpiles.  Fortress layout also has a factor - I had a doctor take on the dumping task, but was so far away that he would cancel it to drink before getting there, then took on other tasks instead.  As he was walking toward the corpse, no other dwarves could be tasked to dump it.  This happened quite a bit before I just made a few squads inactive and some of them dumped the corpses. 

I believe the refuse hauling labor is what's required to dump items, so you could try disabling all other professions on a dwarf to encourage it.  I had a dedicated food hauler to help prevent roasts from rotting in the kitchen.  Adding refuse hauling to that dwarf might shouldn't be too much of a distraction.  Unfortunately they were killed so I need to find a replacement now.
Title: Re: DF2014 Question and Answer Thread
Post by: Loam on July 03, 2019, 08:03:55 am
1). Yes, it does.
2). Are these citizen corpses, or non-citizen/animal corpses?
     Citizen corpses will be buried in any available coffin if they are accessible - do you have coffins available?
     Non-citizen/animal corpses should be taken to a Corpse or Refuse stockpile. Do you have these stockpiles? Also, are the corpses inside/underground, or outside (check with 'k')? If outside, make sure to set your 'o'rders to allow dwarves to dump outdoor refuse - otherwise they will ignore any refuse-hauling jobs for outdoor items, whether putting them in refuse stockpiles or dumping them.

And re: were-infected dwarves - be wary of killing them, at least with militia, since doing so can start a loyalty cascade.
Title: Re: DF2014 Question and Answer Thread
Post by: xZippy on July 03, 2019, 02:54:12 pm
2). Are these citizen corpses, or non-citizen/animal corpses?
     Citizen corpses will be buried in any available coffin if they are accessible - do you have coffins available?
     Non-citizen/animal corpses should be taken to a Corpse or Refuse stockpile. Do you have these stockpiles? Also, are the corpses inside/underground, or outside (check with 'k')? If outside, make sure to set your 'o'rders to allow dwarves to dump outdoor refuse - otherwise they will ignore any refuse-hauling jobs for outdoor items, whether putting them in refuse stockpiles or dumping them.

And re: were-infected dwarves - be wary of killing them, at least with militia, since doing so can start a loyalty cascade.
These are non-citizen corpses. They're all random animals that jumped in the walls and got killed. I even added extra refuse stockpiles and my dwarves have been walking right past them for months. No matter what I tell the dwarves, the game just keeps going "nope, you can't move them. sucks d0000d."

Forgive my barrage of questions, I'm trying to absorb as much info as humanly not-so-possible, as I'm growing increasingly addicted to this game, but my Christ on a crucifix stick is it frustrating. I just got sieged by some nasty goblins and uhh...
Good news: I actually managed to defeat the siege, and I really, really, really think I wouldn't. Every cloud I guess?
Bad news: My population went from like ~130 to around 40. I can rebuild slowly, but my good lord there's corpses everywhere, and imagine how long that's gonna take WHILE rebuilding everything. Now let's throw in some nice grief and depression in there. Should I tough it out and keep playing or just abandoned the beaten fort to ruin? If I get sieged again in this state, I'm brown bread.
Title: Re: DF2014 Question and Answer Thread
Post by: Large Wereroach on July 03, 2019, 03:04:12 pm
Hi there,
I'd like to improve the settings for game interruption upon attacking events. I just had 3 dwarves bitten to near-death by an unnoticed cave crocodile and I only found out when I was accidentially looking at the hospital room...
does anyone know which line in the announcements.txt is the right one for a dwarf being attacked, or "initially attacked" like starting a fight?

I expect that game interruption on every attacking event may be a little bit too much in larger fights since it's (deducing from the fight reports...) a flood of "charging" events, but on the other hand I'd really like to avoid unarmed civilians hopelessly fighting without running for help... How do you manage these things?
Title: Re: DF2014 Question and Answer Thread
Post by: xZippy on July 03, 2019, 03:11:28 pm
I also would love to know what the above poster wants to know. If I could tightly squeeze just one more in: do I have to designated a room size with a bed if it's just a 'free bed'? Or can I just build a bed in an enclosed room and leave it at that?
Title: Re: DF2014 Question and Answer Thread
Post by: Fleeting Frames on July 03, 2019, 05:11:24 pm
Personally, I like to set building destruction to pause the game - this is so I know to react to trap fb/werebeast/croc/whatnot with the bait building. However, to comfortably do what you want probably requires a new dfhack script. Uncomfortably, you could set pauses on whatever event you want (used to set for charging, to look at so-called 'spar through walls' bug), and then use nopause or save/quit/swap files/restart. Desired event is troubled by same announcements being used for sparring, so I would maybe want to use various bad status lines such as "gives in to pain", were I to want to do this solely through text editing. (The latter also has the advantage of being mentioned immediately, as opposed to week later when dwarf being missing is announced.)

But I don't want it much, either way - at the time of first combat report, your military may not arrive in time to prevent injury, any of which can give infections if not kill on their own. Better to prevent it from happening in the first place via layered defence of cage traps followed by ladder of bait buildings surrounded by raising drawbridges.

@xZippy: Note that random animalmen are stored in corpse stockpile, not refuse stockpile (differences being less sorting options, and not rotting armor and clothes).

I'd say try to rebuild at least once. You'll become more experienced.
Title: Re: DF2014 Question and Answer Thread
Post by: anewaname on July 03, 2019, 10:01:07 pm
You can also use a 3rd party tool like SoundSense to receive an audible alert when a fight includes an injury. The default Soundsense settings make a lot of combat noise when there is sparring, but if you limit the battle sounds to those involving bruising, tearing, and dismembering, you will know the moment a fight involves an injury to someone or something.

I also keep the SoundSense command line output open and this allows me to eyeball the text when I want to know specifically what caused a sound, so can see if it is something unimportant like hunting or an FB eating a crundle, or something important like a werecreature killing wildlife on the edge of the map, or that jabberer biting the leg off your web-collector.
Title: Re: DF2014 Question and Answer Thread
Post by: Large Wereroach on July 04, 2019, 12:47:33 am
Sound like sensible solutions, will have a look at soundsense. I have my hallways that lead into the caverns trapped, but the *large serrated copper discs* missed the Cave Crocodile (seems like a pretty agile crocodile...). So there's no "attack on dwarf by non-dwarven attacker initiated" line in the announcements.txt, I conclude ;)
Title: Re: DF2014 Question and Answer Thread
Post by: Bumber on July 04, 2019, 05:52:02 am
I also keep the SoundSense command line output open and this allows me to eyeball the text when I want to know specifically what caused a sound, so can see if it is something unimportant like hunting or an FB eating a crundle, or something important like a werecreature killing wildlife on the edge of the map, or that jabberer biting the leg off your web-collector.
Announcement Window can also help.
Title: Re: DF2014 Question and Answer Thread
Post by: Large Wereroach on July 05, 2019, 11:49:44 am
Next question... I found out (guess how) that cage traps also catch caravans... I have built roads across the whole embark from my depot to the map edges where the caravans usually arrive (and goblins etc., too). The caravans seem to never arrive at the exactly same spot and they never "use" the road (I haven't built the roads with that exactly in mind, only to keep at least one route from overgrowing with trees). Now I'm a bit annoyed... oceans of puke only to have the caravan trapped in cages? Will caravans adhere to traffic restrictions? If not, it's more or less impossible to have cagetraps in the open because one always is at risk of killing an arriving caravan?
How do you handle it?


edit: hm, it seems as if the caged oxen still got to the depot, at least I can trade... so, can I put my cagetraps all over the place safely?
Title: Re: DF2014 Question and Answer Thread
Post by: Naturegirl1999 on July 05, 2019, 12:00:55 pm
What if you place your cage traps in an area where the caravans can’t reach? I’ve never had this problem though, this is just a guess
Title: Re: DF2014 Question and Answer Thread
Post by: Large Wereroach on July 05, 2019, 12:03:51 pm
actually the caravan arrived at the depot... the caged animals moved along *with* the cages and although there were no wagons visible, I can now trade alright... strange
Title: Re: DF2014 Question and Answer Thread
Post by: anewaname on July 05, 2019, 05:14:48 pm
You might have been watching caged animals that the caravan brought for sale. Usually the caravan members will not be captured in a cage trap or drive their wagons over them.
Title: Re: DF2014 Question and Answer Thread
Post by: xZippy on July 05, 2019, 07:36:49 pm
I got horribly unlucky and got sieged during winter, so my beautifully crafted moat was frozen and everyone climbed over my walls. Should I cover my fort with a roof/floor?

Edit: I will not rest until I'm capable of dealing with both werebeasts and goblin sieges. I keep losing forts man I don't like that. ={
Title: Re: DF2014 Question and Answer Thread
Post by: Fleeting Frames on July 06, 2019, 01:59:51 am
That's one option. Others are

- Make the top level exclusively of wall-like buildings, as buildings are unclimbable.

- Put an overhang (1z without walls, 2z with walls) the enemies can't jump onto from trees.

- Build even higher, until you reach the sky and can seal off top z-level. Only option that keeps out fliers while also keeping your courtyard perpetually both secure and above ground/light/outside despite digging/building underneath (using later-closed bridges as ceiling can also do this, but has periods of insecurity or being inside when you dig/build underneath.)

- Have a more obvious target for the enemies they'll die trying to get to.

- Have near everyone trained and well-armed, i.e. by having near entire fort in military with opposite inactive/active schedules.
Title: Re: DF2014 Question and Answer Thread
Post by: xZippy on July 07, 2019, 01:39:01 am
- Have a more obvious target for the enemies they'll die trying to get to.
Do platinum statues do the job? I have more than enough of that metal.

1.) When I make coins, what am I actually able to do with them..?
2.) How can I prevent climate control in the real world? ={
3.) During military training, are wooden weapons used automatically if they're in reach?
Title: Re: DF2014 Question and Answer Thread
Post by: Large Wereroach on July 07, 2019, 04:53:41 am
Hi there. Next question  ::) ;).
The "need to acquire something" according to the wiki can be fulfilled by carrying trinkets. Now, I don't use crafts for trading (given the amount of worn clothes that I also find hard to come by), I've just set the manager to have around 40 of every type available. This means, there are always at least 40 rings, earrings, scepters, crowns, bracelets, amulets etc. available. Yet most of my dwarves are dejected after not being able to acquire. It's right there next to the central stairway, folks, just grab one...
What are your approaches to this issue? Do you shift your crafts stockpile around the fortress every other week? Do you just ignore the whining for "shiny"? Are there other ways?
Title: Re: DF2014 Question and Answer Thread
Post by: xZippy on July 07, 2019, 06:06:44 am
I've just set the manager to have around 40 of every type available. This means, there are always at least 40 rings, earrings, scepters, crowns, bracelets, amulets etc. available. Yet most of my dwarves are dejected after not being able to acquire. It's right there next to the central stairway, folks, just grab one...
What are your approaches to this issue? Do you shift your crafts stockpile around the fortress every other week? Do you just ignore the whining for "shiny"? Are there other ways?
Have you tried tinkering with what labors are enabled for which dwarves? This... sort of helped with some issues I had with dwarves not making very important armor when they're supposed to. Changing stockpiles around never solved anything for me, because if the dwarf is being a doof and ignoring things in front of them, changing the stockpile to the other side of a doorway didn't help.

Are you getting the "Dwarf cancelled because something something can't get to item something" message?
Title: Re: DF2014 Question and Answer Thread
Post by: Large Wereroach on July 07, 2019, 06:31:55 am
No, it's not the problem that they can't reach anything, but apparently they won't pick up any craft. Although that's not true either, because every dwarf in the fortress has got *plenty* of crafts on them. So it's either that they want to acquire something that I missed (the status screen does not state in detail what exactly they haven't been able to acquire) or they don't pick them up although I made sure that they have to pass a finished goods stockpile with only crafts in it on their way to the bedroom at least.
Title: Re: DF2014 Question and Answer Thread
Post by: feelotraveller on July 07, 2019, 07:14:28 am
Make a second stockpile for the crafts and disallow the items in the first one.  When they have all been transferred, send them back again.  Repeat as needed.

Yes it's silly, but dwarfs only grab trinkets when they are carrying out the 'store in stockpile' job with them.  Usual disclaimers apply about different dwarfs having different fetishes (and fetish levels)...  ;D
Title: Re: DF2014 Question and Answer Thread
Post by: Large Wereroach on July 07, 2019, 07:25:58 am
I must admit, I didn't even think of simply disabling/enabling but only about deleting the whole stockpile. Still I can see a problem that not every dwarf is involved in hauling the crafts from a to b and back. I have to admit, if indeed hauling is the only solution, that would be something I'd put on the "to-be-fixed" list, if this is intentional it's somewhat annoying...
Title: Re: DF2014 Question and Answer Thread
Post by: Ulfarr on July 07, 2019, 08:01:05 am
Do platinum statues do the job? I have more than enough of that metal.

1.) When I make coins, what am I actually able to do with them..?
2.) How can I prevent climate control in the real world? ={
3.) During military training, are wooden weapons used automatically if they're in reach?

Statues, doors, workshops etc are good enough baits against building destroyers (trolls, were beasts, forgotten beast etc), regardless of what they are made of. Regular enemies won’t bother with them though and will just try to reach your soldiers and civilians if there is an open path to them.

1) coins have no use right now, except as barter goods for the caravan and various danger room designs.

2) you won’t need to control the climate if there is no world.

3) no. During training they use whatever weapon they are carrying/have been assigned. You will have to assign them training weapons yourself if you want them to use them but there is no real reason to do so unless you don’t have access to metal weapons for some reason.
Title: Re: DF2014 Question and Answer Thread
Post by: Fleeting Frames on July 07, 2019, 10:03:29 am
@Large Wereroach: You might try a minecart route that takes a craft from a stockpile, waits a day to move a stop (so that same dwarf won't do everything), then goes to put it on different stockpile that then gives to the first stockpile.

@xZippy:

1) You can look at coins. Each coin metal has unique design for the season. Can look at them, then collect them in coins stockpile as calendar of time passing in fort.

You can also melt them, either by splitting through trade depot first or not. Each 500 stack gives back 1,1 bars; split up it'll give 50 (so about twice as efficient per job). Best way to multiply metals not typical for weapons/armour.

Note on Ulfarr's answer: Any danger room design that hits the dwarf (so, all but like 1 minecart design), can give red wounds afaik (at least with featherwood earring dropping 1z), which can get infected, which can kill the dwarf. You may find it amusing to stick werebeasts or your enemies inside instead.

As barter goods to haul away to the caravan, they're useful for practising bartering - easy way to level up your broker's social skills. In terms of value itself, they're relatively worthless.

In adventure mode, you can throw them at enemies.

2) Odd flex, but most modern AC won't work if it is not provided with electricity. A villainous plot to sabotage it, overload corks, swindle enough money from the budget that it can't be paid for or seduction to get everyone outside might work. The last is also necessary to prevent various non-electrical climate control methods.

3) To add to what Ulfarr said, there are two main reasons to assign training weapons: 1) you want to train armor user on wildlife. 2) You want a wooden spear or sth that you can stick in a weapon trap that won't break (and that can burn forever, if that's desired).
Title: Re: DF2014 Question and Answer Thread
Post by: xZippy on July 07, 2019, 07:07:20 pm
Are level 7 water tiles still dangerous if there's a ramp in the water? I made a moat but forgot to remove the ramps.
Title: Re: DF2014 Question and Answer Thread
Post by: Schmaven on July 07, 2019, 07:48:29 pm
Are level 7 water tiles still dangerous if there's a ramp in the water? I made a moat but forgot to remove the ramps.

Not for any creature with swimming.  I think it would be if it were magma.  Water though... Excellent question.
Title: Re: DF2014 Question and Answer Thread
Post by: Fleeting Frames on July 08, 2019, 03:14:57 am
Looking at my drowned military, I'd say yes, if they don't have swimming (or have temporarily forgotten it due stunning, potentially). The distance they'll get to move before drowning is maybe quarter of the nominal twenty tiles, though the toughest (iirc; check when you decide to drown half your fortress) dwarves can take three times as long (just over an in-game day) to drown as the least tough ones.

It's not unusual for military fights near murky pool to result in more casualties to water than to enemies.

Plus they can move under the bridge and drown no matter the level.
Title: Re: DF2014 Question and Answer Thread
Post by: anewaname on July 08, 2019, 12:51:32 pm
If you are asking if the ramps are dangerous because they allow a creature to walk into or out of the moat, they can be... Creatures that can ignore water (animated dead, were-folk, some mega-monsters) can walk down the ramp, walk through the water, and walk up the second ramp, and they will usually do this if they can see an enemy. Putting a simple wall on the inside of the moat will block some of these creatures because it will block line of sight to their enemy.
Title: Re: DF2014 Question and Answer Thread
Post by: TomiTapio on July 11, 2019, 06:13:27 am

Does accepting entertainers or monster slayers reduce the amount of migrants you get?
Title: Re: DF2014 Question and Answer Thread
Post by: Sver on July 11, 2019, 07:10:06 am
Migrants depend on your fortress fame (mainly trade and death, as it seems) and population cap. So, not really, as long as your pop cap allows for more migrants.
Title: Re: DF2014 Question and Answer Thread
Post by: Ulfarr on July 11, 2019, 10:34:29 am
To expand on Sver's answer a bit.

Any visitor you accept as a long term resident does count toward the pop cap regardless of their citizenship status, so depending on what your pop cap is you might find yourself with a fort full of people that can't be assigned any useful labor.
Title: Re: DF2014 Question and Answer Thread
Post by: TomiTapio on July 11, 2019, 11:05:29 am
Never hitting the pop cap, but often find my fort at a "8 command-able citizens, 19 bards/guests/mercs/kids"
state due to monsters and invaders killing my dorfs.   Maybe _this_ time I'll put bard pile in front of caves-stair.
Title: Re: DF2014 Question and Answer Thread
Post by: xZippy on July 12, 2019, 07:59:41 am
When I send most of my dwarves in a burrow during a siege, I keep getting constant updates of "something something cancelled, inaccessible something". This is obnoxious if you're using SoundSense and also, my FPS is getting murdered. Is there a way around these problems or is this just how the game is?

Edit: Nevermind, figured it out. New question. When doing missions, is there a way you can see your "chance of success"? Assuming it even works that way.
Title: Re: DF2014 Question and Answer Thread
Post by: Fleeting Frames on July 12, 2019, 09:47:46 am
You can guess by looking at what lives in the site. If they have something bigger than, say, 1 mil body size (even horses, at half that, have been noted to stack kills) and you don't, or if their leader is grandmaster military tactican (and possibly leader/organizer) and yours cannot match their skill (or worse, is unskilled) I'd think it is reasonable to expect casualties and being repelled.

Actual chance, though, you need to savescum and do the mission twenty times. Between mission save corruption, jumping in trees at map edge wildlife then killing fps and even desertion, even the simplest mission isn't a guaranteed success.

(I harbor a vague guess, based on pretty much nothing, that the corruption might be linked to some offloaded calcs happening once a season now; if that it should be worst chance near/end of a season, depending on how the offloading is calculated; I'd gues the latter. Such testing would help confirm when the corruption is more likely. )
Title: Re: DF2014 Question and Answer Thread
Post by: xZippy on July 13, 2019, 03:11:27 am
The "number of beasts" you can set before generating a world... Can that control werebeasts as well?
Title: Re: DF2014 Question and Answer Thread
Post by: Ulfarr on July 13, 2019, 03:32:14 am
No, it only affects the number of (semi) megabeasts and titans. You can set how many different werebeasts curses (species) exist in a world through the eponymous advanced world generator option but that still doesn't control the actual number of werebeasts.
Title: Re: DF2014 Question and Answer Thread
Post by: TomiTapio on July 13, 2019, 09:59:53 am
The "number of beasts" you can set before generating a world... Can that control werebeasts as well?
For a "no weres, no vampires" worldgen, use in init/world_gen.txt
   [VAMPIRE_NUMBER:0] zero types of vampire infections
   [WEREBEAST_NUMBER:0] zero types of were infections

For a better adventurer world, delete bogeymen in worldgen params:
   [NIGHT_TROLL_NUMBER:0]
   [BOGEYMAN_NUMBER:0]
Title: Re: DF2014 Question and Answer Thread
Post by: xZippy on July 13, 2019, 09:19:07 pm
I have two barons in my fortress. Look at this image.

(https://i.imgur.com/n4rLzKe.png)

Those two rooms at the sides are a bedroom and dining area. Look how much expensive stuff I put in there, and the room values will not. go. up. What am I doing wrong?
Title: Re: DF2014 Question and Answer Thread
Post by: catacombs on July 13, 2019, 09:37:48 pm
.
Title: Re: DF2014 Question and Answer Thread
Post by: xZippy on July 13, 2019, 10:10:53 pm
Obsidian 16×16
Title: Re: DF2014 Question and Answer Thread
Post by: anewaname on July 14, 2019, 01:41:43 am
I have two barons in my fortress. Look at this image.
Spoiler (click to show/hide)
Those two rooms at the sides are a bedroom and dining area. Look how much expensive stuff I put in there, and the room values will not. go. up. What am I doing wrong?
So those are the physical rooms... are there room designations inside each one? Did you 'q' a throne and make the room into an office, assign it, etc. Are any of those room designations overlapping? Because that greatly reduces room value (http://dwarffortresswiki.org/index.php/DF2014:Room#Quality). I ask this way because that looks like gold furniture, so you should have seen some boost in room value on the noble's screen. More tips to boost value are in that wiki link.
Title: Re: DF2014 Question and Answer Thread
Post by: xZippy on July 14, 2019, 04:27:07 am
Sorry, I was looking at the wrong baron the whole time. Good to know my retardation pills were working the whole time.

How useful for siege buildings against incoming enemy sieges? Or are those meant for attacking other civilizations?
Title: Re: DF2014 Question and Answer Thread
Post by: TomiTapio on July 14, 2019, 07:01:05 am
How useful for siege buildings against incoming enemy sieges? Or are those meant for attacking other civilizations?
2011 talk about ballistas versus goblin sieges:
http://www.bay12forums.com/smf/index.php?topic=78558.0
The siege engines are for killing invading goblins.
Title: Re: DF2014 Question and Answer Thread
Post by: Fleeting Frames on July 14, 2019, 04:05:27 pm
Pre-43.04, used to be that you could use wooden ballista for childcare training. They're more dangerous now, but still.

Thus, recommended use has been previously making enemy dodge and fall; I guess you could use them to soften non-dodging enemies up a bit now as well. In terms of effectiveness, costs a lot of space (to dig) for not all that deadly result compared to most other defensive designs of that size.

But I got to say, the flying giant arrows still look pretty damn cool.

You may find the secondary uses - tree deletion, stone stockpiling - more practically useful.
Title: Re: DF2014 Question and Answer Thread
Post by: feelotraveller on July 15, 2019, 06:35:14 am
Five splattered goblins with one ballista bolt is pretty cool.   :P  More chance of winning the lottery than seeing that again...
Title: Re: DF2014 Question and Answer Thread
Post by: catacombs on July 15, 2019, 10:20:12 am
.
Title: Re: DF2014 Question and Answer Thread
Post by: Witty on July 15, 2019, 03:27:52 pm
Anyone have any idea how to increase the odds of some hillocks or other sites to spawn as linked to your fort? It feels totally random from my past few fort experiences (usually getting either a bunch of sites in the first two years, or none at all ever).
Title: Re: DF2014 Question and Answer Thread
Post by: Loci on July 15, 2019, 08:41:17 pm
Anyone have any idea how to increase the odds of some hillocks or other sites to spawn as linked to your fort?

According to Toady (http://www.bay12forums.com/smf/index.php?topic=171128.msg7792270#msg7792270), you need to be on the same continent as your civilization, and that civilization has to have a site with sufficient population. You also need to reach the old nobility triggers (population, wealth, etc.). Other research has suggested that your fortress needs nearby tiles with the proper biomes for hillocks. Your civilization may also need to be below the civ site cap to found new sites. 
Title: Re: DF2014 Question and Answer Thread
Post by: xZippy on July 16, 2019, 03:02:49 am
How does the game decide when a dwarf sets up a caged prisoner? Do dwarves just stick stunned enemies in a free cage whenever they can?
Title: Re: DF2014 Question and Answer Thread
Post by: Fleeting Frames on July 16, 2019, 06:27:17 am
Nope. You have to catch enemies in cage traps. (Unless using this script (http://www.bay12forums.com/smf/index.php?topic=161795.msg7287486#msg7287486), I suppose.)

Note that, for example, you can pasture or chain a wild animal, but after doing so can't put them back into cage with simple assignment (unlike for your own creatures, who you can simply assign-unassign from built cage menu).
Title: Re: DF2014 Question and Answer Thread
Post by: anewaname on July 16, 2019, 01:32:45 pm
Build a Cage Trap - 'b' 'T' 'c'
     I have some of these near my entry gate into the caverns.
Build a Cage - 'b' 'j'
     I have some of these near my dining room so dwarfs can gawk at caged crundles and cave ogres.


Plenty on the wiki about how to use these...
Title: Re: DF2014 Question and Answer Thread
Post by: xZippy on July 16, 2019, 02:10:41 pm
That means all those cage traps I placed paid off when that siege came. Do sieges get bigger dependent on either time or fortress value?
Title: Re: DF2014 Question and Answer Thread
Post by: Fleeting Frames on July 16, 2019, 02:50:28 pm
Seems so, but them having population and you being what they wish to attack most is also important (though you can amolieorate that with raids in .44). I think fort population also matters, given how there's two "lower tiers" sieger caps in memory based on what you set it at.
Title: Re: DF2014 Question and Answer Thread
Post by: Psilobe on July 17, 2019, 12:44:05 pm
I seem to have run in to a weird issue. I've been crafting gauntlets and high boots as mad trying to outfit my dwarfs. m+e shows that all drafted dwarfs wear full metal uniform. But inspecting their inventory shows a horrifying lack of metal coverage for their hands and feet and dwarf therapist confirms this yet when I check my stocks it says I don't have any gauntlets or boots but when I inspect my stockpile and look inside the bins they are currently full with them.

How do I make my dwarfs wear the armor? They kinda need it before heading inside my danger rooms.
Title: Re: DF2014 Question and Answer Thread
Post by: xZippy on July 17, 2019, 01:56:08 pm
Could you post a screen of your military uniform setup?
Title: Re: DF2014 Question and Answer Thread
Post by: Psilobe on July 17, 2019, 02:42:00 pm
Just the standard unedited metal unform assigned to squad.

Tried disbanding and forming a new squad but no dice on that. But they were wiped out by a werebeast while out on patrol just now so now I have to draft up a few new brave heroes.

Honestly don't care too much and never bothered to figure out how the different layers work etc.
We will just have to accept the extra work load for the medics but I will try to create a new custom uniform and switch to that.

They do already have both gloves and mitten made out of cloth so its something atleast.

Figured out the issue. Setting uniform to replace instead of over fixed it.
Title: Re: DF2014 Question and Answer Thread
Post by: Fleeting Frames on July 17, 2019, 08:57:51 pm
"when I check my stocks it says I don't have any gauntlets or boots"

Manager, etc. doesn't count things that are currently tasked. All items inside a bin, whenever a single item is in a bin, become thus unavailable. This means two things:
- If you set your manager to check daily to produce X number of binnable goods with the aim of storing them in a single bin, you may end up producing up to binful of extra goods, as everytime someone stores the desired good in a bin they all disappear from the senses of work orders.

- Only one dwarf can grab something at a time, for military this means if you make single better equipment for your military commander, everyone else will have to wait to upgrade their equipment once each as a better equipment becomes available.

Seeds in barrels can have similar issue, though there you can mostly solve it with a barrelless feeder stockpile to separate the inputs from output, assuming only a single farmer has a reason to use that particular barrel. (Note that other way around doesn't work; i.e. you can feed from plain to barrel but not other way around.)
Title: Re: DF2014 Question and Answer Thread
Post by: xZippy on July 18, 2019, 10:37:38 am
When you have caged enemies, do dwarves periodically feed them? How do they stay alive for so long? And yes, I know some creatures don't need food.
Title: Re: DF2014 Question and Answer Thread
Post by: Ianflow on July 18, 2019, 11:14:16 am
When you have caged enemies, do dwarves periodically feed them? How do they stay alive for so long? And yes, I know some creatures don't need food.

I never personally saw it but supposedly they do? They do feed chained up prisoners/people the same way they feed pastured animals though

It's worth noting that cages effectively work as stasis chambers, as (iirc) they don't breed or breath. Aging to an extent, as I remember puppies aging up, but not many animals dying in cages.
I haven't played recently, but cages were a common way to deal with animals breeding (back when everything reproduced with The Spores).

This stuff is probably on the wiki tho
Title: Re: DF2014 Question and Answer Thread
Post by: Fleeting Frames on July 18, 2019, 12:50:08 pm
Creatures who don't belong in your fortress won't dehydrate or starve, and this includes caged prisoners or wild grazers. However, that doesn't mean that some of them won't help themselves to your plump helmet wine, dwarven biscuits, or other stuff, provided they have tags for those behaviours.

On "doesn't breed in cage", note that while this is true, already pregnant creatures in cages will give birth (and have the results be inside the cage) as well.

On "don't breath" note, it's more that they maintain their last breathing state. Cage trap won't save a fish if it is already drowning.
Title: Re: DF2014 Question and Answer Thread
Post by: Loci on July 18, 2019, 05:10:06 pm
It's worth noting that cages effectively work as stasis chambers, as (iirc) they don't breed or breath. Aging to an extent, as I remember puppies aging up, but not many animals dying in cages.

Aging is unaffected by cages. Creatures can and will die of old age in a cage.


Creatures who don't belong in your fortress won't dehydrate or starve, and this includes caged prisoners or wild grazers.

Insane visitors, guests, and animalpeople will dehydrate/starve, and your dwarves may actively care for them. I don't think insane invaders require food or drink, though.


On "doesn't breed in cage", note that while this is true, already pregnant creatures in cages will give birth (and have the results be inside the cage) as well.

Males in cages breed just fine. Only caged females are incapable of breeding.
Title: Re: DF2014 Question and Answer Thread
Post by: Fleeting Frames on July 18, 2019, 10:33:07 pm
Ah, TIL. Thanks for correction on insanity!

Males in cages do not breed fine. I too have heard the legend of "turkey gobbler cage surrounding 8 nestboxes", but relations-indicator is quite helpful in making sense what actually is happening: The hen gets pregnant beforehand, and will remain pregnant for six months, during the time any eggs they lay under the pet cap will be fertilized regardless of where the gobbler is; I've gotten 2 batches of turkey chicks out of a single gobbler I butchered (along with every other gobbler) before the first set hatched.

But I don't base it on just script; in my 43.03 fort I confirmed it in-game with giant wrens, with caged male (built in center) and uncaged females pastured first, then with nestboxes added, all the resulting eggs were unfertilized. I had to release the male giant wren from cage before I could get fertilized eggs for wren chicks (who I tossed into cage eventually, as they displaced some of my dwarves on top of walls they couldn't get down from).


Ignore that, further testing reveals they're usually fine.
Title: Re: DF2014 Question and Answer Thread
Post by: Psilobe on July 19, 2019, 03:10:38 am
Haven't played since before raiding was introduced but struggle to find a good overview on the subject.

How well equipped and trained should a squad be before sending out?
How deadly is it for the dwarfs?
can you only steal etc or can you "vassalize", demand tribute etc? Is it possible to set up a secondary outpost in a more metal rich region?  Can you annihilate a civilisation by raiding?
Title: Re: DF2014 Question and Answer Thread
Post by: TomiTapio on July 19, 2019, 07:05:43 am
Haven't played since before raiding was introduced but struggle to find a good overview on the subject.
How well equipped and trained should a squad be before sending out?
Thread on raiding, can attack neighboring dwarf civ also.
http://www.bay12forums.com/smf/index.php?topic=169974.0
Title: Re: DF2014 Question and Answer Thread
Post by: xZippy on July 19, 2019, 12:10:26 pm
When multiple items are in one type of room, do I need to designate the room type through one item? Or all of them one by one? For example, I have an archery range set up, do I need to created an archery room using just one archery target or all of them?
Title: Re: DF2014 Question and Answer Thread
Post by: Naturegirl1999 on July 19, 2019, 12:12:48 pm
One. As long as all of the targets are in the archery room then it’s good
Title: Re: DF2014 Question and Answer Thread
Post by: Loci on July 19, 2019, 01:02:33 pm
Males in cages do not breed fine. I too have heard the legend of "turkey gobbler cage surrounding 8 nestboxes", but relations-indicator is quite helpful in making sense what actually is happening: The hen gets pregnant beforehand, and will remain pregnant for six months, during the time any eggs they lay under the pet cap will be fertilized regardless of where the gobbler is; I've gotten 2 batches of turkey chicks out of a single gobbler I butchered (along with every other gobbler) before the first set hatched.

But I don't base it on just script; in my 43.03 fort I confirmed it in-game with giant wrens, with caged male (built in center) and uncaged females pastured first, then with nestboxes added, all the resulting eggs were unfertilized. I had to release the male giant wren from cage before I could get fertilized eggs for wren chicks (who I tossed into cage eventually, as they displaced some of my dwarves on top of walls they couldn't get down from).

Caged male dogs were able to breed back in v0.40.24 when I first posted about it (http://www.bay12forums.com/smf/index.php?topic=152205.msg6397038#msg6397038), I've confirmed they still can in v0.44.12, and, just for fun, I downloaded v0.43.03 and confirmed that they could in that version as well. In all cases I embarked with juvenile animals and assigned them to a pre-built cage before they grew to adulthood, so "pre-breeding" is exceptionally unlikely. I also tested geese in v0.43.03 and v0.44.12, and again had no difficulty breeding caged males for several sequential hatchings.

It's possible that the cage contents teleport bug (http://www.bay12games.com/dwarves/mantisbt/view.php?id=2539) (where, for instance, burning clothing will "teleport" to the last tile it was in before being caged) was interfering with your results. Building an empty cage and assigning the males to it should ensure that their location is properly updated so the females are able to "reach" them.
Title: Re: DF2014 Question and Answer Thread
Post by: Fleeting Frames on July 20, 2019, 02:03:53 pm
Intruging. Testing my own, then.

|(https://i.imgur.com/AnIIED8.png)|

Well, damn me for my inaccuracy - thanks for making me test this!

And yes, they didn't get pregnant beforehand. It took about a day and half±half to get them pregnant in the room (confirmed  with unit.pregnancy_timer, pastured into cage room on 20, was 831-1810 ticks pregnant on 22)...

I wonder if I built the nestboxes too soon. then (rather than any burning, though I'm not sure how item teleporting would affect breeding naked livestock anyway), so that the wrens didn't have time to idle. Unlike the dogs, they also have more non-idle behaviours, too (chasing the trainer).

@xZippy:

It varies. Beds need to be each made into their own rooms so that dwarves will claim them, though this doesn't apply for dormitories (well, it's more like dwarves will sleep in any unoccupied built bed, or on dormitory floor if none are available). I have not tested how bed claiming and "sleep in barracks" setting sync.

Dining rooms won't be claimed, but still need to be designated (just tested in 42.06; dwarf didn't put food on table until the table they were eating literally in front of while standing on a chair was designated as room.)

Archery targets needs to be individually sized and then also assigned to desired ranged squads; tested in 42.06 by resizing previous individual range with four soldiers training at previous 10 individual ranges (2 after resizing) - they only used the two remaining individually-defined ranges, even when swapping shooters, while other two remained as soldier(no activity).


On the other hand, barracks building itself can be assigned to any number of squads, and everyone in a squad can train at same building.

Noble requirement buildings will automatically be considered part of the room of a dwarf when their room is sized to include them (overlapping rooms in this part can result in small hauling loops)

Stacking the meeting area-like pull of statue gardens and such isn't going to be any more effective than having multiple stacked simple meeting areas, I wager.


A bit similar contrast is how only 1 creature can be stored in a cage at a time, but multiple dwarves can store things in a minecart simultaneously.
Title: Re: DF2014 Question and Answer Thread
Post by: Loci on July 20, 2019, 02:30:34 pm
I'm not sure how item teleporting would affect breeding naked livestock anyway

The root cause of the item-teleporting (the "location" of the clothing not being updated when the cage is moved) does affect animals as well. If you assign a juvenile animal to a cage and then move the cage, the growth announcement will zoom to the last location of the animal prior to being caged (generally two tiles from the original cage location). In further testing, the caged-then-moved males do eventually breed in the cage's new location, but it took quite a while (several seasons, or possibly a save/load cycle).
Title: Re: DF2014 Question and Answer Thread
Post by: Ianflow on July 20, 2019, 04:10:37 pm
Hm I think I may be confused, but I want to check something:
If I understand it right as I thought it had been, all creatures must be adjacent or on the same tile and idle to begin breeding.
Caging males can help, but females can still path to them.

However, would breeding be preventable by way of pasturing the females elsewhere, or locking the door to where the cages are located so that pets cannot pass?


---------
Also separately it's been on my mind, but how well do egg-laying sentients reproduce in forts? I know worldgen it shouldn't be an issue so long as their site has nestboxes, but will dwarves or the parents try to harvest the eggs even with eating sentients being barred? What do they do with unfertilized eggs?
I'm really wondering if these things have been worked out, as I'm hoping to run my next fort (modded) as half dwarf and half kobold.
Title: Re: DF2014 Question and Answer Thread
Post by: feelotraveller on July 20, 2019, 07:54:44 pm
Yes, creatures must be adjacent to breed.  If you can prevent this no (new) pregnancies will take place.

My memory is that caging females prevents breeding, whereas caging males does not, if females can still get adjacency.

There is also the option of gelding the males...
Title: Re: DF2014 Question and Answer Thread
Post by: Magistrum on July 20, 2019, 07:58:29 pm
Can't geld reptiles though.
Title: Re: DF2014 Question and Answer Thread
Post by: Ianflow on July 20, 2019, 08:50:31 pm
Can't geld reptiles though.

Not with that attitude you can't! You just have to use the Butcher's Shop rather than the Farmer's
Title: Re: DF2014 Question and Answer Thread
Post by: Fleeting Frames on July 21, 2019, 01:58:01 am
For reptiles, you can just avoid building nestboxes for them.
Title: Re: DF2014 Question and Answer Thread
Post by: Large Wereroach on July 21, 2019, 09:22:35 am
Hi there. I just had a dialogue that I mistook for the yearly elven tree-chopping limit dialogue. So I pressed "a" without reading the dialogue. In the last moment before the screen flashed away I saw the last line of the dialogue was "[...] become legendary", so it wasn't the elven diplomat, but something else.
As far as i can google, this was a nobles' request to retrieve an artifact, but I can't find any mission on my civ screen or a demand on the nobles screen.
Can anyone off the top of their head hint to what that dialogue was and where I can find the details to what I have probably agreed?  ::)
Title: Re: DF2014 Question and Answer Thread
Post by: TomiTapio on July 21, 2019, 10:30:23 am
Can anyone off the top of their head hint to what that dialogue was and where I can find the details to what I have probably agreed?  ::)
Diplomacy bug report:
http://www.bay12games.com/dwarves/mantisbt/view.php?id=11051
Spoiler (click to show/hide)
Title: Re: DF2014 Question and Answer Thread
Post by: Tarqeq on July 21, 2019, 10:48:36 am
I had this embark next to a lake, just now, and for no reason whatsoever a huge mass of water got generated on the land and swept my dwarves into the lake to drown, immediately. Could it be that the tree trunks were considered an aquifer or something?

EDIT: So it was just really big mass of water - as if lake water was generated in the land. Very strange. My third group got swimming skill for starters just in case and seems to be holding, so far.
Title: Re: DF2014 Question and Answer Thread
Post by: Large Wereroach on July 21, 2019, 11:25:45 am
Can anyone off the top of their head hint to what that dialogue was and where I can find the details to what I have probably agreed?  ::)
Diplomacy bug report:
http://www.bay12games.com/dwarves/mantisbt/view.php?id=11051
Spoiler (click to show/hide)

Yes, I found that when googling, that's what led me to the assumption that it was an artifact recovery request. If that's the case, I can't find the actual request/mission/demand about who demanded which artifact to be recovered anywhere...
Title: Re: DF2014 Question and Answer Thread
Post by: Fleeting Frames on July 21, 2019, 04:51:55 pm
Tarqeq: I believe you've found a lake air biome. Merely believe, as oddly, I haven't seen this sort of generation happen myself, but you can check with showbiomes (http://www.bay12forums.com/smf/index.php?topic=160856) dfhack script.
Title: Re: DF2014 Question and Answer Thread
Post by: anewaname on July 21, 2019, 11:25:31 pm
I had this embark next to a lake, just now, and for no reason whatsoever a huge mass of water got generated on the land and swept my dwarves into the lake to drown, immediately. Could it be that the tree trunks were considered an aquifer or something?

EDIT: So it was just really big mass of water - as if lake water was generated in the land. Very strange. My third group got swimming skill for starters just in case and seems to be holding, so far.
Your third group? Did it happen for your 1st group, or only for the 2nd and 3rd groups?
Title: Re: DF2014 Question and Answer Thread
Post by: Tarqeq on July 22, 2019, 03:33:49 am
Tarqeq: I believe you've found a lake air biome. Merely believe, as oddly, I haven't seen this sort of generation happen myself, but you can check with showbiomes (http://www.bay12forums.com/smf/index.php?topic=160856) dfhack script.
Interesting! Never heard of it, before! Thanks for the tip!

I had this embark next to a lake, just now, and for no reason whatsoever a huge mass of water got generated on the land and swept my dwarves into the lake to drown, immediately. Could it be that the tree trunks were considered an aquifer or something?

EDIT: So it was just really big mass of water - as if lake water was generated in the land. Very strange. My third group got swimming skill for starters just in case and seems to be holding, so far.
Your third group? Did it happen for your 1st group, or only for the 2nd and 3rd groups?
All seven drowned... twice, because they always died before the flood ran out of steam, so to speak. Turns out spawning on a peninsula surrounded by lake and large mass of water coming from the land can be detrimental to your health.

Third group were just dwarves with swimming, so they managed to survive getting swept into the lake few times.
Title: Re: DF2014 Question and Answer Thread
Post by: xZippy on July 22, 2019, 07:19:08 am
A very newbie question but... Is there ways to help prevent tantrums? I've given dwarves everything they could ever want and there's enough alcohol in my fort to sustain 4 more fortresses. Does the game just decide, "It's time to make everyone insane, R.I.P. the player's fortress. sux d00d!!" or am I doing things wrong?

Also, has the idea of "a dwarf can be a psychologist to help prevent tantrums" been suggested before?
Title: Re: DF2014 Question and Answer Thread
Post by: Naturegirl1999 on July 22, 2019, 07:21:26 am
Do your dwarves have rooms? I tried a communist fort once, where no one owned anything. It didn’t work too well
Title: Re: DF2014 Question and Answer Thread
Post by: xZippy on July 22, 2019, 07:46:59 am
I had more than enough separate bedrooms, but I didn't assign all of them. Does having a bunch of "free beds" make that big of a negative difference.
Title: Re: DF2014 Question and Answer Thread
Post by: Large Wereroach on July 22, 2019, 08:04:25 am
A very newbie question but... Is there ways to help prevent tantrums? I've given dwarves everything they could ever want and there's enough alcohol in my fort to sustain 4 more fortresses. Does the game just decide, "It's time to make everyone insane, R.I.P. the player's fortress. sux d00d!!" or am I doing things wrong?

Also, has the idea of "a dwarf can be a psychologist to help prevent tantrums" been suggested before?

You can check their needs in the "view" / "status" screen? Do you use an external management helper tool like dfhack or dwarf therapist? If not, you may (v)iew the dwarf, hit (z) for its status and (enter) for "thoughts and preferences". There's quite a lot of text, but you can check in the first paragraph for recent bad and good thoughts (and memories). The second to last paragraph starts with "overall, urist is...". There you can see which needs are fulfilled and which ones are bothering your dwarf.
Maybe read into the needs system a bit.
It seems to me, and I've read it more than once here, that the needs system is kind of broken. All my dwarves have superb bedrooms, can pray to everyone they like and have spare time etc. They haven't seen neither a body or dead dworf nor the sun or rain in years.  Yet some of them want exotic food or booze or "acquire" some trinket and stuff and go crazy about it.
In my case, as soon as someone starts to "attend meetings", usually at around 20.000 stress level, he'll walk straight into the atom smasher, no exceptions. Which is about one dwarf every second season or so.
Title: Re: DF2014 Question and Answer Thread
Post by: Large Wereroach on July 22, 2019, 08:08:29 am
Hi there. I just had a dialogue that I mistook for the yearly elven tree-chopping limit dialogue. So I pressed "a" without reading the dialogue. In the last moment before the screen flashed away I saw the last line of the dialogue was "[...] become legendary", so it wasn't the elven diplomat, but something else.
As far as i can google, this was a nobles' request to retrieve an artifact, but I can't find any mission on my civ screen or a demand on the nobles screen.
Can anyone off the top of their head hint to what that dialogue was and where I can find the details to what I have probably agreed?  ::)

So, I've found out what that was. This year's human caravan, more precisely their diplomat, made a request that *I* should hand over some artifact with that dialogue. Seems like I handed some over with the last dialogue. Bit of a thorn in my proud fortress but I guess I'll get over it.
Title: Re: DF2014 Question and Answer Thread
Post by: Ulfarr on July 22, 2019, 08:21:24 am
You don't have to manualy assign each dwarf their rooms. Just define a room from the bed (q-r-enter, it will report something like "current owner:nobody") and a dwarf who doesn't have one will eventualy claim it.

Having their own rooms is realy usuefull, for starters it prevents bad thoughts from "sleeping on the ground" or "sleeping without a proper room" and it gives the happy thought of "slept in an [insert quality] bedroom". In addition to these they will also get a happy thought from seeing any extra furniture that you have put in their room.

The closest to a dwarf psychologists that we have right now is the mayor who is supposed to meet with unhappy citizens to get yelled at (gives a happy thought to said citizen) but it requires that the mayor isn't doing anything else.

From my experience once a dwarf starts getting too stressed out (red arrows and such) I consider them a lost cause. You could try to disable most of their labors so they can have plenty of time to rest,pray, socialize or whatever stress reducing activity they want to do, but it'll take a very long time for any meaningfull improvement.

Corpse duty is a major source of stress (at least in my forts), my best bet is to only use highly disciplined soldiers for it and even they can become too stressed from it.
Title: Re: DF2014 Question and Answer Thread
Post by: TomiTapio on July 22, 2019, 10:11:20 am
A very newbie question but... Is there ways to help prevent tantrums?
Using Dwarf Therapist to rename the most stressed citizens, and giving luxury rooms
to the stressed-haggard. Also remove all hauling and herb collecting and web collecting jobs
from the stressed, so they won't walk past corpses.

Putting the stressed soon-tantruming citizens into separate burrow so they won't bother the main meeting areas?
Title: Re: DF2014 Question and Answer Thread
Post by: catacombs on July 22, 2019, 11:32:36 am
.
Title: Re: DF2014 Question and Answer Thread
Post by: xZippy on July 22, 2019, 12:13:10 pm
I know that dwarves get happy thoughts when they eat/sleep/something in a room that's nicely decorated, but do they get happy from just general good decorations around them? Like... a hallway they always walk through that's smoothed out, engraved with platinum furniture everywhere?
Title: Re: DF2014 Question and Answer Thread
Post by: Large Wereroach on July 22, 2019, 12:37:47 pm
As far as I can see, general opinion in other threads and also my personal experience is to focus on avoiding negative thoughts. My impression is that no statue or golden mug can balance a day of hauling comrades' corpses through a snowstorm.
Title: Re: DF2014 Question and Answer Thread
Post by: catacombs on July 22, 2019, 10:55:25 pm
.
Title: Re: DF2014 Question and Answer Thread
Post by: TomiTapio on July 23, 2019, 02:27:48 am
Using Dwarf Therapist to rename the most stressed citizens

What do you mean by this? Just simply renaming John Doe as STRESSED DOE No. 1 or something, so he is easier to identify?
Niblar Bimbudar renamed to "Carp[enter] hero stres[sed]" or "dig doc depress" or "stres mug mil[itia]" so know to remove them from admin tasks and militia squads.
Also this way easier to give Deluxe Rooms to the HERO-type soldiers (main skills 4 or higher)

I also rename the worst criminals; sometimes they get their own Prestige Quest Squad and they go deep into the Fuzzy Rabbit Caves....
"Heyyy why is 'Stevo Cripple' hauling stuff that far?"

Dropbox inline image
Spoiler (click to show/hide)
Title: Re: DF2014 Question and Answer Thread
Post by: anewaname on July 23, 2019, 02:38:16 am
@xZippy
Sometimes you have plans for your fort, and are not willing to let tantrums become the center of your attention...
- you can expel the dwarf
- you can dfhack the stress away
So far, I had three dwarfs hit critical stress; one died, two were expelled. It was better to lose the legendary armorer than to let him kill another.
Title: Re: DF2014 Question and Answer Thread
Post by: xZippy on July 23, 2019, 04:08:44 am
If a dwarf goes on a tantrum and attacks people randomly, will his assigned war dog help him out with his crazed attacks?▼
Title: Re: DF2014 Question and Answer Thread
Post by: Fleeting Frames on July 23, 2019, 06:04:03 am
Friends have joined in combat against even reasonable actions before, so maybe when he's attacked back (and maybe also has good relationship with the dog)? Test it and find out, I'd say.


The happy thought they get when they sleep in their own room is dependent on room value.

That's not a simple topic, but unless they're nobles, it maxes out before it hits royal. Accessing through stairs with a hatch is little better for value than using a door in wall, though.

Smoothing/engraving is never admired. Functionally, the point of smoothing and engraving is largely to give happy thoughts to you (the player).


Buildings are admired when standing next to them, but it's not likely you're having problems with easily cheered up dwarves. Some very closed-off dwarves practically require admiring their own buildings; sticking those same buildings in hallway isn't as effective for saving them in particular.


It may be that your dwarves fight each other in taverns or the like, and thus corpses of your friends hitting the dancefloor right in front of you puts the damper on any party. Sticking them in their own room, smoothing and engraving things, has been noted as one way some people have improved their mood while keeping them away from other dwarves.
Title: Re: DF2014 Question and Answer Thread
Post by: xZippy on July 23, 2019, 07:34:46 am
Is there - aside from the Object Testing Arena - a "creative mode/mod" for this game where I can build and spawn anything at a whim? Not exactly for fun, but to better understand the game's mechanics?
Title: Re: DF2014 Question and Answer Thread
Post by: Naturegirl1999 on July 23, 2019, 07:56:10 am
Is there - aside from the Object Testing Arena - a "creative mode/mod" for this game where I can build and spawn anything at a whim? Not exactly for fun, but to better understand the game's mechanics?
That is what the Object Arena is for
Title: Re: DF2014 Question and Answer Thread
Post by: xZippy on July 23, 2019, 08:10:39 am
Is there - aside from the Object Testing Arena - a "creative mode/mod" for this game where I can build and spawn anything at a whim? Not exactly for fun, but to better understand the game's mechanics?
That is what the Object Arena is for
No, I mean like, able to customize anything. Am I able to add workshops, walls, floors, pumps, all that stuff?
Title: Re: DF2014 Question and Answer Thread
Post by: Naturegirl1999 on July 23, 2019, 08:55:20 am
I don’t know, I haven’t really used object arena, people talk about it here so that’s how I know what it does. You could try it
Title: Re: DF2014 Question and Answer Thread
Post by: xZippy on July 23, 2019, 09:43:15 am
Uhh yeeeeaahh... I've been using the arena for hours on end but it's just for pitting creatures against each other with customized skills and equipment, there's no fortress-style building involved. I was really hoping for a pure no-limits "Creative Mode" like Minecraft has.
Title: Re: DF2014 Question and Answer Thread
Post by: TomiTapio on July 23, 2019, 11:00:14 am
Quote
Functionally, the point of smoothing and engraving is largely to give happy thoughts to you (the player).

Engraving a person's designated room makes it a fancy room, even if it is only 3x3 size.

it's just for pitting creatures against each other with customized skills and equipment, there's no fortress-style building involved. I was really hoping for a pure no-limits "Creative Mode" like Minecraft has.

Constructing a DF mega-building? In the raws, set citizens to ultra speedy and untiring so they can build walls and floors quickly.
Use DFHack to spawn creatures in fort mode: https://dwarffortresswiki.org/index.php/DF2014:Utilities#DFHack
paint floors and minerals with DFHack: https://dfhack.readthedocs.io/en/stable/docs/Plugins.html#mods-and-cheating
Title: Re: DF2014 Question and Answer Thread
Post by: Fleeting Frames on July 23, 2019, 04:22:41 pm
I was inferring that there's less dwarfpower costly ways to increase room value than engraving, being that the latter is ~equivalent to 1 piece of furniture of same material and quality per tile.

Worth mentioning builder (http://www.bay12forums.com/smf/index.php?topic=167487.0) to add to the last list on the topic of painting floors and minerals.

Still, limitations why I have minimal bare-bones sealed off fort where I exclusively test things before killing the process.
Title: Re: DF2014 Question and Answer Thread
Post by: TomiTapio on July 24, 2019, 02:04:18 am
I was inferring that there's less dwarfpower costly ways to increase room value than engraving, being that the latter is ~equivalent to 1 piece of furniture of same material and quality per tile.
I hear ya.
I reckon that smoothing and engraving a 5x5 room is speedier than making 25 furniture and hauling the 25 furniture. Also less keyboard use.
Furniture might hurt FPS more than engravings.
Title: Re: DF2014 Question and Answer Thread
Post by: Fleeting Frames on July 24, 2019, 09:22:36 am
Yeah, agreed on all that (though furniture can be admired, so there's that). But you wouldn't use base quality furniture for pimping, you'd use something like a screw pump with silver corkscrew - all things excellent, it'd be worth as much as 671 typical stone floor/wall =engravings=.

The designation time argument is probably most meritous, though it is hurt by the fact that large smoothing/engraving jobs hurt fps.
Title: Re: DF2014 Question and Answer Thread
Post by: xZippy on July 24, 2019, 09:51:46 am
A goblin diplomat came to my fortress and just chilled there. Is this a rare thing or a normal thing? Do kobolds do this? In that... are there any normal, not-so-hostile kobolds?
Title: Re: DF2014 Question and Answer Thread
Post by: Ulfarr on July 24, 2019, 10:13:11 am
That goblin is probably a member (and a diplomat) of a non goblin civ (humans, elves, other dwarves). The [BABYSNATCHER] and the [ITEM_THIEF] tokens for goblin and kobold civs respectively should* make it impossible for their members to be at peace with you.

*Disclaimer: Unless that has changed with the advent of hidden identities.
Title: Re: DF2014 Question and Answer Thread
Post by: xZippy on July 24, 2019, 12:58:13 pm
Is there a way to put refuse away *and* avoid miasma without using some weird exploits?
Title: Re: DF2014 Question and Answer Thread
Post by: Fleeting Frames on July 24, 2019, 01:12:28 pm
It's possible to have normal, non-hostile goblins, sure - I find goblins can join human towns in mass during worldgen. The sole town in my current world is two-thirds goblins (they still keep their personality tokens, though). Kobolds, not so much - I'd guess the [UTTERANCES] token is behind this. Though they sometimes take over an abandoned hamlet or hillock.

And well, that, like, depends on your definition of 'weird exploit'. Refuse won't generate miasma in any tile that is or has been exposed to the sky, and generally it will be destroyed like other organic items by fire, intense heat, magma, intense cold, bottomless pits, raising bridges and maybe eventually time (not certain on that one), and you can just store them out of sight via a minecart that is pushed past a corner or with a 5 z-level hole you dump things into (if through a diagonal, avoids miasma as well - if you need minecart design for diagonal refuse handling, just ask, I made one once before).

Ultimately all methods for dealing with refuse exploit something for your own benefit, though - even hand-carrying it off into large out-of-the-way piles, which is pretty weird in itself as well.
Title: Re: DF2014 Question and Answer Thread
Post by: Psilobe on July 24, 2019, 03:45:12 pm
I've seen to run in to a might (mighty annoying that is) forgotten beast. A forgotten cave blob.

Scared of it I sealed of the caverns and retreated. Then I prepped a trap corridor with weapon traps to see if that would soften it up. Not only did it not trigger the traps but it also seems to block pathing in this 1width corridor and my dwarfs refuse to attack it when given the kill order. I even stationed my dwarfs next to it and now they are just standing there in the corridor. Next to a giant blob.

What am I missing? Why can't I kill it? Why won't it attack my dwarfs? The questions are staking up.
Title: Re: DF2014 Question and Answer Thread
Post by: Large Wereroach on July 24, 2019, 04:29:36 pm
Forgotten beasts do not trigger traps, so traps are useless. I think bridges don't work either (although I never got around to trying that out).
As to why your dwarves are not attacking I have no idea, but so far I managed to kill every FB I encountered (and that's more than 20 meanwhile) with a dedicated FB shooting chamber.
In my case that a 3 Z-Levels deep chamber with a piece of artifact furniture in the middle and two (or more) drawbridges at the bottom level, that will lock the chamber. The chamber is completely roofed over the top level and the top level walls are carved fortifications. The only problem I see would be a flying FB that could spit through the fortifications, but that hasn't happened so far.
Your archers need to be able to shoot through fortifications, which requires some level of skill. I even killed a FB made of stone with bone bolts, although it took a while, but was good archery practice as well.
Another option is lure them in a perpared room and drop the ceiling on them, works for every FB afaik. But once they have homed in on a piece of furniture, they'll not move on, so maybe a combined shooting chamber with droppable ceiling would be best *note to myself*
Title: Re: DF2014 Question and Answer Thread
Post by: Loci on July 24, 2019, 05:11:47 pm
...my dwarfs refuse to attack it when given the kill order. I even stationed my dwarfs next to it and now they are just standing there in the corridor. Next to a giant blob.

Some creatures are so hot that your dwarves can't path to them to engage in melee combat. Try stationing a few crossbow dwarves in the hallway behind your melee troops. Most blobs are notoriously easy to kill, but even if your crossbow dwarves don't manage a killing shot, the blob may move close enough for your melee dwarves to get in on the action.
Title: Re: DF2014 Question and Answer Thread
Post by: Psilobe on July 25, 2019, 01:11:34 am
That may be it. No dwarf has taken any damage yet but I remember reading something about fire as it first appeared. Just going to have to carve a few fortifications and unload on it. Didn't want to mess with marksdwarfs on this fort because its such a bother to get them to train correctly and fire/reload correctly but seems that I have to do it anyway.
Title: Re: DF2014 Question and Answer Thread
Post by: Fleeting Frames on July 25, 2019, 07:34:28 am
You could also hit it with minecarts or ballista. Latter is usually pretty weak, but beings literally made of fire break apart really easily.
Title: Re: DF2014 Question and Answer Thread
Post by: xZippy on July 25, 2019, 07:40:46 am
Real dumb question, but when you enable a labor for a dwarf and they do said new labor, will they gain the skill of what they're doing at a normal pace?
Title: Re: DF2014 Question and Answer Thread
Post by: Fleeting Frames on July 25, 2019, 07:46:31 am
±50%, depending on focus. Plus whatever slight impact attributes and possibly preferences have.

Also, dabbling dwarves work slower (which is more than balanced out by higher levels needing more experience).
Title: Re: DF2014 Question and Answer Thread
Post by: xZippy on July 26, 2019, 06:47:01 pm
Do dwarves care about the size of your fortress/placed being crowded?
Title: Re: DF2014 Question and Answer Thread
Post by: Fleeting Frames on July 26, 2019, 11:11:49 pm
Sorta. While they can share a tile by being prone, they'll try to seek another pass instead of walking through another dwarf in your hallways, and don't like too crowded taverns - in fact, if you channel an 1x1 hole and put a tavern in there on embark, your game will freeze, to the point where you can't pause.

Neither of those causes any bad thoughts. Eating at a crowded table (that is, a table surrounded by multiple chairs used by dwarves for eating) can give bad, or sometimes good thought, as well as help with "meeting" counter for socialization purposes.

On very rare occassions, I've seen a crowded stairway result in stepping off the stair, and crowded 1-wide walkway next to path to magma result in ‼dwarf‼, and Goatmaan also reported something similar once. But I'm not sure that's related to crowding or personal relationships or something else. These injuries can indeed result in bad thoughts.

Similarly indirectly, if they're crowded together with dogs, the dogs may attack them due overcrowding, and this may make dwarves upset.
Title: Re: DF2014 Question and Answer Thread
Post by: Ianflow on July 27, 2019, 10:47:17 am
Seems so, but them having population and you being what they wish to attack most is also important (though you can amolieorate that with raids in .44). I think fort population also matters, given how there's two "lower tiers" sieger caps in memory based on what you set it at.

Yeah from what I was reading on the wiki about civ tags sieges tend to ramp up.
From what I understand it generally goes
- fort wealth, exported wealth, fort pop (I don't know if it chooses the highest, or a mixture)
- intensity of the last siege
- available troops and beasts

There's some definite leeway, but the goblins aren't sending a 100gobbo siege for their first one just because you have the wealth+pops to merit one.

Do your dwarves have rooms? I tried a communist fort once, where no one owned anything. It didn’t work too well

I'm a bit late to this one too, but you've got a misconception about how communism works, and the issue that dwarves tend to prefer a place to sleep with a measure of privacy.
Generally within any given fort, most everything the average dwarf owns is their personal property rather than private, at least in that it can be disowned or re-assigned at a later point in time. Chairs, swords, earrings, flasks, etc and the like. Dwarves also for the most part don't care if the only way for you to reach your bedroom is to go through their's even while they're busy sleeping.
The general exceptions to this is the land-owning nobles and their hierarchical system, but even then it's kind of loose as dwarves aren't inherently deprived of food and drink, or claiming personal property.

It's a decent joke, but it also just doesn't work due to that error.

Similarly indirectly, if they're crowded together with dogs, the dogs may attack them due overcrowding, and this may make dwarves upset.
you won't believe how long it took for me to realize there was a reason my dogs would attack their puppies.
If you're going to station a wardog in a 1x1 pasture folks, remember to move their litter (they usually won't die but still)
Title: Re: DF2014 Question and Answer Thread
Post by: xZippy on July 27, 2019, 03:03:09 pm
Do animals with shells or really tough hides have sort of realistic more-than-average "immunity" to some damage?
Title: Re: DF2014 Question and Answer Thread
Post by: anewaname on July 27, 2019, 09:17:32 pm
Do animals with shells or really tough hides have sort of realistic more-than-average "immunity" to some damage?
Most creatures have layers, of muscle, fat, skin, and some have additional growths (hair, horns, scales, shells). Each layer represents an obstacle to whatever is attempting to damage the creature. You also need to consider the size of the creature, because this effects the thickness of the layers on that creature.

So if you compare a dwarf to an elephant, the elephant's hide might be thick enough to deflect some weak attacks that would have hurt the dwarf, and if you compare a giant tortoise to a forgotten beast (that has a shell), the FB is shell is going to be a lot tougher. I suspect shells also work as a "shaped" layers, capable of deflecting blows in the way that armor does. I'm not sure how scales work, but they probably provide more protection than skin and less than shell.

So, shells and hides do provide some additional protection, by reducing incoming damage, based on the "mass" and "material composition" of that layer.
Title: Re: DF2014 Question and Answer Thread
Post by: Ulfarr on July 28, 2019, 01:37:07 am
Animals with shells/scales are sure tougher than creatures without, but that toughness usually doesn't really come into play outside of combat with really crappy weapons (light weight non edged weapons, wooden arrows etc). I have an anecdote of an armadillo that was locked in combat for months because it's shell would deflect every blow my militia/hunters would throw at it.

Title: Re: DF2014 Question and Answer Thread
Post by: Psilobe on July 30, 2019, 11:22:41 am
My fortress got one temple. Went to build a library, but when I assign location there are now multiple to choose from. One correspond to the temple name but I'm not sure what the rest do.

Is there an easy way to view your locations and what they are for? Does other things like hospital, water, plant gathering etc also create location names?
Title: making use of forgotten beast remains
Post by: Large Wereroach on July 30, 2019, 11:30:31 am
Hi there. Is there a way to make use of forgotten beasts remains that I couldn't figure out yet?
e.g. right now I have a FB "jelly opal" in my refuse stockpile, or I had FB ash etc. Given the amount of bones they provide me with, I was hoping to receive a similar amount of gems  8) or other stuff...
Title: Re: DF2014 Question and Answer Thread
Post by: Fleeting Frames on July 30, 2019, 02:12:51 pm
@Psilobe: One is your fortress as whole. One is made each time you create a new temple, tavern or library. If you reclaim a worldgen fortress, the zones in its tavern can also be pre-assigned to locations the worldgen fortress had.

Rest of zones don't have a location, though you can find them in the 'R'ooms menu - though this is easier if you rename them from "Activity zone #1234" to something more human like "NW underground hospital".

@Large Wereroach: Only with modding (or possibly mooding - haven't tested). You could simply edit a relatively unimportant smelter reaction, or do something more involved with devel/inject-raws (example with display cases (http://www.bay12forums.com/smf/index.php?topic=167638.msg7653698#msg7653698)). Maybe something mirroring how leather gets treated as globs to get multiple items out of them? Someone more skilled with modding will have to answer what form of reaction would be proper.
Title: Re: DF2014 Question and Answer Thread
Post by: Large Wereroach on July 30, 2019, 02:30:07 pm
@Fleeting Frames thanks. I don't feel like going into modding (yet ;)), I'm still challenged with the micromanagement that comes by default. Also it's not like I haven't got enough gems ;). So into the dump they go.
Title: Re: DF2014 Question and Answer Thread
Post by: TomiTapio on July 30, 2019, 03:40:07 pm
Press "l" (lowercase L) to view your fort's locations. There you can assign scholars, inn and temple performers, messengers.
https://dwarffortresswiki.org/index.php/DF2014:Occupation
https://dwarffortresswiki.org/index.php/DF2014:Messenger
Title: Re: DF2014 Question and Answer Thread
Post by: xZippy on July 30, 2019, 03:52:25 pm
You know when a liaison sets up the "priority" for items they want? Is there a way to go back and check that?
Title: Re: DF2014 Question and Answer Thread
Post by: anewaname on July 30, 2019, 04:14:05 pm
You know when a liaison sets up the "priority" for items they want? Is there a way to go back and check that?
It is in the civ screen... 'c', 'c', then pick that civ and look around for the trade agreement info.
Title: Re: DF2014 Question and Answer Thread
Post by: da_nang on July 31, 2019, 06:11:18 am
Does a designation to engrave floor always look like it's been "marked", as in the dull blue "blueprint" marker feature?

I tested it out on a fresh vanilla install (44.12) in a new folder. New save, I dig out a rock room and smooth it. Wall engravings have the usual bright blue designation. Floor engravings also have it at first, but the moment the game unpauses, it reverts to the "marked" state. I can toggle it back by using d-M twice, but it immediately reverses on unpausing.

Surprisingly, the dwarves still engrave the floor. But visually it's annoying as it makes it difficult to tell what's actually "marked" and what isn't.

I only started playing again this summer. This is normal, right?
Title: Re: DF2014 Question and Answer Thread
Post by: Naturegirl1999 on July 31, 2019, 06:15:41 am
Yep. I noticed it too on my first fort. It’s normal
Title: Re: DF2014 Question and Answer Thread
Post by: da_nang on July 31, 2019, 06:23:30 am
And here I thought I was losing my mind.

Thanks. :P
Title: Re: DF2014 Question and Answer Thread
Post by: Naturegirl1999 on July 31, 2019, 06:45:49 am
You are welcome
Title: Re: DF2014 Question and Answer Thread
Post by: Psilobe on August 01, 2019, 06:53:32 am
several years in to my fort I realised I could harvest the lands by designating a plant gathering zone and providing stepladders. I've now produced somewhere of >50 stepladders as they keep getting stolen by birds. How do I get my dwarfs to stop leaving them out there. Some of my dwarfs ain't quite so happy on all those masterwork pieces being stolen.
Title: Re: DF2014 Question and Answer Thread
Post by: Loci on August 01, 2019, 05:53:40 pm
I've now produced somewhere of >50 stepladders as they keep getting stolen by birds. How do I get my dwarfs to stop leaving them out there.

Stepladders are stored in a furniture stockpile with "other large tools" enabled. However, dwarves stockpiling ladders while harvesters are up in a tree may lead to even more problems.

Some of my dwarfs ain't quite so happy on all those masterwork pieces being stolen.

You could just lock up all the masterwork ladders and use a novice carpenter to produce low-quality disposable ones instead.
Title: Re: DF2014 Question and Answer Thread
Post by: Fleeting Frames on August 02, 2019, 04:11:38 am
Of course, while harvesters are harvesting plants while standing on a stepladder, it is marked TSK to exactly prevent that:

|(https://i.imgur.com/O1NPoZC.png)|

I imagine that they lose access to the ladder when the birds show up and scare them, though. In that case, it doesn't matter whether the stockpilers or birds move it away.

I'd recommend arming the harvesters with cheap crossbow and bolts. Birds cause vengeful thoughts, and it can be a hassle to start making them after they're already present.
Title: Re: DF2014 Question and Answer Thread
Post by: Loci on August 02, 2019, 02:20:04 pm
Of course, while harvesters are harvesting plants while standing on a stepladder, it is marked TSK to exactly prevent that:

Several players reported stepladder thefts in forum (http://www.bay12forums.com/smf/index.php?topic=174022.msg7976398#msg7976398) posts (http://www.bay12forums.com/smf/index.php?topic=156688.msg6849310#msg6849310) and a bug report (http://www.bay12games.com/dwarves/mantisbt/view.php?id=9252). The report is since closed, but the closing comment makes no mention of addressing the stepladder theft (nor is it mentioned in any release notes). Either the reported thefts never happened, they were fixed coincidentally at some point, or they may still occur under some unknown conditions. I haven't investigated it, so it may be working... or it may not.
Title: Re: DF2014 Question and Answer Thread
Post by: Fleeting Frames on August 03, 2019, 05:05:43 am
Looking at the posts being made in 2019 while 44.01 being released in 2017, I'd guess the third. I'm merely guessing being interrupted by birds removes the TSK flag, but Psilobe would be able to investigate best.
Title: Re: DF2014 Question and Answer Thread
Post by: Meridian on August 03, 2019, 02:38:54 pm
- I read somewhere that channeling is known to cause lag, is there any reason for this?

- Are Danger Rooms completely broken now? I haven't tried it out, but are low quality training spears really that dangerous?

- if I retire my fort, it's possible to create another from the same civ nearby right? I'm trying to think of ways to manipulate the holdings functions so that I can expand my reach.
Title: Re: DF2014 Question and Answer Thread
Post by: Fleeting Frames on August 03, 2019, 11:44:57 pm
- Pathing map works differently now than previously; it's generated at embark. Retire-unretire seems to fix the pathing map (but has no guarantee of improving the overall fps).

- Dodging minecarts bouncing on lowest speed rollers is still perfectly safe. Others, well..I've caused red wounds on dwarves in full bronze by dropping featherwood earrings (smallest, lightest item in game), which means potential infection that may kill them. I haven't actually tested spears themselves though; I've seen some mentions that they're fine with proper equipment, but more mentions of them being dangerous. Well, trying out cost nothing.

- Yes. Many dwarves from your previous fort will migrate to your new fort.
Title: Re: DF2014 Question and Answer Thread
Post by: Meridian on August 04, 2019, 10:52:43 am
Oof even fucking coinstar's broken. I thought that might replace the spears, which I heard can work out with the right armor and 5 cloaks. I figured I'd do coinstar as everything I saw about the spears (my original go-to due to simplicity) suggested even with armor you're likely to get muscle damage or other injuries that stack over time.
Which is a shame as I was really hoping to give my military training a boost.
May try out that minecart thing, got a link to a general theory/guide on it?

Hm, well the idea is that I would be retiring, creating a new fort and setting that up, retiring that, and going back to the first one. The whole point of it is to get an associated fort that is closer to another civ in the hopes that I can become economically linked to those sites through my secondary holding. I probably am misunderstanding that system entirely.


Currently I'm having some issues. My animal trainers aren't doing much training, my butchers aren't butchering the animals, and my tree-cutters aren't cutting. I also don't seem able to designate one specific tree for cutting which is bothering me, as I thought it might be markers, but no matter what I do the color of the trunk doesn't change to show it's designated. Others change, but I don't think they're actually getting cut down.
People are also really fond of listening to poetry or stories in the tavern. I'm thinking of turning it as a location off, but I don't know if that will help at all.

edit: for the tree thing I'm going to try a mass cube un-designation, but I think I already did one of those through the bulk cutter window
edit2: It worked 🎉🎉🎉
edit3: forgot butchery requires a tamed animal
Title: Re: DF2014 Question and Answer Thread
Post by: anewaname on August 04, 2019, 02:17:51 pm
Oof even fucking coinstar's broken. I thought that might replace the spears, which I heard can work out with the right armor and 5 cloaks. I figured I'd do coinstar as everything I saw about the spears (my original go-to due to simplicity) suggested even with armor you're likely to get muscle damage or other injuries that stack over time.
Which is a shame as I was really hoping to give my military training a boost.
May try out that minecart thing, got a link to a general theory/guide on it?

Hm, well the idea is that I would be retiring, creating a new fort and setting that up, retiring that, and going back to the first one. The whole point of it is to get an associated fort that is closer to another civ in the hopes that I can become economically linked to those sites through my secondary holding. I probably am misunderstanding that system entirely.


Currently I'm having some issues. My animal trainers aren't doing much training, my butchers aren't butchering the animals, and my tree-cutters aren't cutting. I also don't seem able to designate one specific tree for cutting which is bothering me, as I thought it might be markers, but no matter what I do the color of the trunk doesn't change to show it's designated. Others change, but I don't think they're actually getting cut down.
People are also really fond of listening to poetry or stories in the tavern. I'm thinking of turning it as a location off, but I don't know if that will help at all.

edit: for the tree thing I'm going to try a mass cube un-designation, but I think I already did one of those through the bulk cutter window
edit2: It worked 🎉🎉🎉
edit3: forgot butchery requires a tamed animal
When dwarfs are in the tavern with listen to story jobs, they will stop when there is other work to be done, so the problem is with determining why they are not doing those other jobs.

Animal trainers... I think you need to toggle a zone for training before any training happens. For the woodcutting, is the woodcutter in the hospital, working a repeat-job in a workshop, or without axe?
Title: Re: DF2014 Question and Answer Thread
Post by: Fleeting Frames on August 04, 2019, 03:51:46 pm
Dodge training - gives about 1k exp per day ±10% depending on dwarf, as long as only 1 dwarf is in the 1x2 box. Keeping them in past legendary is helpful to max out attributes like Spatial Sense.
Here's a dfma poi from my sig (https://mkv25.net/dfma/poi-33447-dodgetraining) - though that design suffers from old "order a squad somewhere, only half show up" issue. The floating doors over ramps are to prevent buckets and clothes from jamming them open like some kind of monarch moth.

There's probably a design possible that uses charging through walls or something to have your recruits get into the dodgetron one at a time without waiting on them on your part.

Beating on wildlife to train armor user to legendary still works, but without spears shield user has no fast exploit for it.

If you want to give an entire large but not legendary military a quick boost without much micromanagement, I recommend jamming them into two tiles with 13/7 water - the half-time drowning will give about 550 points/month to toughness and endurance (doing three tiles with 776 will not boost this). Civ alerts are excellent for doing this for whole population.


If you want to butcher some never-tamed wild animals, you can just kill them with military as well.

PS: Don't know enough about holdings to say.
Title: Re: DF2014 Question and Answer Thread
Post by: xZippy on August 06, 2019, 06:58:06 pm
Do metal wheelbarrows carry more than wooden ones?
Title: Re: DF2014 Question and Answer Thread
Post by: TomiTapio on August 07, 2019, 04:55:28 am
Do metal wheelbarrows carry more than wooden ones?
No. They have the same tool definition and the same
[SIZE:30000]   [MATERIAL_SIZE:6]   [CONTAINER_CAPACITY:100000].
Title: Re: DF2014 Question and Answer Thread
Post by: Kathe on August 08, 2019, 09:13:30 am
I use Phoebus' tileset, I state it because I'm not sure if it affects the answer or not.
When a dwarf is doing "Socialize", in bright green text, is it different than "Socialize!" In bright magenta? I'm guessing yes, if so, how?
Title: Re: DF2014 Question and Answer Thread
Post by: Fleeting Frames on August 08, 2019, 09:22:21 am
https://dwarffortresswiki.org/index.php/DF2014:Need
Quote
Dwarves will sometimes perform jobs that satisfy their personal needs, instead of working for the betterment of the fortress. These personal fulfillment jobs generally come in two varieties: low-priority (indicated by green text, e.g. Listen to Poetry), or high-priority (magenta text with an exclamation point, e.g. Pray to Lorsïth!). Low-priority jobs may be cancelled to undertake a fortress job. High-priority jobs will not be cancelled for fortress jobs.
Title: Re: DF2014 Question and Answer Thread
Post by: xZippy on August 11, 2019, 11:29:19 am
Are "good" biomes the rarest of the three? They appear in generated worlds about 1/6 of the time for me.
Title: Re: DF2014 Question and Answer Thread
Post by: TomiTapio on August 11, 2019, 04:44:21 pm
Are "good" biomes the rarest of the three? They appear in generated worlds about 1/6 of the time for me.
Same rarity as evil, in vanilla DF. For example: large island worldgen has
   [GOOD_SQ_COUNTS:24:244:0]
   [EVIL_SQ_COUNTS:24:244:0] .
Title: Re: DF2014 Question and Answer Thread
Post by: xZippy on August 13, 2019, 07:53:19 pm
Do those minecart rollers need a powered gear assembly on them? I attached one to a roller but nothing happened and now I'm sad. ={
Title: Re: DF2014 Question and Answer Thread
Post by: TomiTapio on August 14, 2019, 04:10:41 am
Do those minecart rollers need a powered gear assembly on them? I attached one to a roller but nothing happened and now I'm sad. ={
A roller needs two power per one length of roller.
https://dwarffortresswiki.org/index.php/DF2014:Minecart#Roller
Title: Re: DF2014 Question and Answer Thread
Post by: xZippy on August 16, 2019, 09:33:44 am
You know how the max world size is like 257×257, just out of curiosity, is there any way to make that bigger?
Title: Re: DF2014 Question and Answer Thread
Post by: TomiTapio on August 16, 2019, 04:43:13 pm
You know how the max world size is like 257×257, just out of curiosity, is there any way to make that bigger?
Nope. A 257 x 257 world is already the size of Earth's moon, or the state of Maine.
http://www.bay12forums.com/smf/index.php?topic=107650.0

Or rumoredly use Cheat Engine to edit the memory contents of DF before worldgen:
https://gaming.stackexchange.com/questions/95960/how-do-you-generate-a-dwarf-fortress-map-bigger-than-257x257?rq=1
Title: Re: DF2014 Question and Answer Thread
Post by: Fleeting Frames on August 16, 2019, 11:38:03 pm
You can do the latter with dfhack's gui/gm-editor instead, with fields much more descriptively named. Though I've tested below-pocket worlds instead (which I found to crash in generation occassionally, but the ones that generate successfully are embarkable), as 257x257 is already larger than necessary (in fact, when I've tried to maximize nr of large biomes in 257^2, I've gotten failures to generate (that disappear when replacing bunch with mountain, and no, this wasn't because requiring dwarves as playable civ), despite the 660ish biomes being way below even the 65k biome limit max you can set in editor).

Using CE was necessary when dfhack wasn't yet ready for 43.05 (which was quite a while longer than normal, given the 64-bit jump).
Title: Re: DF2014 Question and Answer Thread
Post by: xZippy on August 18, 2019, 10:53:03 pm
I have extremely little alcohol left, and though I do see some plants and such in my stockpiles, I'm not able to brew any more alcohol. I got dwarves plant collecting like hell but still no luck. Is there another solution or am I just boned.
Title: Re: DF2014 Question and Answer Thread
Post by: Ulfarr on August 19, 2019, 03:58:27 am
Undwarfy solution: give them water  :P

About having plants but not being able to brew, you should check that:

1) you have lots of empty barrels/pots for brewing ( plant gathering often gives lots of small stacks of different plants and since each of this small stacks will require a barrel when brewing you're going to use up your barrel stock quite fast. When you get the chance consider investing in only a couple of highly skilled gatherers instead of lots of unskilled one, they won't be as quick but they'll produce bigger stacks of plants).

2) that said plants are brewable (Through the kitchen status screen. Also since you 'll be at that screen, disable any booze from being available for cooking. If you are having your dwarves cooking on auto then they are going to cook away all of your alcohol at the most unfortunate of times.)

3) If you have access to fruit bearing trees, make a couple of stepladders and set some gathering zones. It will greatly increase the output of your gatherers.


Title: Re: DF2014 Question and Answer Thread
Post by: TomiTapio on August 19, 2019, 04:46:34 am
I have extremely little alcohol left, and though I do see some plants and such in my stockpiles, I'm not able to brew any more alcohol. I got dwarves plant collecting like hell but still no luck. Is there another solution or am I just boned.
Got enough empty barrels? j-m-q wooden barrel,  j-m-q rock pot, the job manager queue commands.
Title: Re: DF2014 Question and Answer Thread
Post by: xZippy on August 19, 2019, 04:49:08 am
Undwarfy solution: give them water  :P
I have 4 wells installed, so they have no reason to die of thirst. I solved the problem by just adding more plant gatherers and requesting extreme amounts from anyone I traded with.

Anyway, I forgot to ask this in my last post: is there a good way of dealing with vultures, because good god those things are annoying. Should I have a marksman squad defending my fort? I'm getting very tired of seeing job interruptions being spammed and constantly scaring my animals away. That crap is almost game ruining.
Title: Re: DF2014 Question and Answer Thread
Post by: Ulfarr on August 19, 2019, 05:45:59 am
There is no good solution on those damn voltures AFAIK.

Marksdwarves need to be given the orders manualy which sucks and hunters seem to ignore birds in general. And even then you still have to deal with them just hanging 20 z leves above your fort where nothing can harm them but your idiot dwarves (well any race actually) still get scared...

After some incidents where I lost a couple of citizens because some volture made them jump from a cliff I got fed up and toned down their spawning rate in the raws. I still get them (along with all the unpleasantness they bring) but it's more manageable now.
Title: Re: DF2014 Question and Answer Thread
Post by: Bumber on August 19, 2019, 12:52:26 pm
I have extremely little alcohol left, and though I do see some plants and such in my stockpiles, I'm not able to brew any more alcohol. I got dwarves plant collecting like hell but still no luck. Is there another solution or am I just boned.
Are you using the right brewing job? There's one for tree fruit and one for everything else.
Title: Re: DF2014 Question and Answer Thread
Post by: anewaname on August 19, 2019, 05:13:35 pm
Vultures try to steal plant/fruit/leaves.. use that to lure them to where your cage traps or training marksdwarfs are. Much easier than chasing them.  Keep the rest of your food in barrels, indoors.

For caging fliers, use a roof over the bait food and over the cage traps. Wiki has more about this.
Title: Re: DF2014 Question and Answer Thread
Post by: xZippy on August 20, 2019, 01:00:53 am
So I had a werebull attack, and I managed to expel those who were infected. One problem, I have a countess who's infected, and I can't expel her or tell her where to go. Solution for this annoying problem?
Title: Re: DF2014 Question and Answer Thread
Post by: TomiTapio on August 20, 2019, 05:22:22 am
I'm getting very tired of seeing job interruptions being spammed and constantly scaring my animals away. That crap is almost game ruining.
Can place animals in a secure soil-cave where cave grasses grow, very safe from critters there. Can dig up from your main food pile, to soil, and park animals & shearing & milking & butchering in the secure soil cave.
Title: Re: DF2014 Question and Answer Thread
Post by: Fleeting Frames on August 20, 2019, 07:41:22 am
@Vultures: If you use marksdwarves to kill enough vultures, they'll eventually stop spawning. The effectiveness of them depends on map size but usually if your marksdwarf can see vulture the vulture can interrupt your dwarves. Dwarves do seem to hate item thieves so there's that. Look out for climbing trees afterwards.

Used to be that dot of Discipline was tried in starting dwarves due these issues. Don't recall the results, though.

@Brewing: Stockpile menu lets you reserve barrels to prevent them being used for food storage. Also, if you're linking stuff to still you need to link both brewables and barrels.

@Werebull: Kill her before she transforms. Ideally, without your military (because she might have friends), but can't be choosy and too slow with redirecting them with doors and zones.
Title: Re: DF2014 Question and Answer Thread
Post by: Ulfarr on August 20, 2019, 07:53:38 am
For the werebull you can use a combination of barrows, alerts and locked doors/bridges to seperate her from the rest of the population. What you'll do with her after is up to you, my personal suggestion would be to send her in one of the caverns, if you don't use them, and write a chronicle of her exploits.
Title: Re: DF2014 Question and Answer Thread
Post by: xZippy on August 21, 2019, 01:41:19 am
Can you assign specific weapons to dwarves?
Title: Re: DF2014 Question and Answer Thread
Post by: §k on August 21, 2019, 01:45:18 am
yes it's in the military equipment interface
Title: Re: DF2014 Question and Answer Thread
Post by: TomiTapio on August 21, 2019, 02:21:56 am
If I points-purchase certain skills to my starting seven, do they get generated with.. lets say a high agility?
Title: Re: DF2014 Question and Answer Thread
Post by: Ulfarr on August 21, 2019, 02:40:07 am
I don't think so, it seems to me that the starting seven have their stats already determined by the time you get at the purchase screen and any skills you give them don't seem to affect them in any way at that point.

Case in point, since I usualy don't bother to adjust my premade embark profile to each dwarf's wants, needs and attributes everytime I embark on a new fort, I often end up with soldiers that have absolutely crap attributes.
Title: Re: DF2014 Question and Answer Thread
Post by: Fleeting Frames on August 21, 2019, 03:45:33 am
You can view the dwarves stats and personalities while preparing carefully, so you can assign certain skills to those with high agility. Or high altruism, or low stress vulnerability, or preference for beds.
Title: Re: DF2014 Question and Answer Thread
Post by: xZippy on August 21, 2019, 07:52:18 am
Has anyone here had a successful fort (at least for a good chunk of time) in an evil biome?
Title: Re: DF2014 Question and Answer Thread
Post by: Ulfarr on August 21, 2019, 08:19:57 am
Define successful  :D :D

The first fort that popped in my mind was Sethatos' Archcrystal (http://www.bay12forums.com/smf/index.php?topic=156319.0) which is possibly the longest running fort but you might also find others in the DF Community Games & Stories (http://www.bay12forums.com/smf/index.php?board=14.0) board.
Title: Re: DF2014 Question and Answer Thread
Post by: Schmaven on August 21, 2019, 03:32:23 pm
Has anyone here had a successful fort (at least for a good chunk of time) in an evil biome?

I've got a 36 year old fort going strong in a reanimating biome with giant undead wildlife.  Getting started was the hard part.   

<edit:>
Has anyone else had trouble with dwarves getting killed during sparring matches?  I have a bunch of Mace Lords sparring, and one of them just dodged only to end up dead:
The Mace Lord's upper body takes the full force of the impact, but it is deflected by the Mace Lord's *bronze breastplate*!
The Mace Lord's throat takes the full force of the impact and the part splits in gore!
A major artery has been opened by the attack!
The Mace Lord stands up.
The Mace Lord is no longer stunned.
'Soldier' Akrulnosing, Mace Lord has been found dead.
Title: Re: DF2014 Question and Answer Thread
Post by: itisnotlogical on August 24, 2019, 09:19:31 pm
How do you tell how much food you need for a given population? I had some dwarves starting to starve, so I produced a bunch of easy meals that then rotted because there were too many for my population to haul without making specific dwarves just haul food for a few weeks.
Title: Re: DF2014 Question and Answer Thread
Post by: feelotraveller on August 24, 2019, 10:43:51 pm
Dwarfs consume more or less 2 meals per season.  Going a little over wouldn't hurt.

Various foods (prepared meals, for example) will rot after a time if not in a stockpile. Once stockpiled no rotting will occur (unprepared fish being the exception).

I would guess that in your case the sudden flurry of cooking led to a backlog of meals in the kitchen that were not being hauled.  Personally I avoid this by microing my cooking but that won't be to everyone's taste.  More haulers also helps... or just do meals in batches making sure there are none left in the kitchen(s) before ordering another round. 

Before too long all my forts end up with more food than I know what to do with. Very occasional vermin theft aside stockpiled food is preserved indefinitely.
Title: Re: DF2014 Question and Answer Thread
Post by: Ulfarr on August 25, 2019, 02:32:17 am

<edit:>
Has anyone else had trouble with dwarves getting killed during sparring matches?  I have a bunch of Mace Lords sparring, and one of them just dodged only to end up dead:
The Mace Lord's upper body takes the full force of the impact, but it is deflected by the Mace Lord's *bronze breastplate*!
The Mace Lord's throat takes the full force of the impact and the part splits in gore!
A major artery has been opened by the attack!
The Mace Lord stands up.
The Mace Lord is no longer stunned.
'Soldier' Akrulnosing, Mace Lord has been found dead.

Are your dwarves sparring in an elevated area? I've had dwarves fall a couple of z-levels while sparring on hilly ground outside but they weren't unlucky enough to injure themselves. There is also that bug that makes creatures teleport through walls when dodging which can also lead to the same outcome if your barracks is near a clif.
Title: Re: DF2014 Question and Answer Thread
Post by: Schmaven on August 25, 2019, 06:25:35 am
He died on the same level as the barracks, and it's surrounded by double thick walls to prevent dodging through them.  I wonder if the double thick walls are to blame?  Maybe he was going to dodge through a wall, but the second layer stopped it causing the injuries?
Title: Re: DF2014 Question and Answer Thread
Post by: Ulfarr on August 25, 2019, 06:45:33 am
I don’t think that the double walls are to blame, at the very least I’v never had anything like that happen when I used them... as it is, it seems like an extremely unlucky sparring injury.
Title: Re: DF2014 Question and Answer Thread
Post by: Fleeting Frames on August 25, 2019, 08:13:46 am
"Takes the force of the impact" is used when they collide with a floor or wall - also it's less dodge-through and charge-through  (the log will log charging right before), though I've read reports that wrestlers could also throw people. In any case, there was a case in Constructivory where it went across fourty tiles crossing three walls to fall off on the other side of the tower.
Title: Re: DF2014 Question and Answer Thread
Post by: TomiTapio on August 25, 2019, 01:09:47 pm
occurrences from a few of my worlds about wrestlers throwing creatures:

Spoiler (click to show/hide)
Title: Re: DF2014 Question and Answer Thread
Post by: Loci on August 25, 2019, 08:40:32 pm
He died on the same level as the barracks...

By that logic, most fatal falls happen in a hospital.

You can use the combat report to 'z'oom on the impact message to see where it actually occurred. 


...it's surrounded by double thick walls to prevent dodging through them.

Double-thick walls are not sufficient to prevent tumbling-teleportation (http://www.bay12games.com/dwarves/mantisbt/view.php?id=7444). Even triple-thick walls might not be sufficient (based on one tumbling dwarf ending up 3 diagonal tiles from the barracks, which is a greater distance than 4 orthogonal tiles).

You can probably just shrink your barracks to provide the necessary buffer space--building thicker walls isn't necessary.
Title: Re: DF2014 Question and Answer Thread
Post by: LennyTheRed on August 27, 2019, 12:29:47 pm
Does encrusting ammo with gems effect its combat performance in any way? 
Title: Re: DF2014 Question and Answer Thread
Post by: Ulfarr on August 27, 2019, 12:51:39 pm
No, decorations as they are, don't change their performance.
Title: Re: DF2014 Question and Answer Thread
Post by: Schmaven on August 27, 2019, 08:09:36 pm
He died on the same level as the barracks...

By that logic, most fatal falls happen in a hospital.

I mean he was thrown in the barracks, his blood is everywhere from the throw to about 16 tiles away where his corpse died the first time.

They must have been trying out a new wrestling move.  It seems very effective whatever it was.
Title: Re: DF2014 Question and Answer Thread
Post by: Aslandus on September 02, 2019, 09:30:26 pm
Has anyone here had a successful fort (at least for a good chunk of time) in an evil biome?

One of my favorite fortress stories is Ravens are Murder (http://www.bay12forums.com/smf/index.php?topic=146908.0;topicseen) by LoudWhispers, a story of conquering the Hidden Fun Stuff through the use of undead ravens. So assuming you're asking about the plausibility of doing well in an evil biome it's quite possible, though I haven't done it myself.
Title: Re: DF2014 Question and Answer Thread
Post by: Ulfarr on September 07, 2019, 02:38:05 am
Is there a way (either in vanilla or through DFHack) to know before embarking whether the site will have frequent rains? I'm not sure if I'm just choosing the wrong sites/biome, but in 9/10 forest biomes it seems to rain endlessly.

edit: Suggestions for other types of biomes are welcomed, my main concern is the availability of trees (without having to open the caverns if possible for RP reasons).
Title: Re: DF2014 Question and Answer Thread
Post by: TomiTapio on September 07, 2019, 11:56:54 am
Is there a way (either in vanilla or through DFHack) to know before embarking whether the site will have frequent rains?
I'm not sure if I'm just choosing the wrong sites/biome, but in 9/10 forest biomes it seems to rain endlessly.
edit: Suggestions for other types of biomes are welcomed, my main concern is the availability of trees (without having to open the caverns if possible for RP reasons).
Tropical dry forest might have less rain. https://dwarffortresswiki.org/index.php/DF2014:Biome
It's the high amount of rain, with non-swamplike drainage, that causes a forest, I guess.
*searches low-rain on map*   Also try temperate shrubland, it's got "woodland" amount of trees.
Title: Re: DF2014 Question and Answer Thread
Post by: Loci on September 07, 2019, 12:08:37 pm
Is there a way (either in vanilla or through DFHack) to know before embarking whether the site will have frequent rains?
... my main concern is the availability of trees...

The game uses "rainfall" and "drainage" to *assign* biomes, and trees require water (which cannot, at present, be supplied by rivers, springs, magic, or other means). If you look at this biome chart (http://dwarffortresswiki.org/index.php/DF2014:Biome#Generating_a_Biome), you'll notice all the forest biomes have high rainfall. Low rainfall biomes are Deserts, Wastelands, and Badlands (along with some less-explicit cold variants).

Your best bet is to find an appropriate rainless biome next to a forest and embark on multiple tiles (the combination will be quite rare in normal world generation since it requires the rainfall value to change drastically, but can be created with world painter I think). Alternatively, you can just embark in a rainless biome and import wood.
Title: Re: DF2014 Question and Answer Thread
Post by: Ulfarr on September 07, 2019, 01:14:28 pm
Thanks for your answers!

I know that both forests and woodlands need high levels of rainfall to appear, so some rain is inevitable. My problem is when it’s raining all the damn time, with hardly any non rainy days throughout the year.
Shrublands are also a hit and miss situation, where it sometimes rain constantly and sometimes it has a few weeks/months between each rain.

I guess I’ll give World painter a try.
Title: Re: DF2014 Question and Answer Thread
Post by: xZippy on September 16, 2019, 01:34:38 am
If magma is only found waaaayy too far down, what is the best way to get it up to where you want it? Are minecarts your only hope?
Title: Re: DF2014 Question and Answer Thread
Post by: Ulfarr on September 16, 2019, 02:51:44 am
You can also use pump stack (http://dwarffortresswiki.org/index.php/DF2014:Screw_pump#Pump_stack) to bring magma up.
Title: Re: DF2014 Question and Answer Thread
Post by: xZippy on September 16, 2019, 05:12:07 am
Yeah but that's a lot of pumps if the magma is like 50 levels below my fort.
Title: Re: DF2014 Question and Answer Thread
Post by: Luriant on September 16, 2019, 07:56:31 am
Some magma for Magma Forges... use magma-safe minecarts. 2 Minecarts=4magma, enough for 1 magma workshops. You don't need tracks, dwarves carry minecarts with magma without problem, albeit slow.

Filling the surroundings with magma non stop? Magma safe Pump stack.

Bonus: How to kill lots of enemies with a minecart filled with magma? Make 100 levels of stairs in your fortress, put a grate in the ceiling, put the minecart in a Track stops dumping above the stairs. 30+ Goblins melting and falling. Drop some water and mine the obsidian. Magma Safe goblinite without seeing dead people.

Ps. Magma Piston is another option, but pump stacks is a better system.
Title: Re: DF2014 Question and Answer Thread
Post by: xZippy on September 17, 2019, 05:44:23 am
You know how you can save your own embark setups? Where is that saved? Like, which folder?
Title: Re: DF2014 Question and Answer Thread
Post by: mightymushroom on September 17, 2019, 08:01:01 am
You know how you can save your own embark setups? Where is that saved? Like, which folder?

(DF location)/data/init/embark_profiles.txt
Title: Re: DF2014 Question and Answer Thread
Post by: xZippy on September 22, 2019, 01:35:44 am
Don't worry it's not Zippy spamming this thread again. You know how DFhack tells you which animals are starving? How do I find those exact animals in-game?
Title: Re: DF2014 Question and Answer Thread
Post by: Fleeting Frames on September 22, 2019, 04:12:45 am
Well, starving livestock in particular are grazers who are either in a cage with no animal caretaker to feed them (i.e. after you got some from merchants), or ones hanging around in your meeting area on normal floors. You can go through 'u'nit-livestock menu to check matching animals one by one.

Iirc it also gives you unit id, so you can paste :lua ~df.unit.find(13749).pos into console to give you coordinates. Note that the z-coordinate doesn't match what you see on right; exact values will depend on your worldgen, region and embark, so :lua ~df.global.cursor will give you current cursor location as a landmark to navigate from.
Title: Re: DF2014 Question and Answer Thread
Post by: Atarlost on September 23, 2019, 02:21:27 pm
Don't worry it's not Zippy spamming this thread again. You know how DFhack tells you which animals are starving? How do I find those exact animals in-game?

Use the 'z' health screen (needs Chief Medical Dwarf).  Starving animals will have a red H! in the fourth column.  You can then use 'r'ecenter to select the desired animal on the map.
Title: Re: DF2014 Question and Answer Thread
Post by: Magistrum on September 23, 2019, 06:55:07 pm
What Artalost said.
Also, it is usually stuck on a tree.
Title: Re: DF2014 Question and Answer Thread
Post by: Tarqeq on September 25, 2019, 03:44:52 am
Does dead creature set off a pressure plate? Suppose there is a creature restrained on a pressure plate. Can this be used to set off reaction when the creature dies?
Title: Re: DF2014 Question and Answer Thread
Post by: TomiTapio on September 25, 2019, 05:12:36 am
Does dead creature set off a pressure plate? Suppose there is a creature restrained on a pressure plate. Can this be used to set off reaction when the creature dies?

"Pressure plates are sensitive to some creatures and uninfluenced by others (see Unusual Triggers). They are not sensitive to inert weight or trapavoid creatures."

so living heavy creature sends signal, corpse does not. Heavy Corpse becoming animated, sends signal.
https://dwarffortresswiki.org/index.php/DF2014:Pressure_plate

if (chained guard chicken dead) then (raise drawbridge)?
Title: Re: DF2014 Question and Answer Thread
Post by: Fleeting Frames on September 25, 2019, 11:36:41 am
Yes, it could be. When pressure plate goes for 99 steps without a trigger after being triggered and having sent an "ON" signal, it sends "OFF" signal. This signal can be used, for example, to collapse a support, close vertical path via either bridge type, either open (via raising bridge) or close (via door/floodgate) a horizontal path, or stop and/or dump items/water/magma from a minecart.

But note that such delay is enough time to take ~10 steps at normal pace, and potentially over 20 at run, and bridges/floodgates add just as much delay, while track stop has 40 step delay too. So if you're relying on this to capture/kill an enemy with no player action, leave a bit of space.
Title: Re: DF2014 Question and Answer Thread
Post by: xZippy on September 26, 2019, 10:04:06 pm
1.) Are doctors able to operate/heal themselves or does another doctor have to be present?
2.) Does having matching deity statues in temples make a difference? I've never seen it mentioned in a dwarves thoughts.
3.) Dumb dwarves keep leaving meat in their rooms, leave it there and make their rooms smell like a dead sewer. How to prevent?
Title: Re: DF2014 Question and Answer Thread
Post by: Kiloku on September 26, 2019, 11:02:16 pm
Considering beasts and titans (which are beings that physically exist in the world) can be worshipped, would it be possible for a powerful enough dwarf, human, elf or goblin to be worshipped too, given enough time?
Title: Re: DF2014 Question and Answer Thread
Post by: TomiTapio on September 27, 2019, 03:05:59 am
Considering beasts and titans (which are beings that physically exist in the world) can be worshipped, would it be possible for a powerful enough dwarf, human, elf or goblin to be worshipped too, given enough time?
Not as far as I know.
POWER-token having creatures
"Allows the being to represent itself as a deity, allowing it to become the leader of a civilized group. Used by unique demons in the vanilla game. Requires CAN_SPEAK to actually do anything more than settle at a location (e.g. write books, lead armies, profane temples). Doesn't appear to do anything for creatures that are already civilized. Beings with this token behave like civilized leaders "

1.) Are doctors able to operate/heal themselves or does another doctor have to be present?
2.) Does having matching deity statues in temples make a difference? I've never seen it mentioned in a dwarves thoughts.
1. No, they just rest if they're injured and a hospital zone exists.
2. Probably not. Can dedicate a temple-zone to a single deity, though. Dorf knocking over a deity statue might do A Fun Thing.
Title: Re: DF2014 Question and Answer Thread
Post by: Fleeting Frames on September 27, 2019, 03:43:20 am
There can be situations, however, when someone is born and given the same name as worshipped being, resulting in slight confusion (http://www.bay12forums.com/smf/index.php?topic=172449.msg7876501#msg7876501).

3) Prevent military from carrying food (booze doesn't rot), as they'll store it there when taking off the backbag. It's helpfully placed on by default when you create a squad, so either disable it, or destroy all backbags. Alternatively, expose the their rooms to the sun in accurate part or in their entirety for a moment; then the food will still rot but not create miasma.
Title: Re: DF2014 Question and Answer Thread
Post by: xZippy on October 06, 2019, 07:12:31 am
I keep seeing "Doctor cancelled suture: Needs thread" even though I've been spinning enough thread to make a temple out of it. Does it NEED to be in the hospital zone at all times or is this a bug?
Title: Re: DF2014 Question and Answer Thread
Post by: Ulfarr on October 06, 2019, 08:03:43 am
It's either that your doctor can't path to where your threads are stored or more probably just the usual bin/container bug that prevents a dwarf from accessing the stuff inside a container when said container is already in use. If you have a chest/bag in your hospital and you are in a hurry to suture those wound try removing the chest from the hospital (removing the zone from the tile with the chest is probably the fastest way) and your doctor should just go to grab the first thread available.
Title: Re: DF2014 Question and Answer Thread
Post by: Fleeting Frames on October 06, 2019, 09:28:25 am
Doctors will grab thread from stockpiles (used to use prefer this due instantly visible stocks) as well as other hospitals. Though I haven't tested with thread still inside a workshop.
Title: Re: DF2014 Question and Answer Thread
Post by: xZippy on October 06, 2019, 12:31:38 pm
I'm embarrassed to ask this, but are 'yarn' and 'thread' the same object in the game?
Title: Re: DF2014 Question and Answer Thread
Post by: Fleeting Frames on October 06, 2019, 01:10:40 pm
Yes (https://dwarffortresswiki.org/index.php/DF2014:Yarn)
Title: Re: DF2014 Question and Answer Thread
Post by: xZippy on October 07, 2019, 02:55:02 pm
Is there any benefit to making blocks from other materials aside from stone?
Title: Re: DF2014 Question and Answer Thread
Post by: Fleeting Frames on October 07, 2019, 03:09:31 pm
Additional experience, room value, build speed, colour of block-based buildings.

- If you're going to build walls with wood anyway, can turn it into blocks first so you'll make more masterwork beds later.

- On a single-pick embark, a wood block is needed for a screw pump, and will build walls quicker.

- You might want a magenta well; this is easiest to accomplish through a rose gold or tunnel tube block.
Title: Re: DF2014 Question and Answer Thread
Post by: Magistrum on October 07, 2019, 05:25:11 pm
Blocks are also more valuable, so even wooden blocks which convert 1 to 1 are still better for room value.
Title: Re: DF2014 Question and Answer Thread
Post by: Atarlost on October 07, 2019, 05:35:55 pm
I think block walls are also harder to climb than clay boulder or log walls. 
Title: Re: DF2014 Question and Answer Thread
Post by: Magistrum on October 07, 2019, 08:36:43 pm
That's true,blocks make smooth walls, which are harder to climb. Even smoothed cave walls.
Title: Re: DF2014 Question and Answer Thread
Post by: Atarlost on October 08, 2019, 02:16:59 am
That's true,blocks make smooth walls, which are harder to climb. Even smoothed cave walls.
Especially smoothed cave walls.  They're completely unclimbable.  But sometimes you don't have a natural wall where you need one and is isn't always practical to cast obsidian. 
Title: Re: DF2014 Question and Answer Thread
Post by: anewaname on October 08, 2019, 06:35:03 am
Once the fort is past the "just get it built" stage, I make blocks from valuable metals to add value to constructions. My last fort had multiple masterwork screwpumps in the dining hall, built with silver blocks.
Title: Re: DF2014 Question and Answer Thread
Post by: Demetrious on October 09, 2019, 02:18:22 pm
Vis a vis obsidian farming - are there pitfalls to the simpler "fill bottom level of room with magma, flood Z+1 level above with water" method aside from the obvious problem that the bridge-drop method solves (i.e. excess water left over causing the odd job cancellations as your miners clean out the harvest)? I'll be using a minecart lift system to deliver the magma, which will require some simple computing/timing devices to ensure no more odd bugs with minecart z-level stacking will muck up the system like in my last fort, so I figure I may as well automate the whole system to some degree, including a timer to shut the water supply floodgates when appropriate. Additionally, are there any reasons to prefer a bridge-drop method from a computing/automation standpoint?

And if anyone has such a system that they're proud of, I'd love to see them!
Title: Re: DF2014 Question and Answer Thread
Post by: Fleeting Frames on October 09, 2019, 03:01:38 pm
Well, if you bucket water directly into magma, it evaporates. However, I recall one obsidianizing setup that pumped water from an aquifer tile across a hole of magma into another aquifer tile, so if you have an infinite water source I doubt you'd need a bridge; just portable drain.
Title: Re: DF2014 Question and Answer Thread
Post by: xZippy on October 09, 2019, 07:28:53 pm
When you make a militia defend a burrow, does the militia automatically detect enemies stepping in said burrow? Or does the enemy still need to be within sight range? I ask because I'm trying to find efficient ways to stop tantruming dwarves.
Title: Re: DF2014 Question and Answer Thread
Post by: Schmaven on October 09, 2019, 08:40:27 pm
Good question about the burrows.  I don't have the answer, but if so, that could be also applied fairly well by making a burrow on the surface for marksdwarves to defend from fortified locations.

For the tantruming dwarves, one thing I've found helpful is breaking up a squad of 10 into 2 - 3 small squads and having more barracks in hub areas of the fort.  It cuts response time dramatically, and anything 2 well trained dwarves can't handle on their own, they can usually survive until the other mini squads get there to back them up.
Title: Re: DF2014 Question and Answer Thread
Post by: xZippy on October 12, 2019, 02:16:28 pm
Are siege weapons/engines used for missions or just defense? I can't find the thread that describes all of this.
Title: Re: DF2014 Question and Answer Thread
Post by: Ulfarr on October 12, 2019, 02:42:33 pm
Siege engines are only for defense at the moment. There are plans (iirc) about sieges bringing their own against your fort so maybe in the future we will be able to send out too.
Title: Re: DF2014 Question and Answer Thread
Post by: Stench Guzman on October 13, 2019, 01:06:07 pm
Siege Engines haven't been updated much since the 2D version of the game and they are largely useless for practical purposes.

I build them as decorations.
Title: Re: DF2014 Question and Answer Thread
Post by: xZippy on November 01, 2019, 11:43:28 pm
I keep getting this.

(https://i.imgur.com/Y3fhlOt.png)

I must have this message like 1000 times now. How the hell do I find the source?
Title: Re: DF2014 Question and Answer Thread
Post by: anewaname on November 02, 2019, 12:48:31 am
The dwarfs are attempting to haul the kitten to whatever pasture or cage it was assigned to, but they cannot path to it (maybe it is stuck somewhere due to combat?).

You can remove the kitten from the pasture or cage assignment, or you can find the kitten and fix the path issue.

If you have few kittens, it should be easy to 'z'oom to an animal's location from the 'u'nit menu.
Title: Re: DF2014 Question and Answer Thread
Post by: xZippy on November 02, 2019, 02:41:51 am
I have an insane amount of kittens, and I have no idea how to find the one that's causing all this.

Edit: There is a cat that died recently, is there a bug where someone can try to handle a cat that's dead/not around anymore?
Title: Re: DF2014 Question and Answer Thread
Post by: Bumber on November 02, 2019, 02:57:30 am
The dwarfs are attempting to haul the kitten to whatever pasture or cage it was assigned to, but they cannot path to it (maybe it is stuck somewhere due to combat?).
Most likely climbing up and down the cavern walls just for the lulz.
Title: Re: DF2014 Question and Answer Thread
Post by: xZippy on November 02, 2019, 03:41:16 am
Yeah, now this is getting real annoying. (https://i.imgur.com/ULmIeVc.png)

I checked all the kittens, and they're all in normal areas of the fortress. The "Cog" guy who keeps not doing the job is stuck in one spot and is even starting to die of thirst now - even if I remove the animal hauling job for him. What the hell is the issue here?
Title: Re: DF2014 Question and Answer Thread
Post by: Ulfarr on November 02, 2019, 04:11:08 am
That the Cog guy is stuck somewhere that he can't path to whatever job he is assigned to??

edit: even if you disable the labor, dwarves will still try to complete the last job that was assigned to them.
Title: Re: DF2014 Question and Answer Thread
Post by: Bumber on November 02, 2019, 07:29:48 am
Can you cancel it from the [j]obs screen?
Title: Re: DF2014 Question and Answer Thread
Post by: Magistrum on November 02, 2019, 10:50:16 am
Hit Cog with something and see if he snaps from it.
Or just injure he enough that someone can come and take him to the infirmary.
Title: Re: DF2014 Question and Answer Thread
Post by: Fleeting Frames on November 02, 2019, 12:50:23 pm
I'd use military menu civilian alert before that, since that will cancel jobs with forbidden area.
Title: Re: DF2014 Question and Answer Thread
Post by: xZippy on November 03, 2019, 01:00:49 am
I'd use military menu civilian alert before that, since that will cancel jobs with forbidden area.
I can make him move around a bit by doing that, but the second I put alerts back to normal, the guy goes back to just standing in one spot, obsessing over a job he'll never do - spamming the announcements by the 100's in seconds.

Can you cancel it from the [j]obs screen?
I cannot. And hurting him doesn't seem to do anything either.

Resolved: Making him part of a military, then removing him seemed to work. For now...
Title: Re: DF2014 Question and Answer Thread
Post by: Tarqeq on November 11, 2019, 04:18:03 pm
When did we lose the native gold floors and such? There used to be hematite floor after you mined out hematite, these days it is just default stone type for the layer.

Is there a reason for the change? Can it be reenabled?
Title: Re: DF2014 Question and Answer Thread
Post by: Five chickens on November 11, 2019, 08:34:49 pm
I’m having a small but annoying problem with my fort.

In an area that used to be a dormitory, I can’t get my dwarves to remove the beds, misplaced doors, tables and chairs.  When I press ‘q’ and move the cursor over the beds, it fails to recognize them (although they are described when I hit ‘k’).  I’ve tried reclaiming them... nothing I could think of works.  Please note that my dwarves are having no problem hauling furniture throughout the rest of my fort, except for this one small area.

Help... I’m about to lose it and destroy my own craftdwarf workshop!
Title: Re: DF2014 Question and Answer Thread
Post by: Schmaven on November 11, 2019, 09:44:27 pm
Have they already been removed?  Try building a bed right next to one of those and see if any of the available beds are 1 distance away.  I ran into that before, as once they have been removed, if there is no stockpile for them to fit into, they'll just stay put, but still show up with k, though not with q.
Title: Re: DF2014 Question and Answer Thread
Post by: Five chickens on November 11, 2019, 11:33:54 pm
Have they already been removed?  Try building a bed right next to one of those and see if any of the available beds are 1 distance away.  I ran into that before, as once they have been removed, if there is no stockpile for them to fit into, they'll just stay put, but still show up with k, though not with q.

Looks like I made a mistake in my stockpile settings.  This is fortunate, since I was getting tired of the gander who was wandering around the room for some reason to move the furniture for me.

Thanks for your reply.
Title: Re: DF2014 Question and Answer Thread
Post by: feelotraveller on November 12, 2019, 01:07:30 am
When did we lose the native gold floors and such? There used to be hematite floor after you mined out hematite, these days it is just default stone type for the layer.

Is there a reason for the change? Can it be reenabled?

Like 5 years ago with 40.01...  ::)

Thought to be intentional - there were a slew of bug reports (for example http://www.bay12games.com/dwarves/mantisbt/view.php?id=6896 (http://www.bay12games.com/dwarves/mantisbt/view.php?id=6896)) shortly afterwards.

Reasons, you'd have to ask the Toad but I'd guess it was either a bug fix or a rebalancing.

Reenabled no.  It might be possible to do something with DfHack to replace the floors on the fly as mining happens (or after it finishes) but you would have to script that.  Tiletypes can be invoked to manually change the material of any given tile(s).
Title: Re: DF2014 Question and Answer Thread
Post by: Magistrum on November 12, 2019, 05:34:37 pm
Might be misremembering, but it supposedly is planned to get worked out along with 3d veins later.
Title: Re: DF2014 Question and Answer Thread
Post by: Five chickens on November 13, 2019, 04:52:21 pm
On my schedule screen, I can't get entries to change from 'no scheduled order' to 'train.'  But I can cancel training without a problem.  Nevermind... I just figured out how to cycle orders.
Title: Re: DF2014 Question and Answer Thread
Post by: feelotraveller on November 14, 2019, 12:07:47 am
Might be misremembering, but it supposedly is planned to get worked out along with 3d veins later.

Yeah, that makes sense.  :)

Still at least a couple of years away though.
Title: Re: DF2014 Question and Answer Thread
Post by: Tarqeq on November 14, 2019, 09:12:54 pm
Ah, thank you. I remembered the issue, again, when I embarked on a dragon cave and it had various gem floors and stuff since it is generated differently.
Title: Re: DF2014 Question and Answer Thread
Post by: Five chickens on November 14, 2019, 09:24:16 pm
Is there a way to make ash out of wooden weapons and armor?
Title: Re: DF2014 Question and Answer Thread
Post by: Fleeting Frames on November 15, 2019, 01:01:07 am
Not in vanilla, no. Some mods do add it.

@Tarqeq: It's theoretically possible to make a script to reenable with dfhack, i.e. there's builder (http://www.bay12forums.com/smf/index.php?topic=167487) as well as eventful for watching dig jobs.
Title: Re: DF2014 Question and Answer Thread
Post by: Five chickens on November 15, 2019, 10:54:35 am
The dorfs in my melee squad have a bad habit of not equipping their weapons, even though I just set up a steel weapons-only stockpile not far from their barracks.  What can I do about this?  (When I check on my squad screen, there is a green checkmark next to each dwarf's weapon, but then I look at them in the barracks and most of them never have a weapon equipped.)

I'm also having another problem: my outdoor well is surrounded by vomit, blood and pus, and I'm having trouble convincing my losers to clean around it.  Update: I did manage to get every square around my well clean... except one.  (This is fortunate, as my dwarven children are fond of playing in the blood, vomit and pus.)
#
I finally dealt with my outdoor well problem by building dirt roads on all of the surrounding squares, except for the one with a boulder on it.  But I designated 'smooth stone' on that square, and that eliminated the blood and other contaminants (for now, at least).
Title: Re: DF2014 Question and Answer Thread
Post by: anewaname on November 15, 2019, 07:31:29 pm
The dorfs in my melee squad have a bad habit of not equipping their weapons, even though I just set up a steel weapons-only stockpile not far from their barracks.  What can I do about this?  (When I check on my squad screen, there is a green checkmark next to each dwarf's weapon, but then I look at them in the barracks and most of them never have a weapon equipped.)

Dwarfs are aggressive about wearing their uniform once they decide it is time to wear it, so if you give them a barracks set to 't'rain their squad or give their squad a 'm'ove or 'k'ill order, that will trigger them to seek out their uniform. This is all you should need to do to trigger them to wear their uniform, if their uniform is equippable.

The green checkmarks indicate each weapon or armor was assigned, not that the dwarf can equip it, and if a dwarf is wearing armor but not a weapon, something else may be going on (the weapon is too large, or the dwarf is one-armed and has a shield, etc).
Title: Re: DF2014 Question and Answer Thread
Post by: Five chickens on November 15, 2019, 07:44:08 pm
Thank you for your (helpful) reply.
Title: Re: DF2014 Question and Answer Thread
Post by: xZippy on November 17, 2019, 03:03:48 pm
Sorry, I don't know where else to put this. What is the max avatar size on this forum?
Title: Re: DF2014 Question and Answer Thread
Post by: Bumber on November 17, 2019, 04:50:15 pm
Sorry, I don't know where else to put this. What is the max avatar size on this forum?
80x80
Title: Re: DF2014 Question and Answer Thread
Post by: xZippy on November 18, 2019, 10:54:29 am
Sorry, I don't know where else to put this. What is the max avatar size on this forum?
80x80
Then why is your avatar 100×100?
Title: Re: DF2014 Question and Answer Thread
Post by: Bumber on November 18, 2019, 03:31:11 pm
Then why is your avatar 100×100?
Anything over 80x80 gets scaled down.

If you want to know how large the source file can be, I don't think there's a hard limit. I've seen ones with dimensions in the thousands.
Title: Re: DF2014 Question and Answer Thread
Post by: anewaname on November 18, 2019, 07:21:24 pm
For your avatar image, if you plan to use a large one, it is best to scale it down yourself, then everyone else is not paying for your choice with their computer's processing power and bandwidth.
Title: Re: DF2014 Question and Answer Thread
Post by: xZippy on December 02, 2019, 10:13:17 pm
Can you overlap temple zones, so you can cram like 12 temples into one area and save yourself a lot of time and space?
Title: Re: DF2014 Question and Answer Thread
Post by: Fleeting Frames on December 03, 2019, 12:23:01 am
Kinda.

Dwarves location-seeking code has an early shortcut where if they're currently standing a location they can use, they'll keep using it and will not look for others. It looks through the list on oldest first basis.

So if the bottommost zone is a tavern - all dwarves can use a tavern, and will never pray.
-”- non-denominational temple - all religious dwarves can use it, and will not use other location zones
-”- specific god temple - all dwarves who worship that god fervently enough to pray to it will pray to that god and only to that god, even if they also worship someone else.

Thus, the second case is what you want (I guess). Make sure to include a reason for dwarves in tavern to go into it, such as drinks.
Title: Re: DF2014 Question and Answer Thread
Post by: xZippy on December 04, 2019, 10:17:57 pm
If you completely change a dwarf's labor (ex: make one not a fisherman anymore, and instead make him a hunter), will said dwarf gain skills in hunting at a normal rate? Or is it slowed because that dwarf started out as a fisherman?
Title: Re: DF2014 Question and Answer Thread
Post by: anewaname on December 05, 2019, 12:36:29 am
He will gain at the same rate (usually 30 or 60 points each time).
Title: Re: DF2014 Question and Answer Thread
Post by: Flying Teasets on December 06, 2019, 11:42:18 am
Why does the world generator favor single poles over doubles?
Title: Re: DF2014 Question and Answer Thread
Post by: Ulfarr on December 06, 2019, 11:59:06 am
The standard world generator or the advanced? The advanced can be set to force having both poles.
Title: Re: DF2014 Question and Answer Thread
Post by: xZippy on December 06, 2019, 12:15:23 pm
I've been reading everywhere how RAM frequency is important for higher FPS. I overclocked the living hell out of my RAM so it went from 8GB DDR3 1333MHz (9-9-9-24) to 8GB DDR3 2133MHz (11-13-13-24). Is this enough to see any good changes?
Title: Re: DF2014 Question and Answer Thread
Post by: Fleeting Frames on December 07, 2019, 12:44:25 pm
I'd expect so, assuming cache or cpu weren't the bottlenecks. I recommend testing it out by using at least 3 measurements of in-game time taken until a predetermined event forcing a pause.
Title: Re: DF2014 Question and Answer Thread
Post by: feelotraveller on December 08, 2019, 07:50:14 am
Why does the world generator favor single poles over doubles?

Because there are two single pole settings (north, south) and only one double.  On a simple random pick the expected ratio is 2:1 single over double.

Edit: actually fact-checking there are five possibilities with a ratio of 3.5:1.5, but the point stands.  :)
Title: Re: DF2014 Question and Answer Thread
Post by: xZippy on December 15, 2019, 12:53:55 pm
If you assign a dwarf some doctor-related labors, and/or make him a chief medical dwarf, will he learn some doctor skills on his own? Such as "wound dresser" or "diagnostician"? Or do you need to set all that up before embarking or hope you get a migrant dwarf with those skills?
Title: Re: DF2014 Question and Answer Thread
Post by: Fleeting Frames on December 15, 2019, 02:40:08 pm
Like all skills, doctor skills are learned by using them. He'll still treat your injured dwarves resting in hospital when idle, but will be slower and you wont get health screen until your CMD is at least Novice Diagnostican (which is the only effect assigning a dwarf as one has). You can give everyone doctory labours and later see who shake out to be your medics.

It's possible to ditch treating dwarves in favour of pondering in library, but if your dwarf has no scholarly skills odds they pick doctory ones at random is going to be low.
Title: Re: DF2014 Question and Answer Thread
Post by: Schmaven on December 15, 2019, 04:17:15 pm
It could be partly due to incompetence on my part, but I assign 3 dwarves full doctor abilities, and remove everyone else's - and those 3 level up their skills reasonably quickly dealing with the aftermath of werebeasts, hostile wildlife, cave-ins, forgotten beasts, etc.  3 because odds are 1 or 2 of them will need treatment by a doctor themselves.
Title: Re: DF2014 Question and Answer Thread
Post by: TomiTapio on December 17, 2019, 06:18:49 pm
Yeah the doctor/nurse jobs gain skill when used.
I always embark with one surgeon: and give her the mining main job.
   [SKILL:7:DIAGNOSE:2]
   [SKILL:7:SURGERY:3]
   [SKILL:7:SET_BONE:2]
   [SKILL:7:SUTURE:1]
   [SKILL:7:DODGING:2]
Title: Re: DF2014 Question and Answer Thread
Post by: pisskop on December 18, 2019, 12:19:28 pm
Soooo, do kobolds and goblins do sneaky sneaks?

Kobold thieves and goblin kidnappers?  And also raiders?  Do they appear in fortress mode reliably yet?


Im trying to rebuild my old DF modding files for the new version, and I would like to know about the aggressiveness of civs before I assume.  And testing would mean hours of work when you all presumably already have the answer.

Do civs attack your fort regularly?  Is it still buggy to send out your own raiders?

Can I start a war by murdering diplomats or chopping trees still?
Title: Re: DF2014 Question and Answer Thread
Post by: Fleeting Frames on December 18, 2019, 12:38:40 pm
44.12 is still the latest update, so it's still buggy to send your own raiders. Civ aggro is as it is in .44 - bit better than before in 43 and 42 (they're now supposed to recruit from multiple sites),  but guidelines to help ensure it in those are still good.

I've seen both kobold thieves and goblin kidnappers in .42 if you're from before that, but haven't really checked post-raids. Goblin ambushes haven't been in the game since the ambusher and siege tokens were made proper-function other-exclusive.
Title: Re: DF2014 Question and Answer Thread
Post by: DrFunke on December 18, 2019, 01:44:06 pm
Quick question...
Are constructions made from Non-magma safe materals (like a microcline bridge) safe from magma-mist?
Title: Re: DF2014 Question and Answer Thread
Post by: Fleeting Frames on December 18, 2019, 02:03:17 pm
Yes.
Title: Re: DF2014 Question and Answer Thread
Post by: Bumber on December 19, 2019, 12:53:10 am
Quick question...
Are constructions made from Non-magma safe materals (like a microcline bridge) safe from magma-mist?
I would be wary about a wood (or other non-fire safe material) bridge. The center tile of a bridge is susceptible to heat, even when the bridge is closed and that tile becomes open space.
Title: Re: DF2014 Question and Answer Thread
Post by: Romeofalling on December 19, 2019, 03:37:31 am
Are there any more robust collections of stockpile settings for DFHack/stocksettings? One that's been updated to include all the new items from the last year or two?
Title: Re: DF2014 Question and Answer Thread
Post by: feelotraveller on December 20, 2019, 01:16:30 am
You might do better asking in the DFHack thread http://www.bay12forums.com/smf/index.php?topic=164123.0 (http://www.bay12forums.com/smf/index.php?topic=164123.0).
Title: Re: DF2014 Question and Answer Thread
Post by: neotemplar on December 20, 2019, 01:24:14 pm
I’ve got a new fort running that is built between the 3rd cavern and the magma sea. I have no tavern but a bunch of monster hunters arrived and I accepted their petitions to join the fort. Now several have gone missing and at least one was found in a state suggesting they starved to death in the cavern where they were found. There have been no combat logs and the only dead creature in the whole fort is a surface dingo killed by a caravan.

So my questions are as follows:
Why are they apparently starving themselves to death in the cavern?

Are they just bad at hunting monsters? Its been a year now with no combat. A family of troglodytes even came and left the map...
Title: Re: DF2014 Question and Answer Thread
Post by: Ulfarr on December 20, 2019, 02:09:32 pm
Due to their convolutent layout it's notoriously easy for creatures to get stuck in otherwise impassable or dead end tiles (climbing/dodging on mushrooms/ledges, etc), which could explain the starvation issues. Assuming, they did die of starvation and that you have an otherwise open path to your stockpiles.
Title: Re: DF2014 Question and Answer Thread
Post by: anewaname on December 20, 2019, 06:42:09 pm
It does seem strange they appeared to die without leaving blood all over the place. You might be able to engrave a slab for them because they joined your fort, then read it to see the cause of death, but I am not sure.
Title: Re: DF2014 Question and Answer Thread
Post by: pisskop on December 21, 2019, 12:14:50 am
Hey, does legends viewer still work?  is there a new one?  and dwarf therapist?
Title: Re: DF2014 Question and Answer Thread
Post by: feelotraveller on December 21, 2019, 12:19:22 am
Yes. Define new (but probably no). Yes.
Title: Re: DF2014 Question and Answer Thread
Post by: doublestrafe on December 21, 2019, 10:00:37 pm
Is there a workaround for the bug where any tile that a tree grows into is marked permanently impassible, even after you cut down the tree? I get this all the time trying to build roofs and other structures on top of buildings. It's worst when the tree leaves logs on top of my walls, because I'm usually designating block construction rapidly and don't realize I've told it to build things out of the logs, which then are never built because there isn't a path...except that there is. Little help?
Title: Re: DF2014 Question and Answer Thread
Post by: ShortBusser on December 22, 2019, 12:16:05 am
I am just starting to play and I have a few noob questions.

A few times I had buildings stall during constructions. (a) One time the announcements mentioned the area was not clear. Is that a bush, stone, or other obstacle and how can I clear it? (b) Another time a carpentry workshop stalled just waying "carpentry" required. I built another one and canceled the original. Was that likely some obstacle in the way or do the dwarves give up on buildings that have some temporary obstruction (skills, needed things of other kinds)?

i built a stair case going down in a hollow 3x3. My dwarves made the first level (from the ground) and the second. But they never went down and built the third. What should I think about when making staircases down? I just dug whichever bit of the staircase on a given level my cursor was near. Or should I have done this in a direction? Should I have a separate staircase up?

My staircase was like (all built using "down" stairs). I assumed "down" works for "up" too).

Code: [Select]
ooo
o o
ooo

I tried to make a refuse/garbage tip using the same kind of rectangular selection that works OK for digging i.e. select the start square then move to the end point and select (enter) again. It didn't make a rectangular shape indicating success. Does it work in another way?

I had trouble growing plump helmets in a cave. Is the floor the problem? I guess I should be looking for a muddy floor? or is any floor type OK?








Title: Re: DF2014 Question and Answer Thread
Post by: TomiTapio on December 22, 2019, 08:35:22 am
So my questions are as follows:
Why are they apparently starving themselves to death in the cavern?
Climbed a tree, probably. Also stepladder-fruitpickers get stuck in trees and starve. Build ramps for the scaredycat person or cut down the tree.

My staircase was like (all built using "down" stairs). I assumed "down" works for "up" too).
Designation menu: d-i dig the "up and down" tile for simplest stairwell (which may slow pathfinding, ramps are faster).
On the surface, one can only build a "down" stair. Elsewhere, need a matching "up" stair or "up and down" to receive the upper level stair.
Need to use ramp tiles for up/down, or both upstair(hole in ceiling) and downstair(hole in floor) tiles. Or the "up and down" easy tile.
Title: Re: DF2014 Question and Answer Thread
Post by: ShortBusser on December 23, 2019, 11:32:45 am
Is a one space stair/ramp enough per level?

Is there a reason the up/down/both stairs exist separately?
Title: Re: DF2014 Question and Answer Thread
Post by: anewaname on December 23, 2019, 11:50:59 am
Is a one space stair/ramp enough per level?
Yes. You can link 100 levels of fortress using one up/down staircase straight through the middle of it (but it is advised to build floor hatch every few levels due to falling risks). There are more reasons why players build different types of stair/ramp systems, but one per level is enough. 

Is there a reason the up/down/both stairs exist separately?
Yes. Consider that moving between z-levels requires a "link" in each tile. You need an "up" stairs in the tile below a "down" stairs, to allow a dwarf to walk between the two z-levels. An up/down stairs can allow access between the z-level above and the z-level below.
Title: Re: DF2014 Question and Answer Thread
Post by: Bumber on December 23, 2019, 03:40:26 pm
Is there a reason the up/down/both stairs exist separately?

An "up" stair has a solid floor, which prevents fluids / falling objects / flying creatures from passing through if the tile below is empty space.

A "down" stair requires no material to build, and so can be dug into an exposed tile without needing construction.
Title: Re: DF2014 Question and Answer Thread
Post by: Schmaven on December 23, 2019, 04:53:18 pm
You can force creative traffic patterns by using only up stairs somewhere, and only downstairs somewhere else. 
Title: Re: DF2014 Question and Answer Thread
Post by: Bumber on December 23, 2019, 05:19:03 pm
You can force creative traffic patterns by using only up stairs somewhere, and only downstairs somewhere else.

Huh? ???
Title: Re: DF2014 Question and Answer Thread
Post by: Schmaven on December 23, 2019, 07:59:53 pm
An arbitrary example would be 2 hallways one above another.  If you have upstairs on the east side and downstairs on the west side, dwarves can still get to both hallways, but must traverse the entire length of both to do so. 
Title: Re: DF2014 Question and Answer Thread
Post by: alef on December 25, 2019, 01:54:07 pm
After attacking some great horned owl men, my marksdwarf squad lost lot of their quality bolts on top of trees. According to DFHack gui/pathable plugin, the tiles the bolts are laying on or lodged in are not always reachable from the near stairs I've built to recover them. For instance "TreeBranches" type is ok, but "TreeTrunkSloping" is not. How can I recover such bolts?

Thanks,
alef
Title: Re: DF2014 Question and Answer Thread
Post by: Romeofalling on December 25, 2019, 05:30:11 pm
Hey, does legends viewer still work?  is there a new one?  and dwarf therapist?

Legends Browser is a great alternative for DF'ers on non-Windows machines.

Is there a workaround for the bug where any tile that a tree grows into is marked permanently impassible, even after you cut down the tree? I get this all the time trying to build roofs and other structures on top of buildings. It's worst when the tree leaves logs on top of my walls, because I'm usually designating block construction rapidly and don't realize I've told it to build things out of the logs, which then are never built because there isn't a path...except that there is. Little help?

This is non-standard game behavior. You should download a fresh copy of DF, or post about this issue to its own thread.
Title: Re: DF2014 Question and Answer Thread
Post by: Romeofalling on December 25, 2019, 05:45:14 pm
A few times I had buildings stall during constructions. (a) One time the announcements mentioned the area was not clear. Is that a bush, stone, or other obstacle and how can I clear it?

(a) More accurately, the problem here is usually that one of the objects blocking that blueprint has been reserved for some other project. Since it has been claimed for a job, it cannot be used for other jobs  (like being picked up and moved out of the way). Just give your other projects some time and try again later. If there was an obstruction that you needed a separate command to clear, it wouldn't have let you place it to begin with.

Quote
(b) Another time a carpentry workshop stalled just waying "carpentry" required. I built another one and canceled the original. Was that likely some obstacle in the way or do the dwarves give up on buildings that have some temporary obstruction (skills, needed things of other kinds)?

(b) This means that only someone with the Carpentry labor preference enabled can do that work. If it is taking too long to get done, that means your carpenter dwarves have a lot of other jobs they have to do. Untangling this sort of issue so that all your tasks are getting done at the pace you want is the core gameplay.

Pick someone with that labor enabled, and (f)ollow them around to get an idea of what they're doing. This is a good example of why an app like Dwarf Therapist is useful. If you have that app installed, you can use it to quickly disable all other labors for a particular dwarf, so that it is only doing Carpentry jobs, wait for it to finally build that workshop, and then re-enable all the labors they previously had on. Trying to do this through the base interface of the game is quite cumbersome.

Note that skill will only affect how long it takes to do those tasks. A dwarf with the labor enabled will successfully do any task you set it to, eventually.

Labor and assigning labor preferences is a complex subject. You can find out more on the wiki: https://dwarffortresswiki.org/index.php/DF2014:Labor

Quote
What should I think about when making staircases down?
My staircase was like (all built using "down" stairs). I assumed "down" works for "up" too).

Here is a great video to explain this: https://youtu.be/x_21Y34Yx4c

Many people build more than 1 tile of stairs for the same reason that they build wide hallways -- it increases how many dwarves can move through that path without bumping into each other. Dwarves CAN bump into each other, knocking one of them over, and falling to the bottom of the staircase (unless stopped by a floor hatch).

More than that, though, take some time to think about the design of your fortress and the utility of what you're building. Barring any !!FUN!!, you'll eventually have up to 300 dwarves running around your fort. Layout will be important. Thinking about how you want to lay it out, defend it, and organize it, is the game. I spend more time with DF paused than I spend letting it run (though that's my playstyle, not everyone does it like that).

Quote
I tried to make a refuse/garbage tip using the same kind of rectangular selection that works OK for digging i.e. select the start square then move to the end point and select (enter) again. It didn't make a rectangular shape indicating success. Does it work in another way?

The interface is inconsistent, but yes, you should see a visual change. Since you compare it to digging, let me just just check: you're marking open floor space for that stockpile, yes?

 The wiki page on stockpiles goes into this thoroughly: https://dwarffortresswiki.org/index.php/DF2014:Stockpile

Quote
I had trouble growing plump helmets in a cave. Is the floor the problem? I guess I should be looking for a muddy floor? or is any floor type OK?

Farm Plots and the food industry is a pretty big topic, and the wiki pages on the topic are pretty extensive: https://dwarffortresswiki.org/index.php/DF2014:Farming

There are a number of steps you might have not noticed, or performed incorrectly. In summary:
1. Designate a Farm Plot on soil (somewhere marked Underground for plump helmets). Someone with Farming with build the plot.
2. (Q)uery the plot, and then designate which crops you want planted in each season.
3. Your farmer will plant Plump Helmet Spawn (ie, seeds) during the appropriate season. Any dwarf with the Food Hauling labor will harvest it once it is ready.
4. Eating the plump helmet raw or brewing it into dwarven wine will create seeds for your next planting. Cooking the plump helmets as part of a meal in the Kitchen will destroy the seed.
Title: Re: DF2014 Question and Answer Thread
Post by: xZippy on December 26, 2019, 05:40:34 pm
When you guys get a werecreature in your world and you don't feel like dealing with it... do you DFHack exterminate it? Or tough it out and attempt to kill it?
Title: Re: DF2014 Question and Answer Thread
Post by: Naturegirl1999 on December 26, 2019, 05:58:54 pm
I basically hope they survive. One of my forts consisted of many werelizards
Title: Re: DF2014 Question and Answer Thread
Post by: anewaname on December 26, 2019, 09:18:52 pm
If I was playing a "no migrants will be arriving" fort, I would consider exterminating it, but generally I fight the were-hares and run from the were-bisons.
Title: Re: DF2014 Question and Answer Thread
Post by: Romeofalling on December 27, 2019, 06:10:28 pm
When you guys get a werecreature in your world and you don't feel like dealing with it... do you DFHack exterminate it? Or tough it out and attempt to kill it?

I usually take a break from the game and then come back when I'm ready to deal with it.
Title: Re: DF2014 Question and Answer Thread
Post by: Magistrum on December 27, 2019, 07:35:01 pm
After a few too many werebeast induced early demolitions, I started bringing a war dog to hold the thing for a sec while we throw pebbles at it. Or at least feels like pebbles those low-quality wooden bolts. It is usually more willing to lay down and die after the ordeal, if it doesn't just spend so much time clobbering dogs that it transforms back to human.
Title: Re: DF2014 Question and Answer Thread
Post by: pisskop on December 27, 2019, 08:48:26 pm
Hey, does legends viewer still work?  is there a new one?  and dwarf therapist?

Legends Browser is a great alternative for DF'ers on non-Windows machines.
you are my hero
Title: Re: DF2014 Question and Answer Thread
Post by: ShortBusser on January 03, 2020, 10:00:27 am
Should I set up an underground fishing area?

I have a surface pond, one level above ground, close to.my fortress. There are 8-10 squares of water with level up to 3.

Should I somehow dig a sufficiently deep pool under this, with a one level gap, and the breech the pool to fill up my artificial pool?

What is the mechanism for this?

Can I breed cave lobster and cave fish? I brought some with me.

My dogs died before breeding. Sigh...
Title: Re: DF2014 Question and Answer Thread
Post by: FantasticDorf on January 03, 2020, 02:21:10 pm
Should I set up an underground fishing area?

I have a surface pond, one level above ground, close to.my fortress. There are 8-10 squares of water with level up to 3.

Should I somehow dig a sufficiently deep pool under this, with a one level gap, and the breech the pool to fill up my artificial pool?

What is the mechanism for this?

Moving the water will displace the immediate population, but ponds rivers and cavern lakes (not to mention the ocean) have their own spawning fish and it works best when it is done naturally. If the biome allows it sometimes catchable toads will spawn in waterlogged not-pond tiles, as long as its the rough area any fish you relocate to a custom pond they'll survive in or near the area they were took from.

Fish in the caverns require the same biome as where cavern fish are naturally found to do this. The fishery job to 'catch a live fish' with a animal-trap cage (the one reserved for vermin) will safely take it out of that enviroment, where you can deposit it where you like, such as a aquarium made out of glass filled with water for dwarves to admire or empty it into a pond (alternative pit in the 'i' screen)

Very simply though, anywhere where you can see vermin-fish, you can just mark a little 'i' fishing zone there to direct dwarves where you want the to go, including anywhere specially built by yourself by redirecting or pumping water in with screw pumps.

Can I breed cave lobster and cave fish? I brought some with me.

My dogs died before breeding. Sigh...

The cave lobster and the fish are already gutted and prepared for consumption, though you can catch fish in the caverns if they have water around, most above-ground fish will probably need a river nearby as 'stagnant pools' that refill with rain do not restock themselves after a deep freeze (turning the water solid in winter to mineable ice) and can be overfished. Rivers and oceans have much higher fish populations that'll probably never run out without many years of freezing solid.

Not to worry, you can obtain more dogs (and some other animals) from dwarven merchants by waiting or asking for some in a trade agreement, they're not too hard to pasture close together to breed because of large litter sizes you'll soon have lots of puppies. You will need a broker and preferably some supplies to barter with by the time the traders arrive in Autumn each year.

If they arent segregated by name on the list like dogs are, you can look at the other animals in the 'pets' section to get a idea of the ordering. Rams and Ewes (sheep) for example, take note of which one is above the other on the list as this is how the gendering is ordered.


Title: Re: DF2014 Question and Answer Thread
Post by: ShortBusser on January 04, 2020, 08:39:06 am
Thanks for your post.

A migrant turned up with a puppy of the opposite sex of my remaining dog. So fingers crossed.

I am trying to irrigate an outside space to make mud for farming. I designated it as a pool. Made loads of buckets, which are still on a stockpile, designated several water collection areas (by making a big area which encompasses natural stagnant water sources) and endured that there are plenty of guys with water hauling without other jobs [I didn't need to do anything as there were already]. But no one is bringing water to that spot. Any ideas?

How do I bring water down near to my hospital? I guess I somehow dig a deep hole, deep enough to hold all the water, and put a well on top?

This is the most incredible game.
Title: Re: DF2014 Question and Answer Thread
Post by: anewaname on January 04, 2020, 10:56:00 am
A migrant turned up with a puppy of the opposite sex of my remaining dog. So fingers crossed.
If you create a pasture indoors, and add the puppy and dog to it, they are more likely to survive to breed.

I am trying to irrigate an outside space to make mud for farming. I designated it as a pool. Made loads of buckets, which are still on a stockpile, designated several water collection areas (by making a big area which encompasses natural stagnant water sources) and endured that there are plenty of guys with water hauling without other jobs [I didn't need to do anything as there were already]. But no one is bringing water to that spot. Any ideas?
The area designated as a pond needs to be an "empty space", meaning it has to be 1 z-level above the floor where you want the mud. If dwarfs can walk on the tile that has been zoned as a pit/pond, they will not throw water into it. But, are you sure you need the mud to farm? Usually you can just 'b' 'p' to build a farmimg plot in the surface's dirt, and only need to add mud if there is no dirt available in the first place. Check out the wiki (http://dwarffortresswiki.org/index.php/DF2014:Activity_zone#Pit.2FPond) about ponds and about farms (http://dwarffortresswiki.org/index.php/DF2014:Farming).

How do I bring water down near to my hospital? I guess I somehow dig a deep hole, deep enough to hold all the water, and put a well on top?
You can do something like that, there are different methods. A "deep hole" method I have used is to 'd' 'h' to designate two tiles for channelling, then '>' to descend a z-level and 'd' 'h' to designate one more tile for channelling. Once it has been dug out, build floor grates on top and zone one of the grated tiles as a pond. Dwarfs should attempt to fill the tiles below with water, providing clean water close to the hospital. There are many variations of how to do this.
Title: Re: DF2014 Question and Answer Thread
Post by: Magistrum on January 04, 2020, 11:06:37 am
How do I bring water down near to my hospital? I guess I somehow dig a deep hole, deep enough to hold all the water, and put a well on top?
Basically that, but you will probably want to bring the water with a pump to "clean" it first, since the above ground pools are stagnant water which increase the chance of infection when used to clean wounds.

Make a hole, dig your reservoir, put a well any amount of z-levels above the pool and done. Also check the wiki article (https://dwarffortresswiki.org/index.php/DF2014:Well) if you haven't done already, the illustration helps a lot.
Title: Re: DF2014 Question and Answer Thread
Post by: CABL on January 09, 2020, 05:43:43 am
I've been returning back to Dwarf Fortress, since I'm incapable of being patient for the Steam release anymore, and I'm currently learning about minecarts...

Here's the question: Can the minecarts move so fast, that they'll go off rails and hit a wall/dwarf/random creature/whatever?
Title: Re: DF2014 Question and Answer Thread
Post by: therahedwig on January 09, 2020, 07:28:09 am
Yes. Minecart physics work 90% like you'd expect them to work in the real world, meaning you can go full roller-coaster tycoon if you'd so please. As per wiki, put in a wall when you'd like to prevent derailing.
Title: Re: DF2014 Question and Answer Thread
Post by: xZippy on January 25, 2020, 02:26:12 pm
I know this is gonna be a really stupid question, but is there an "easy" way to get magma when it's like 50 layers below my fort? Or am I just "screwed"?
Title: Re: DF2014 Question and Answer Thread
Post by: Dunamisdeos on January 25, 2020, 03:29:03 pm
Build stuff down at the magma rather than pump it up.
Title: Re: DF2014 Question and Answer Thread
Post by: feelotraveller on January 25, 2020, 09:38:11 pm
Look through the DFWiki magma page suggestions. 

If magma is only wanted for workshops  I suggest using/modifying http://dwarffortresswiki.org/index.php/DF2014:Magma#Design_3:_Minimalist_magma_moving (http://dwarffortresswiki.org/index.php/DF2014:Magma#Design_3:_Minimalist_magma_moving) to be probably the easiest - two wheelbarrow loads = enough for one workshop.  If on the other had you want lots of magma (obsidian farming, overpowered death trap, etc) then pump stacks it is.
Title: Re: DF2014 Question and Answer Thread
Post by: Ladygolem on January 30, 2020, 10:55:48 pm
What's the optimal size of farm plot per citizen? Ideally the goal is to create enough crops to keep everyone fed and drunk, but not overproduce and flood all stockpiles with tens of thousands of prepared meals, as usually seems to happen.
Title: Re: DF2014 Question and Answer Thread
Post by: Ulfarr on January 31, 2020, 02:58:24 am
It seems to depend on too many factors, including farmer's skill, crop type, using fertilizer and fortress layout, to just give a specific answer. There has been some !!science!! (http://dwarffortresswiki.org/index.php/DF2014:Farm_size_calculations) done some time ago that you can use as a reference but ultimately you'll have to adjust the numbers to your own fort specifically, as you play.
Title: Re: DF2014 Question and Answer Thread
Post by: Iliithid on January 31, 2020, 10:08:21 am
Is there a way to place the new Altar furniture for temples? Do we have to wait until their value reaches a certain threshold? It doesn't show up in any build menus no matter how hard I look. You can craft them but do nothing with them, it seems.
Title: Re: DF2014 Question and Answer Thread
Post by: TomiTapio on January 31, 2020, 04:49:32 pm
Is there a way to place the new Altar furniture for temples? Do we have to wait until their value reaches a certain threshold? It doesn't show up in any build menus no matter how hard I look. You can craft them but do nothing with them, it seems.
There is no way. The "altar" tool is for worldgen and adventurer use, like bowl, ladle, cauldron, boning knife, pouch, and helve.
Title: Re: DF2014 Question and Answer Thread
Post by: Iliithid on January 31, 2020, 05:15:56 pm
Hm. Seems very strange you're able to build it in fort mode, then, unlike all those other tools you otherwise need to trade for.
Title: Re: DF2014 Question and Answer Thread
Post by: FantasticDorf on February 01, 2020, 06:09:28 am
Is there a way to place the new Altar furniture for temples? Do we have to wait until their value reaches a certain threshold? It doesn't show up in any build menus no matter how hard I look. You can craft them but do nothing with them, it seems.
There is no way. The "altar" tool is for worldgen and adventurer use, like bowl, ladle, cauldron, boning knife, pouch, and helve.
Hm. Seems very strange you're able to build it in fort mode, then, unlike all those other tools you otherwise need to trade for.

Toady confirmed it was a bug

Quote from: clinodev
Are altars and dice meant to be adventure only, or for both modes? In fortress mode they can be bought at embark, made in the craftdwarf's workshop, and found in reclaimed worldgen forts, but altars at least cannot be built in fortress mode.
[snip]
They are adventure mode things mainly, the active parts, but I wanted the furniture available for placement in fort mode to get that side of things started (even if dice rolling would be way too disruptive there for now.)  Looks like the placement bit is not done then, and that's a bug.
[snip]
Title: Re: DF2014 Question and Answer Thread
Post by: thvaz on February 03, 2020, 10:17:12 pm
If an artifact is stolen, and your captain of the guard uncovers the plot, you can convict the thief and send him to prison. But the artifact remains with the thief. There is a way to get the artifact again without killing the thief?
Title: Re: DF2014 Question and Answer Thread
Post by: Stormfeather on February 03, 2020, 10:44:33 pm
Hmmm. I know the general method of stripping goblin prisoners if you want to use them for easy combat practice is to do a mass reclaim on the items, then a mass dump over them (d-b-d in an area). Any chance that would work for someone in your civ?
Title: Re: DF2014 Question and Answer Thread
Post by: TomiTapio on February 04, 2020, 08:00:39 am
I would also try putting the thief in the militia, with a specific uniform, see it that makes them un-grab or un-wear the artifact.
Title: Re: DF2014 Question and Answer Thread
Post by: thvaz on February 04, 2020, 12:07:13 pm
Ocasionally there is an evil mist in my fortress (part of the region is on a sinister area) but they appear to have no effect upon people and animal caught by it. It is a bug or there is !!FUN!! waiting to happen?
Title: Re: DF2014 Question and Answer Thread
Post by: TomiTapio on February 04, 2020, 04:23:53 pm
Ocasionally there is an evil mist in my fortress (part of the region is on a sinister area) but they appear to have no effect upon people and animal caught by it. It is a bug or there is !!FUN!! waiting to happen?

evil rain and evil fog/cloud, pretty random syndromes, more details on the wiki, subsection weather:
https://dwarffortresswiki.org/index.php/DF2014:Weather#Evil_clouds
Title: Re: DF2014 Question and Answer Thread
Post by: Stormfeather on February 05, 2020, 07:18:23 pm
Oh, here's one I haven't seen before. What does it mean when a site outside your fortress is "economically linked to you" and apparently relying on your fort for their prosperity and such?
Title: Re: DF2014 Question and Answer Thread
Post by: Bumber on February 06, 2020, 03:24:10 am
Oh, here's one I haven't seen before. What does it mean when a site outside your fortress is "economically linked to you" and apparently relying on your fort for their prosperity and such?
It's used as a requirement for promoting your fort to barony, etc.
Title: Re: DF2014 Question and Answer Thread
Post by: TomiTapio on February 06, 2020, 04:53:04 am
Oh, here's one I haven't seen before. What does it mean when a site outside your fortress is "economically linked to you" and apparently relying on your fort for their prosperity and such?
One can assign a messenger (like one assigns a temple dancer, locations menu) and request more workers from ally sites. And yeah barony chance comes with such prestige.
https://dwarffortresswiki.org/index.php/DF2014:Holding#Economical_links
Title: Re: DF2014 Question and Answer Thread
Post by: FantasticDorf on February 06, 2020, 05:18:11 am
Economic sites which are foriegn are regarded as bugged because they can't be requested from or interacted with, but do still qualify towards the population numbers you need to create a barony. You can raid these for no particular benefit or consequence compared to raiding any other site, which is odd.

Which can be trouble when a hostile goblin pits is built less than a day's distance from you and it forces a baron onto you in the earlygame. (also a likely source of clown/necromancer experiment guests & spies)
Title: Re: DF2014 Question and Answer Thread
Post by: Meridian on March 09, 2020, 02:37:34 am
Correct me if there's a newer version but I didn't see one on a skim so I'm asking a new one

Adventure mode lacks a way to form relationships with other characters right? I assume there's no way to check the relationship screen of party members and watch things change with them at least.
But what about fort mode? Can the player character who has joined a fort be made to marry? It's been a while and I'm thinking of testing out some SCIENCE to determine adventurer sexuality generation (is it default to ace / bi? I assume it's not choosable), and to see if they can romance / reproduce while playing in a fort.
Same goes for non-starting party members. Do people I recruit remain the same, or does something get flagged to make it impossible for them to date/reproduce?
Suppose this also goes for DFHack, does forcemarry work for adventurers retired in a fort.

Asking because I've had some thoughts while using the legends viewer utility that comes with LNP, that what if I did an adventurer who went around recruiting animal people to prevent them from going extinct. It'd be a bit moot if that's not possible though.

---
Second question:
Can adventurers who belong to a civ that bans using products made from sentients, use their own webs to make silk? And then use it to make clothing or strings for an instrument? I know this might require a mod like adventurecraft, but I was curious if the limit applies to your own products (I'll save the ethics of dwarves drinking a cow-person's milk for another time)
Title: Re: DF2014 Question and Answer Thread
Post by: basedbeans on March 10, 2020, 03:04:32 pm
Hello all! First post on here so apologies for any faux pas.

I have intelligent undead citizens who play nice and do their jobs, but I cannot edit their labors. Is there any way to change this?

Title: Re: DF2014 Question and Answer Thread
Post by: TomiTapio on March 11, 2020, 07:10:59 am
I have intelligent undead citizens who play nice and do their jobs, but I cannot edit their labors. Is there any way to change this?
Maybe in a few years of residing, they'll get full citizenship status.
Thread on intelligent pet labors: http://www.bay12forums.com/smf/index.php?topic=170816.0
Title: Re: DF2014 Question and Answer Thread
Post by: TomiTapio on March 11, 2020, 07:14:19 am
Can the player character who has joined a fort be made to marry?[/b]

Can adventurers who belong to a civ that bans using products made from sentients, use their own webs to make silk?
Hi, welcome to the forums!

One can try putting target dwarves in an isolated(walled-off) socialization inn for a year, see if they get married.
DFHack script for forcing marriage: https://www.reddit.com/r/dwarffortress/comments/2t6wo0/can_i_make_two_dwarves_married_through_modding/
I believe forcemarry should work on retired adventurers, haven't tested. I don't play adventure mode. No idea whether adv's companions also settle in the same place.

"their own webs" sounds like a modding question.
I guess the silk material does not have [IMPLIES_ANIMAL_KILL] tag.
Title: Re: DF2014 Question and Answer Thread
Post by: Meridian on March 11, 2020, 05:52:21 pm
"their own webs" sounds like a modding question.
I guess the silk material does not have [IMPLIES_ANIMAL_KILL] tag.

I know that brown recluse animal people have [WEBS], but I don't know if web gathering and past that is possible in adventure mode.
Figured I'd ask for the weird scenario where an adventurer has harvested their own webs, trips to a fortress, and begins making a hat, but I also doubt the game has a way to punish that were it a Sentient Kill crafting job.

Thanks for the info tho!
Title: Re: DF2014 Question and Answer Thread
Post by: Ziusudra on March 11, 2020, 09:44:27 pm
I don't know if web gathering and past that is possible in adventure mode.
Any adventurer that can get on a tile with web, without getting webbed, can then pick it up. (Need an empty grasp or it gets picked up as web. Non-spider creatures can jump onto the tile without getting webbed.) However, they can't then use any thread without a mod.
Title: Re: DF2014 Question and Answer Thread
Post by: basedbeans on March 17, 2020, 10:32:01 pm
How exactly does focus affect a dwarf's ability to do a job? Does "badly distracted" equate to a skill penalty in terms of speed and quality?

If I had, say, a badly distracted legendary Stonecrafter, would they even be worth working if the badly distracted status isn't going away?
Title: Re: DF2014 Question and Answer Thread
Post by: Uthimienure on April 11, 2020, 12:15:05 pm
I'm curious about why the difference in individual combat drill colors, green/orange. Couldn't find anything in the wiki or with google.

All 3 drilling dwarfs use different weapons.
All 3 drilling dwarfs are in the same squad.
Could it be connected with purple for administrators, i.e., purple gets green?

(https://i.postimg.cc/yxKJfgbF/Question-Job-Color.png) (https://postimages.org/)
Title: Re: DF2014 Question and Answer Thread
Post by: anewaname on April 11, 2020, 03:14:47 pm
Is there a difference in which of these dwarfs are on Active duty? Yellow ICD is normal for dwarfs who are off-duty and want something to do. Green might be Active dwarfs that couldn't train together for some reason (haven't reached the minimum skills to start sparring or are forced into single-dwarf training). Similar to Pray and Pray!, one is interruptible and one is not.
Title: Re: DF2014 Question and Answer Thread
Post by: Uthimienure on April 11, 2020, 03:54:38 pm
They're all in the same boat... the squad's schedule is "train, 10 minimum" for the current month, but the squad is "inactive".  They all have low skills, not up to sparring yet.  I'm having trouble seeing a real difference between the 3 dwarfs. Deduk is the squad leader. Their stress levels are all strangely coincident at -4 at that moment. They've been doing lots of demonstrations and training frequently despite the squad being "inactive" and plenty of hauling jobs to be done.

(https://i.postimg.cc/yYYnCZZN/Question-Job-Color-2.png) (https://postimg.cc/6TgCdTzs)
Title: Re: DF2014 Question and Answer Thread
Post by: Uthimienure on April 11, 2020, 04:15:53 pm
In fact, I've never seen such a productive group of 3 dwarfs training. I'm proud of their little fledgling squad  :)

All 3 of them lead and watch demonstrations... dodging, armor, fighting demonstrations.
Either all 3 participate or sometimes just 2 if the 3rd is eating/drinking.
And in a short time, their Teacher and Student skills are going up several points... I wish I'd had a screenshot from DT just a week prior to see the numbers.

BTW, the nicknames are 0 for the embarks, 1 for 1st migrants.  The + is squad leader, - is squad member, (space) is civilian.

It must be the narcotics I'm on post-abscessed-wisdom-tooth extraction, lol. ;D
Title: Re: DF2014 Question and Answer Thread
Post by: anewaname on April 11, 2020, 05:32:43 pm
If they are doing demonstrations, then the squad is active. When a squad is inactive, they will only do solo training (95% certain about this). That would also explain why they are not hauling.

Maybe the difference in color is related to the "Individual Combat Drill/Resting" phase, which I recall seeing as a job description in the 'v' 'g' section, but I cannot recall if that full job description appears in the Units screen.

I use nicknames for indexing also. When you get over 100 dwarfs...
Title: Re: DF2014 Question and Answer Thread
Post by: Uthimienure on April 11, 2020, 05:41:17 pm
Right after I posted the first time, I did make them "active" and forgot to mention it. Thus the demonstrations, which now include shield demos.

No, the job "Individual Combat Drill/Resting" does show like that in the units screen.

All in all, the original question was only a curiosity anyway, probably of very little importance.
Title: Re: DF2014 Question and Answer Thread
Post by: Incantatar on April 13, 2020, 06:10:46 am
I tried it a couple times but I can't get marksdwarves to pick up ammunition that is brought with embark. They pick up their quiver and crossbow but no bolts. Can someone confirm that this works for them? (Yes, bolts are allowed for both training and combat)
Title: Re: DF2014 Question and Answer Thread
Post by: anewaname on April 13, 2020, 07:50:50 am
I didn't test it, but would ask, did you bring less than 100 bolts and if you do 'm' 'f', were your bolts already assigned to the hunters?
Title: Re: DF2014 Question and Answer Thread
Post by: Incantatar on April 13, 2020, 12:11:11 pm
I didn't test it, but would ask, did you bring less than 100 bolts and if you do 'm' 'f', were your bolts already assigned to the hunters?
You hit the mark. They were assigned to hunters, even when I had no hunters. Wasn't aware of that ammunition assignment mechanic before.
Title: Re: DF2014 Question and Answer Thread
Post by: Planck on April 13, 2020, 04:28:05 pm
I apologize if this has been asked before, but the search function on these forums can be pretty obtuse. 

Did backpacks in Adventure Mode recently get more realistic limitations?  All of the wiki articles imply that you can fit all the stuff you want into a single bag, but I just started my first adventurer since 0.34 and he seems to be unable to carry many of the things I'm finding in a fortress and trying to equip myself with.  I'm wearing a backpack and it does contain about two dozen items, but when I try to [p]ut the objects I'm holding in, I'm told "You don't have a suitable container."  My speed has also dramatically fallen from 1.0 to 0.219 since I entered the fortress armory and started picking things up, and it can't be from a poor armor user or shield user skill as I stripped everything off to try and replace it with this new equipment -- this can only be coming from the heavy shit in my backpack.  I'm not crawling or sneaking, and I've even double-checked my gait.

If this is what's going on, how is anybody supposed to reasonably figure out what their encumbrance limits are?  Individually going through each item in your inventory, adding the weight up yourself, and experimentally dropping things until you can put more in?  This seems like a gigantic pain.
Title: Re: DF2014 Question and Answer Thread
Post by: Ziusudra on April 13, 2020, 05:21:30 pm
Did backpacks in Adventure Mode recently get more realistic limitations?  All of the wiki articles imply that you can fit all the stuff you want into a single bag
If both hands are full, picking up another item puts it directly into a worn backpack. There is an ancient bug that doing this ignores the limit of how much a backpack can hold.
Title: Re: DF2014 Question and Answer Thread
Post by: Planck on April 13, 2020, 06:38:33 pm
If both hands are full, picking up another item puts it directly into a worn backpack. There is an ancient bug that doing this ignores the limit of how much a backpack can hold.

But what's causing my speed to so dramatically decrease?  A full backpack, or the combined weight of all items?  What is the non-bugged limit to the size of one backpack's inventory?  None of the wiki pages I can find (I've scoured the pages for adventure mode quickstart, adventure mode gameplay, equipment, backpacks...) even hint at answers to these questions, and the user interface certainly doesn't explain a weight limit.  I'm completely lost.  My quiver with four stacks of 25 bolts somehow weighs me down more than my backpack full of an entire suit of iron armor and several steel weapons.
Title: Re: DF2014 Question and Answer Thread
Post by: Ziusudra on April 13, 2020, 07:28:50 pm
If both hands are full, picking up another item puts it directly into a worn backpack. There is an ancient bug that doing this ignores the limit of how much a backpack can hold.

But what's causing my speed to so dramatically decrease?  A full backpack, or the combined weight of all items?  What is the non-bugged limit to the size of one backpack's inventory?  None of the wiki pages I can find (I've scoured the pages for adventure mode quickstart, adventure mode gameplay, equipment, backpacks...) even hint at answers to these questions, and the user interface certainly doesn't explain a weight limit.  I'm completely lost.  My quiver with four stacks of 25 bolts somehow weighs me down more than my backpack full of an entire suit of iron armor and several steel weapons.
The combined weight of all items will slow you down if it's more than an amount determined by your stats. (Strength mainly.) The more you carry the more it slows you, up to a point at which you can't get any slower. That includes items you are wearing, though the Armor User skill will reduce that some for armor.

For container limits (https://dwarffortresswiki.org/index.php/DF2014:Storage) the game actually just keeps track of volume and a backpack can hold 3000 cm³.

What are the bolts made of? If they're made of metal, the whole bolt is metal and that weight will add up.
Title: Re: DF2014 Question and Answer Thread
Post by: Vorox on April 16, 2020, 05:08:05 am
Can caged wild animals/animals brought by invaders be sold to merchants?
Title: Re: DF2014 Question and Answer Thread
Post by: anewaname on April 16, 2020, 05:24:13 am
Can caged wild animals/animals brought by invaders be sold to merchants?
See selling caged creatures (http://dwarffortresswiki.org/index.php/DF2014:Cage#Selling_caged_creatures). :p
Title: Re: DF2014 Question and Answer Thread
Post by: Vorox on April 16, 2020, 07:18:48 am
I've read it, but it's a bit confusing. It says that only tamed animals can be traded safely, but then also says that only sentient creatures will be thrown out of cages before selling. A caged wild/invader animal is neither of those things.
Title: Re: DF2014 Question and Answer Thread
Post by: Schmaven on April 16, 2020, 05:12:57 pm
I bet it would be released if you tried to trade it.  I think any animal that is hostile to your dwarves poses a risk of escaping if you try to trade them, but that could just be my own incorrect conclusion of caution.  I tend not to cage invaders, so I don't have a good save for testing to see what happens.
Title: Re: DF2014 Question and Answer Thread
Post by: TomiTapio on April 17, 2020, 06:43:19 am
2010 discussion, can't trade the animal. Build lever and connection to safely unlock cage...
http://www.bay12forums.com/smf/index.php?topic=68372.0

2011: how to release caged wild animal
https://gamefaqs.gamespot.com/boards/946526-dwarf-fortress/54509997
Title: Re: DF2014 Question and Answer Thread
Post by: Urist9876 on April 21, 2020, 10:06:35 am
Captured beak dogs can be trained and sold after training.
You can tame most animals used as pets by other races.

Trolls are a bit of an in between case: sentient and petlike at the same time. Creatures like that are only useful for military training. Other non standard sentient creatures can have all kinds of other issues related to them. Many are best used in the same way as trolls.
Title: Re: DF2014 Question and Answer Thread
Post by: Uthimienure on April 24, 2020, 09:51:37 am
Regarding allowing dwarfs to meet their needs, my question is about practicing a craft.
From the wiki NEED page:

practicing a craft           being unable to practice a craft            CRAFTMANSHIP           Craft any item

How can I find a list of all the ways to satisfy this need?
Some are obvious, maybe some are not?

I'm guessing the list of crafts when you view unit "v", "p", "l", "Crafts" isn't all of the possibilities.

(edit:  Is there somewhere in the raws I can do a search by some parameter?)
Title: Re: DF2014 Question and Answer Thread
Post by: anewaname on April 24, 2020, 10:27:24 am
From observation, I consider crafting skills to include any skill that can produce an item with a quality level, except dying and cooking. Dying, cooking, or crafting skills such as pottery and bookbinder may also work, I just do not know.
Title: Re: DF2014 Question and Answer Thread
Post by: Fleeting Frames on April 24, 2020, 02:04:32 pm
Any reaction works. Smelting steel (but not ore), pottery, brewing plants all work. Haven't made an exhaustive list, but retested to make sure and cooking definitely works (satisfies occupied/creative/craft/practice skill needs). Said list includes dyeing as well.

In general, I think pressing and making paper are probably best for mass craft satisfication on account of not being moodable, paper having quality level (that ends up not mattering), using 1-tile workshops for space-saving and being possible on all textile-capable embarks.

Brewing/Cooking/Pottery/Glazing would also work well with needwatch (http://www.bay12forums.com/smf/index.php?topic=175140.msg0#new). First is something you're going to be doing pretty often, while other three have quality levels, infinite resources and perhaps more useful products than paper.

If you need an useless infinite labor, smithing and melting down animal traps would do.

Actual craftsdwarf workshops jobs are mostly moodable, and the remaining tasks generally lose to above for one reason or another.
Title: Re: DF2014 Question and Answer Thread
Post by: TomiTapio on April 24, 2020, 05:57:04 pm
non-quality tasks(woodcutting, smoothing, smelting, charcoal/lye/potash/? making) also give experience points to dwarves. Maybe it's the xp gain that the dwarves want.
https://dwarffortresswiki.org/index.php/DF2014:Skill
Title: Re: DF2014 Question and Answer Thread
Post by: Fleeting Frames on April 24, 2020, 06:31:20 pm
While work can make them happier, most non-quality tasks don't count for crafting need (which is focus, not happiness) - smelting ore, mentioned above, is something you can test yourself. Though there's something to be said for smoothing and engraving masterworks for therapy.
Title: Re: DF2014 Question and Answer Thread
Post by: Uthimienure on April 24, 2020, 07:36:06 pm
Thanks guys for the answers. It seems there may not be an easy answer, lol. I've always liked games with inner workings that keep the players guessing, so it's no problem that this stays a bit of a mystery.  Nobody touched on the question of anything in the raws though (maybe raws wasn't the proper term, but I mean in the game's files in general).
Title: Re: DF2014 Question and Answer Thread
Post by: feelotraveller on April 25, 2020, 12:32:35 pm
Nobody touched on the question of anything in the raws though (maybe raws wasn't the proper term, but I mean in the game's files in general).

Actually Fleeting Frames' excellent (dare I say comprehensive?) reply did:
Any reaction works.

cf: http://dwarffortresswiki.org/index.php/DF2014:Reaction (http://dwarffortresswiki.org/index.php/DF2014:Reaction)

OT: but
paper having quality level (that ends up not mattering)

But only if you make codices.  ;)  Typical DF bug for a functionally useless mechanic.  If you leave them as quires then quality does indeed matter.  8)
Title: Re: DF2014 Question and Answer Thread
Post by: nightwhips on April 26, 2020, 09:28:39 am
I am so totally confused about Altars/offering places. I have a bunch of dwarves who are pissed they can't worship, so I made and built a number of altars in various spots. But I can't interact with them other than renaming them. is this correct game behavior? Can I designate them for a single deity? How do they work? how are they supposed to work?

I can't find anything about them online either - the df wiki does not have a complete page for them. Thanks!
Title: Re: DF2014 Question and Answer Thread
Post by: feelotraveller on April 26, 2020, 11:42:25 am
I am so totally confused about Altars/offering places. I have a bunch of dwarves who are pissed they can't worship, so I made and built a number of altars in various spots. But I can't interact with them other than renaming them. is this correct game behavior? Can I designate them for a single deity? How do they work? how are they supposed to work?

I can't find anything about them online either - the df wiki does not have a complete page for them. Thanks!

Dwarfs worship at Temples (http://dwarffortresswiki.org/index.php/DF2014:Temple).  Making one and leaving it dedicated to no specific god should likely do the trick.
Title: Re: DF2014 Question and Answer Thread
Post by: Fleeting Frames on April 27, 2020, 10:12:55 pm
@feelotraveller: In the cases of quires/scrolls, it takes just material from sheet, not quality, i.e. quire can have different quality level from sheets used in it (and it has no decorations either, so the quality of sheet ends up discarded). Scroll roller quality seems to be kept at glance, however. (In the case of codices, writing becoms a decoration with quire material, and it rolls using Accomplished (10) skill, poking with dfhack (at least when the dwarf bookbinding doesn't have skills that high)).

@Uthimienure: Didn't see the question edited in. Raws are just text files, so you can search them with any text editor I've ever used...But this is probably not what you meant, so you might want to reclarify.

@nightwhisps: Altars presently don't have unique unction in fort mode temples, afaik.
Title: Re: DF2014 Question and Answer Thread
Post by: therahedwig on April 28, 2020, 07:23:08 am
Fun fact: They also don't do anything in adventurer mode. The dice are always on pedestals, which makes me think toady realized that altar contents are also subject to the scattering code and thus changed that at the last moment.
Title: Re: DF2014 Question and Answer Thread
Post by: Uthimienure on April 28, 2020, 07:35:45 am

@Uthimienure: Didn't see the question edited in. Raws are just text files, so you can search them with any text editor I've ever used...But this is probably not what you meant, so you might want to reclarify.


Wow, thanks for your diligence, it's above and beyond!  You're right, I'll try to clarify, but my understanding of the raws is very basic. Yes, I know they are text files and how to find them and search them. I've done minor editing and looked at them to try to learn things at times, but nothing in-depth.

Clarification:
What I was looking for is a list of any job/task that would satisfy the need to craft an item. I'm wondering if there was a specific "tag" or term that I could search the files for in order to compile a list. But from the replies that were given, I'm guessing it would be several different tags/terms and that also, there may not be a clear-cut answer. Anyhow, no problem, it's not a huge deal and can be dropped.
Title: Re: DF2014 Question and Answer Thread
Post by: nightwhips on April 28, 2020, 03:09:27 pm
How do I tell what, in my stocks, is currently IN USE by dwarves? I want to dedicate some iron junk I bought from the humans for melting, but I can't tell what's being worn and what's not.
Title: Re: DF2014 Question and Answer Thread
Post by: Schmaven on April 28, 2020, 04:40:25 pm
I'm not sure how with weapons and iron toy boats.  But if it's iron armor from the human caravan, all of it is too large for dwarves to wear so you can safely melt it all.  Anything with the "large" prefix that is. 
Title: Re: DF2014 Question and Answer Thread
Post by: anewaname on April 28, 2020, 05:14:30 pm
The stocks menu does not have a way to differentiate between items worn or not worn by your dwarfs. I keep a group of stockpiles that accept low-quality metal items and use 'd' 'b' 'm' over the stockpiles.
Title: Re: DF2014 Question and Answer Thread
Post by: mightymushroom on April 29, 2020, 08:43:15 am
I understand that dwarves assign a higher personal value to owned furniture made with preferred materials or images. Can anyone tell me if this also factors into envy calculations of some other dwarf's possessions?

If a dwarf has multiple rooms (e.g I assign the "Mayor's Suite" to the new mayor without removing their old bedroom) do they consider the highest value room or total of all rooms? I'd like to do Nice ThingsTM for certain citizens and it's possible that the basic room could end up being greater than the differential between grades of nobility.
Title: Re: DF2014 Question and Answer Thread
Post by: therahedwig on April 29, 2020, 09:16:16 am
I didn't even know dwarves could have multiple bedrooms, I thought it just unassigns the previous room?
Title: Re: DF2014 Question and Answer Thread
Post by: mightymushroom on April 29, 2020, 11:27:30 am
Nope, a dwarf can have multiple (a)ssigned rooms. I even double checked because I had read it from the wiki and never paid that much attention in game, so now I've seen it for myself.
Title: Re: DF2014 Question and Answer Thread
Post by: Urist9876 on April 30, 2020, 04:59:50 pm
Dwarves get the good feeling from the room they use, not for owning it. When multiple rooms assigned, chance exist dwarf uses worst room. Better to free the worst rooms in most situations.
Title: Re: DF2014 Question and Answer Thread
Post by: mightymushroom on April 30, 2020, 06:17:45 pm
My plan calls for making as many bedrooms "Royal" as I can spare the material for decorations so I'm less worried about emotions. (Although you're right, I'll have to keep an eye on that while I'm still in the process of building things.) I'm trying to check on noble room snobs, whether a duke or a king needs a whole extra royal room's worth on top of that or if they will be satisfied with just a smidgen better than everyone lower on the pecking order.
Title: Re: DF2014 Question and Answer Thread
Post by: Uthimienure on April 30, 2020, 06:59:06 pm
I'm building a luxury prison (first time for more than a basic one). 
My question is, how do I encourage filling up the 3 squares of food stockpiles in each cell?
The prison is 12 z-levels and about 30 squares away from the normal food stockpiles at the dining room.
If I can get them to fill the stockpiles then I can lock the main prison door to keep them from eating it all before a prisoner is incarcerated.
Title: Re: DF2014 Question and Answer Thread
Post by: Schmaven on April 30, 2020, 07:05:08 pm
I regularly fill small food stockpiles scattered all over the fort.  I just have a main food stockpile by the kitchens, and it's set to give to all the others.  As long as the main one is kept from running empty, the rest are always topped off.  I also have at least 1 dwarf who only has food hauling enabled. 

Edit: The full time food hauler started to prevent prepared meals from rotting in the kitchens, but keeping the other food stocks full is a fairly full time job too.
Title: Re: DF2014 Question and Answer Thread
Post by: Uthimienure on April 30, 2020, 07:15:05 pm
I regularly fill small food stockpiles scattered all over the fort.  I just have a main food stockpile by the kitchens, and it's set to give to all the others.  As long as the main one is kept from running empty, the rest are always topped off.  I also have at least 1 dwarf who only has food hauling enabled. 

Edit: The full time food hauler started to prevent prepared meals from rotting in the kitchens, but keeping the other food stocks full is a fairly full time job too.
Duh!  Why didn't I think of doing the "give" thing?  It's something I do in other cases. Thanks!