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DF Dwarf Mode Discussion / Re: Guildhall reason?
« on: January 18, 2023, 07:20:44 pm »
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March 6, 2024: Dwarf Fortress 50.12 has been released.
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News: February 4, 2021: Dwarf Fortress Talk #28 has been posted.
News: November 21, 2018: A new Threetoe story has been posted.
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You would...Maybe they're only produced when a masterwork is rolled?
But nope, that's not it. The very first batch I cut, I set a normal job to cut turquoises on repeat..... It gave me a masterpiece large gem from the 10 turqouises I had in total.
Perhaps if you set it on repeat it only rolls the odds once?Then wouldn't you get nothing but large gems if you set a repeated order to make gems and rolled a large gem?
Setting up jewelry industry, I have a legendary cutter/setter ready to do some testing.
Just shows that you can't please everyone.I embarked on a terrifying ocean, and the most terrifying thing about it was the reanimation down to the cavern levels and undead sea otters thirsting for blood. The elf blood rain was captivating, though.
In past versions, I disliked Evil stuff for being too intrusive, encouraging me to wall up and practice strict access control.
I love subtle evil and would like to see it expanded... weirding dwarves out is a good start, but a corrupting influence would be better. Hunger for dwarven flesh, tendency towards violence or betrayal, nightmares that show up in art, brainwashing into cult membership, perhaps a physical process: first mental changes, then weird physical symptoms, eventually transformation into something creepy.
A terrifying biome that deserves its name is fun once in a while, but imo understated creepiness makes for more interesting games than splatterpunk.
When draining the pit, items and corpses will be pushed through fortifications or wall grates by moving water. This could get them stuck into an inaccessible location on the wrong side of the filters. Instead of draining the water on the same Z-level as the drowning chamber, drain the water downward through floor grates or stairs to a lower Z-level, because items cannot be pushed downward through floor grates or stairs by moving water.
v50.04, no mods; got an expert gem cutter in the migration. 6th gem was a masterwork large gem. Not sure what'll happen after another 200 gems, we'll see.The chances for the person who cut 126 in a row with no large gems is 0.16%. There has to be an explanation for why it seems so rare for some people but not others.
Edit: 2 more large gems in not much time. Seems about as likely as it was in v47.
It's fine with me if humans grow up at 18, but for dwarves at some point you have to look at what's best from a gameplay perspective.
This doesn't seem like intended behavior.You're sure they aren't (imported)? I had a 0.50.03 fort with three jeweler's workshops cutting gems on repeat for six years and didn't see a single large gem or gem craft.
Yes, I am 100% certain. See for yourself:
The gemcutter is Legendary. Perhaps skill matters now. I will let her chip away at some more gems and see if I get more large ones.
Update: 126 cuts later and no large gems. Using 0.50.04