Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - soulsource

Pages: 1 ... 4 5 [6] 7
76
DF Dwarf Mode Discussion / The fragile sanity of butchers...
« on: June 29, 2015, 08:18:10 am »
Hi everyone!

My fortress is facing a serious issue: Butchers going insane.
As there are plenty of cavern-animals spawning on my embark area, it'd be a shame not to use this free supply of meat. Strategically placed weapon traps ensure, that nearly every crundle, rutherer or cave crocodile unlucky enough to enter my embark will get a free ride to the refuse stockpile. And that's where the problem starts. Butchers sent out to prepare this raw meat into cookable portions quite often get negative thoughts from "watching a Crundle die", although said animal is a long-dead corpse on the refuse stockpile. Of course it's not only animals, there are a few rotting would-be invaders there as well, but the majority of negative thoughts is indeed caused by non-sentient corpses.
Probably the non-butcherable remains on the stockpile contribute to the issue, so I'm currently considering dropping them into magma or to use an atom smasher. Nevertheless, the butcherable remains will then still be an issue.
Also, I'm trying to counteract the negative thoughts by decorating the butcher shops and the nearby corridors, but a few "was interested near a fine statue" thoughts can hardly compete with twenty "horrified" thoughts popping up simultaneously...
I guess that this problem is known to every DF player who managed to keep a fort alive for a few years, and I'm wondering how you are keeping your butchers in sanity.

Edit: It's actually not the crundles or other animals, I've checked again, and the bad thoughts are coming mostly from sentient cavern creatures, like gorlaks, trolls and troglodytes.

77
DF Dwarf Mode Discussion / Re: Good ways to get drinks?
« on: June 29, 2015, 02:51:57 am »
I figured that my dwarfs were stupidly picking perfectly brewable plants as cooking ingredients, although there was plenty of non-brewable meat lying around. It helped to uncheck "Cook" for Plump Helmets (and any other plant you'd rather see brewed than cooked) on the "Kitchen" tab of the status screen.

78
It seems that one of the monsters to test the quality of my fortress defences was doomed to do this from birth.
The poor thing was called Stāsost Testmonster.
Spoiler (click to show/hide)

79
DF Dwarf Mode Discussion / Re: DF makes flashplayer fail
« on: June 20, 2015, 06:29:10 am »
It might help if you could give us more information. It's of course relevant which operating system you are using, which graphics card, on Linux also which graphics driver (proprietary or open source). Also, your problem might depend on the PRINT_MODE you've chosen in init.txt.
Even if no one here can clearly say what's causing your issue, you can try changing PRINT_MODE. I'd especially try to switch it to something vastly different, like SHADER, VBO, or STANDARD (beware that bad graphics drivers might crash with SHADER or VBO, so save all your work before trying those).

80
Thanks!
For my current fort this is bad news, as I've dug out a large area below the surface for iron mining... I might have to seal off these areas and build a solid floor above any rooms that are in use.

81
I've noticed something strange in my last 3 forts. When soil is available I usually build a few things directly below the surface (farm plots, trade depot,...), and it happens every now and then, that these rooms get holes in their ceiling. Not a big deal as long as it doesn't happen during a siege, but still annoying. I suspect trees, or more specifically roots to be the cause, but I haven't been able to reproduce this issue on purpose. Is anyone else experiencing this? Can it have something to do with removal of roots of trees that are chopped down?

82
DF Dwarf Mode Discussion / Re: Migrants...
« on: March 13, 2015, 07:56:35 am »
In my current (but soon to be retired - I cheated and now I don't want to continue...) save fisherdwarfs turned out to be useful, and I'm not talking about distracting attackers long enough to close the front drawbridge. My embark area has nautilus, and thanks to the fisherdwarfs I am swimming in shell. The sheer supply made shell crafts become my primary export industry, and indirectly my main source of iron.

83
DF Dwarf Mode Discussion / Re: DF 2014 Worldgen: Stuck in Age of Myth?
« on: March 12, 2015, 03:11:35 pm »
Thanks, KingKaol, for your input. Indeed, after increasing the history length I now got a world in the Age of Legends. It reached it in 1369.

84
DF Dwarf Mode Discussion / DF 2014 Worldgen: Stuck in Age of Myth?
« on: March 12, 2015, 02:41:54 am »
I've created a bunch of worlds in DF 2014, and while I'm generally pleased with the results, I'm a little puzzled that none of the worlds left the Age of Myth, even if they had a history of more than 1000 years. Am I just unlucky, or is it now really much more difficult to get a world to progress to a "later" age?
I've tried several small worlds with default worldgen parameters, and a few parameter sets based on the small island preset in avanced worldgen.

85
He was a vampire. I discovered it, as I'm using therapist, and although it doesn't directly reveal which dwarfs are vampires (unless you tell it to), there's still the display of the number of kills. Well, when browsing for suitable conscripts, I couldn't help but notice that he has more than 600 victims...

Anyhow, an unfortunate accident happened, as someone pulled the wrong lever while he was guarding the main passage to the lower levels, sending him flying through the corridor... The dwarf that accidentally pulled the wrong lever set it back to its previous position, and well, now I've got a slab that reminds my dwarfs of the schizophrenic goblin-dwarf vampire, that died just a few days after he arrived...

86
When quickly checking my latest migrant wave for anything suspicious, I found the following guy. It's obvious that something is wrong with him, and I think he will have a very short life in my fortress. Nevertheless, I wanted to share his "carefully" crafted cover story, as it is quite entertaining:
Spoiler: Screenshot (click to show/hide)

87
DF Dwarf Mode Discussion / Re: Newb Hlep
« on: February 13, 2015, 08:04:42 am »
Hello, dwarfiermastercheeskemakers. I am just starting my adventure with fortress mode, and I have many quetions to ask.

First off, how do I destroy wagon?
Wagon is destroy soon.
Wagong will dead.

If I remember correctly, the wagon counts as a building, and can be deconstructed the same way: Enter the building properties mode by pressing (q), then bring the cursor over the wagon using the arrow keys. Once the cursor is close enough to the wagon for the game to select it, you should be able to order its removal by pressing (x).

88
DF Dwarf Mode Discussion / Re: Running DF on old laptop
« on: February 12, 2015, 07:20:34 am »
If you have a linux box you could run it in the terminal over ssh. ;-)

I second this suggestion. It's working extremely well, even with low bandwith internet connections as long as there is a reasonably low package loss. I've been playing df using my 1 GHz Netbook with this solution. The only issue I encountered was that the [Shift]+[Something] keyboard combination doesn't work, so scrolling might be a bit annoying.
All you have to do to get this working, is to set up an ssh server on an OS X or Linux (or probably any other Unix-like OS that can run DF) computer, make sure that you can reach that server over the internet,  and to configure dwarf fortress to print directly on the text terminal, by setting PRINT_MODE:TEXT in init.txt.
Using a Windows client should work as well, but it needs a terminal emulator that supports ncurses, and probably it'll also need to support UTF-8 (I don't think putty does, but mobaxterm might work).

Before I forget: There might be an issue if you are using a very recent Linux version, due to incompatible changes in zlib (the usual workaround is to preload the system libpng, but for me that doesn't work with PRINT_MODE:TEXT...). In such a case you can configure dwarf fortress to use bitmap fonts instead of png, as on the terminal the fonts aren't used anyhow.

89
Ok so since youve mentioned DT i was wondering if someone would give me a link to the Recent Version Cause I havent been able to find it

I think there is no version yet that supports dwarf fortress 0.40.24. The current git-version should support dwarf fortress up to 0.40.23, but you'll need to compile it from source yourself.
https://github.com/splintermind/Dwarf-Therapist

90
It seems that keeping them in traps is good enough.
While my trapped fluffy wambler and green tree frog were stored in the stockpile for years and nobody cared about them, my just freshly tamed creepy crawler got adopted from there nearly immediately, directly out of the trap. Regarding the wambler and the frog, I also tried to put them in a cage in the dining room for some months, without any effect.

Pages: 1 ... 4 5 [6] 7