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Messages - Niddhoger

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1
I believe that non-dwarf citizens (that you naturalized through petitions) are unable to migrate to your new forts.  So one thign to do is have a non-dwarven army comprised of conscripted human bards and dancers.  While the rest of your military is jumping ship to join your new fort, the humans, goblins, elves, whatevers will stay put. v World-activated forts no longer need food, either.  You can just turn everyone into a solider and equip them before retiring- they'll survive attacks better this way. 

Another nifty thing pretains to books.  Whenever a book is written in your fort, it becomes available to the entire civilization.  I remember embarking a second fort in the same civ, and the first caravan brought a book that was written in my first fort! It was a book about a boot about the founding of my previous fort written by a dwarf with a nickname... it was made out of materials I didn't use, but definitely a book written by my dorfs.  I just found this idea really nifty- I can pretend I'm spreading knowledge knowing that my books are on the dwarven caravan!

2
DF General Discussion / Re: Anyone playing without Starter Packs?
« on: June 21, 2016, 11:26:06 pm »
I don't use starter packs. Too many changes I don't know about. Too many utilities I don't use. I can play equally well on graphic or ASCII, though I'm stuck on ASCII until I learn how to setup the raws without a pack.

That's why I stopped using Lazy Newb Pack - I saw it had a bunch of mods enabled by default. I thought I was just playing vanilla with a graphics pack. I was amazed when I played vanilla and saw the awesome intro that the Lazy Newb Pack had kept hidden from me. (The intro is disabled by default in the MacNewbie Pack.) So I downloaded a copy of Spacefox's graphics pack straight from the OP of his forum page (to ensure that I had the latest version), installed it, and I proceeded to unknowingly play with a corrupt version of Dwarf Fortress and couldn't figure out why I couldn't brew plump helmets into alcohol.

This is the main reason why I've always said the LNP really isn't for actual newbs.  It's like downloading Skyrim for the first time and just installing the top 100 "must have!" mods all at the same time.  You don't even know how the base game works and what -you- want to change or why you want to change it... and you go stirring everything up.  Especially DFHack.  You have this massive tool here with 80+ commands to use.  So you don't even know why your dwarves all just died of thirst standing next to the river... and you want to tempt them into learning all the commands on top of everything else in DF? This also leads people to become dependent on the LNP.  Over on the reddit forums, if I had had a dollar for everytime someone said "I'll just wait for the LNP to update/I can't play without it." or "Well, I'd rather just play through the crashes and all the lost time this unstable DFHack steals from me than revert to vanilla".... well, I'd never run out of beer money, that's for sure.  I just feel people need to actually learn vanilla first, then they can add DFHack (as well as therapist and whatever else) on top of that foundation.  You may find you don't even want to change things, or that you can enjoy the game just fine waiting for DFHack to actually stabilize. 

While I have never used the actual LNP (I find graphic packs LESS legible and find soundsense annoying, for starters), its DFHack that is the real behemoth behind it.  If that were removed I wouldn't mind so much pointing newbs to the LNP.  Not only are the "stable" versions still unstable, but it changes too much for someone who doesn't know what a farm is.  I actually do like to use it- getting to filter for exact matches in stockpiles alone is worth it for me.  However, I find it crashing my game completely unacceptable and will happily play vanilla until the rapid release cycle ends (and the utility can actually stabilize). 

3
If I don't pretrain my scholars, they always wind up as historians. They'll discover source reliability and write books about their earlier books about migrating to the colony/its founding.

Or, if I let my embark-doctor beva scholar, everyone that follows will pretty much be a medical researcher.

Basically, as you add fresh scholars, they get into discussions with the existing one(s) who control the topic... So your curious cheesemongers just copy the discipline of their seniors.

If you want to train more in a specific discipline, it's best to make a new library with just them. Otherwise, you'll get 20 historians, 15 doctors, and the odd fluid engineer or chemist from related skill experience.

4
You Aussies already tried something similar with your rabbits.  I don't remember if it was herpes, but your government unleashed some type of bioterrorism on an invasive species already. 

PS It didn't really work.  Killed a ton, rest left immune.  Somehow, the rabbits repopulated like rabbits and are back to old levels.

5
Regardless of remoteness, the dwarven caravan will always come visit your fort.  The caravan may be scared away by a siege or bumped into a traveling army, but it will always -attempt- to visit you.  Human and elven caravans will abide by the ~20 tile rule and not travel to remote locations. 

6
The solution turned out to be rather unorthodox... Out of despair, I've removed the plant stockpile and deconstructed the still. Upon destruction, an UNGODLY amount of seeds ended up where still stood.

After rebuilding the still and stockpiles, everything ran smoothly again. Intrigued, I tried to recreate my previous establishment, and noticed, that linking plant and barrel stockpiles to the still with "Only take from links" option makes dwarves behave in this way. Perhaps, another bug?

Nah, links-only is for the stockpiles.  We can't directly control workshop settings, so any stock within it can be fair game for other use.  If farmers were unable to fetch seeds from the still, then how was anyone able to get booze out of it?  The more likely problem is that you don't have enough room for seeds in your seed stockpile near your farms.  Were farmers taking forever to plant nothing because they had to take a detour to the still for sowing stock?

Honestly, pathing and preference issues aside, if your dorfs don't have enough to drink its your fault. If your larder is so sparse that dwarves grabbing a few brewable plants to eat crashes your supply line, you are one migrant wave- nah- a simple hiccup away from devastation.  Increase your farm plots, increase the efficiency of said plots, buy stuff from the caravans, or go plant-gathering.  Even if you get them to eat prepared meals and leave the raw plump helmets alone- you are still running dangerously tight on food supplies.  Also consider growing booze-able plants that can't be eaten raw- like pig tails, cave wheat, and sweet pods. 

One last thing- preparing meals for domestic consumption is largely a luxury. As someone else mentioned, dwarves will be just as happy eating raw horse eyes as they will your masterwork dwarven syrup/vine whip flour/sun berry/quarry bush roast that made the dwarven caravan master faint on sight.  They can be used to cook up otherwise inedible ingredients (flour, liquids, seeds), but apart from the seeds you have to go out of your way to generate the others.  Other than that, they can slightly consolidate your food stockpile by fitting more "prepared meals" inside the same barrel, instead of just one barrel for each type of animal products.  Plants largely get stuffed into the same barrels anyway (split between garden and normal plants). 

7
DF Dwarf Mode Discussion / Re: Rethinking embark skills
« on: May 04, 2016, 05:20:25 pm »
Eh? Why do people bother bringing a cook on embark? Quality of meals is meaningless outside of trading, and most foods are edible raw.  I usually don't bother with a cook until the second year when I have nothing else to assign a dwarf, and would like to stretch existing food supplies (seed cooking) to meet the needs of a burgeoning population.  You don't even want to buy out the first caravan, anyway.  Most of it is junk and you typically don't have the population to quickly sort through the haul without suspending the rest of your operations.  Then when massively overproducing wealth, you get earlier attacks before your military is firmly established.  And naturally, you get swarmed with more migrants that you then have to scramble to accommodate. 

I usually take a single miner, as I hate making dirt forts and don't want to delay carving out my stone halls.  I also don't like leaving huge empty spaces carved out of the dirt.  Sometimes s/he is also my mason.  When new migrants come I'll shift either mining or masonry to another dorf.  I don't like keeping the bottleneck of having the two together.

I then take a social dwarf with appraiser that I want to be my administrator/mayor, mostly because pissant cheesemongers coming in later waves becoming mayor pisses me off.

A pair of smiths.  Weapon/armorsmithing both require much work to level and are very important to the fort.

Sometimes I take a doctor instead of an armorsmith.  Armorsmiths have much more work to do than weaponsmiths, and thus level up quicker without grinding.

Grower or herbalist.  Unless the area is evil/low on vegetation, I'll tend to take the herbalist..  In an area with high vegetation, an herbalist will massively outperform a grower early on- and then there are the fruit trees on top of that...  I'll either get a farmer in a future wave, or just pick someone to level up farming later. 

Then, a mason/architect/mechanic

Finally, a carpenter/woodcutter.

P.S. how are cave crocs even remotely a threat? Just don't enter the caverns without some traps in the entrance, then set up a "croc catching station" where you place a smashable item (junk wooden door?) behind a wall of traps somewhere else.  Crocs/trolls will make a beeline for it and get snared.

8
DF Dwarf Mode Discussion / Re: 42.x stuff with an old save
« on: May 04, 2016, 04:59:52 pm »
From what I've heard, you can't make books in an updated save.  The reactions for the workshops are missing.  Similarly, your world won't have any artistic forms.  I don't know how long it will take for some to start popping up and make their way to your new fort.  It could be years, or decades.  The good news is that world activation continues during game play in 42.XX, so you can be playing forts while the rest of the world tries to come up with art styles.  You are likely SoL on instruments as well. 

Honestly, I'd just start a new world.  Too much is going to be missing or need jury-rigged work-arounds.  I'm not 100% sure how visitors are going to work, too.  Most of them are performers afterall.  Oi, and you also get the ability to select materials for jobs (independent of DFHack, which is still buggy AFAIK) and control how engravings and statues come out.

9
If you really want zero-power, you could have used a magma piston.  I would say its less tedious work than a pump stack- it just needs more grunt work in the vein of massive channeling.  The bottom pump can easily be dorf-powered.  It all comes down to exactly how much magma you want.  You can get elaborate, automated magma-minecart delivery without power if you heavily exploit impulse ramps.  However, this is very tedious to set up properly.  It'll get you a steady stream of magma for whatever you are planning, though.  If you just want a few tiles, you can easily use a couple wheelbarrows and have a few magma-powered workshops up and running before the first dwarven caravan.  If you want massive tons of magma, a pump stack is typically your answer.  A magma piston can bring up moderate amounts with no power, but again, its very much a mega project when digging a 10x10 channel down ~100 or more floors without losing anyone. 

10
DF Dwarf Mode Discussion / Re: Stone management
« on: May 01, 2016, 09:37:39 pm »
Burrows. You'd typically pair this set up with a burrowed in stone hauler or two. Otherwise, yeah, it'll be just like textiles- dwarves will drop everything, cross the fortress, and haul cloth one at a time. A different dorf for each one.
That does make sense. Though to clarify, although I brought up minecarts, my main concern is not with the minecart per se, it's how to tell dwarves which stones to take (not which types, but which particular ones). So if I disable stone hauling, for all but a few dwarves, then put them, and the stones I want hauled in a burrow, that will do it? In other words, they won't be able to collect stones anywhere outside their burrow?

Oh hell, if that is all you wanted, then just control stockpile settings.  You can enable/disable specific stones in the stockpile, and only link specific stockpiles to the minecart track for loading. In this case, enable obsidian-only stone stockpiles. 

As far as cancellation spam... you can set up a QSP as a dump zone or set up the feeder/receiving stockpiles to only accept from links.  This was all for obsidian farming, right? All the stockpiles in question would accept obsidian only.  The first one would take from anywhere and give to the second one.  This one only accepts from links and feeds the minecart track.  The last also only takes from links, and is set up to be dumped on by the second stockpile.  So long as the QSP never gets empty, it shouldn't generate cancellation spam?

11
DF Dwarf Mode Discussion / Re: Stone management
« on: April 30, 2016, 08:58:32 pm »
I've never understood how minecarts are more efficient than wheelbarrows for this.  A dwarf runs all the way down to the quarry to load a stone into the minecart, then needs to put away a sock or get a drink so it runs all the way back.  Once the minecart is full an additional dwarf runs down to push it.  So if a minecart holds X stones, then they make X+1 trips to move it.  With wheelbarrows you get X trips, all at full speed for the entire trip.  None of this even accounts for additional investment of building track and so forth.  It's been a couple of years since I've built a mine cart for anything other than magma, so maybe something has changed with priorities?  What is it I'm missing about minecarts?

Burrows. You'd typically pair this set up with a burrowed in stone hauler or two. Otherwise, yeah, it'll be just like textiles- dwarves will drop everything, cross the fortress, and haul cloth one at a time. A different dorf for each one.

12
You guys now you can just throttle maximum population in the ini file, right? You can also just minimize wealth and barely trade with the dwarven caravan to reduce migrant sizes.  Mass prducing masterwork diamond-studded solid gold codpieces and just GIVING them to the caravan makes ALL the Urists want to come to your fort.

Also, I seriously doubt that a migrant wave is destroying your food supplies, but if your farms really are at capacity, you can... idk... make more farms?

13
DF Suggestions / Re: Bags shouldn't be usable as buildings
« on: April 27, 2016, 09:44:35 pm »
Aye, bags are needed for far too many other things, like seeds and sand, to bother using them as furniture.  They are also far more annoying to make.  You have to grow the fiber/sheer the sheep/collect the silk, process it into thread at a FW, then process that into cloth at a loom, optionally dye said cloth/thread, then finally make the bag at the clothiers.  To make a stone coffer you... dig out your fort and turn the excess stone into a coffer.  BOOM.

Leather bags are a tad easier to make (butcher->tan->BOOM), but leather is so hard to produce in large quantities, that you tend to ration its use for quivers, backpacks, and cloaks. 

I mean, if you really wanted to you could still give everyone bags to use.  Say, you rushed textiles and used them as the basis of your trade economy, so mass producing high-value dyed cloth is easy for you.  Just give it a different keystroke from boxes!  I have to do annoying things like mass forbid bags before mass designating 100 chests, then deal with the cancellation spam of farmers losing seeds and the glassworks coming to a hault. 

14
DF General Discussion / Re: Y ppl talk about "learning curve" in DF?
« on: April 26, 2016, 02:54:38 pm »
yeah, if I made a more lateral fort I'd definitely want to use a minecart track for stone.  I'd also likely do the same for furniture, since they can only ever be carried one at a time.

And although I typically make those central forts, I avoid most all of those issues.  Ginormous stockpiles are only ever made (generally just for stone and wood) with smaller feeder stockpiles closer to the workshops.  I also prefer to forgo stockpiles entirely and just use a workshop as one- if it gets cluttered its a natural throttle.  Farmers workshop->loom->dyers->clothier is the most natural choice for this, but I'll also pair up smelters-forges with only ever an ore/coke stockpile on one side of/below the smelters.  I often (but not always) layer stockpile/worshop floors, and when I do I'll make a honeycomb of stairs connecting the floors.  I often have just 4-6 workshops a floor, as why keep branching out when I can just go up/down a level, and who needs 20 workshops going full blast- you just cramp FPS and it creates more work processing all the junk.  And again, I'll also build secondary and tertiary dining rooms, like for the soldiers, miners, and whoever near the caverns.  Oi, and if I leave the craft shop, jewelers, and glass forge (sadly I can't neatly layer these without building a dirt fort or a tower) on repeat its because I'm dumping them on the caravan 1-3 times a year.  If I get too far ahead, I'll shut them down.  With all the imported cloth/food and bits of leather, I don't have much for my farms to do. 

How many floors do you usually wind up with in a decentralized layout? I'm hesitant to push them too far in any direction, and how big you make your rooms would also be a concern (dormitories and 1x1 beds without walls easier to fit around your industry).  It sounds like Toady is close to making the next release, so I'll experiment with broader, decentralized forts after that.

15
DF Gameplay Questions / Re: All my dwarves are Werebeasts.
« on: April 25, 2016, 04:52:58 pm »
Werehamster kingdom, obviously. All shall bow before the fuzzy ones.

I couldn't not. Post it art is best art.

Spoiler: WEREBEAST KINGDOM (click to show/hide)

I think I love you, man! :p

Seriously though, don't kill them.  You have two general options to keep them productive.  You can either use them as gulag miners with a system of airlock bridges (open one airlock, haul stone from the mines/close first bridge and recover with main fort) to safely retrieve stones from.  They won't take breaks for food/drink, but you should still make empty chapels/taverns for those needs. 

Or, everyone's favorite, elite werehamster berserkers! Keep them training behind a bridge, just dropping in weapons and armor.  Also wall in the piece of furniture you definie the barracks from- the room will maintain its definition, but the armor stand will be protected from werebeasts.  Then, whenever a siege or some such happens, you can release the rodents of war! Even if you don't send them out transformed, the main advantage is their regeneration.  They'll never need to be retired due to going blind, losing limbs, receiving motor nerve damage, or any such nonsense.  So long as they survive until their next "time of the month," they'll spring back from anything- including necrotizing syndromes! Obviously, they can't survive getting their heads cut off and they can still bleed to death on the battlefield, but otherwise they are super-soldiers.

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