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Messages - TKR101010

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1
DF Modding / Re: Starting underground?
« on: October 02, 2021, 06:51:13 pm »
I regularly smash my wagon on a standard mountain embark in vanilla, it's not the end of the world. It's not like the wagon can be used for anything anyway. Having your equipment not turn up with you, or sink into a lake or a pool of lava is less fun, but you had all the stuff it was carrying arrive with you, so I see that as a win, really.

I generally smash up the wagon not too long after embarking as well. It's more the starting way in the corner of the embark map instead of nearer to the middle that I disliked more in my experiment.

2
DF Modding / Re: Starting underground?
« on: September 22, 2021, 05:02:27 pm »
Well, my first attempt with the deep-embark command didn't work out very well. Apparently when it's trying to find a spot to put your cart and dwarves it starts at the top of the cavern layer and puts you on the first available floor spot, regardless of whether it's just a single floor tile that ramps down to a broader spot or not. So when I embarked my dwarves were positions in the far northwest corner of the embark map and since there wasn't enough space for the cart it was broken and all my embark supplies were strewn all over the ground :(

Last night I generated a couple worlds after adjusting the openness and density of the caverns in the advanced world creation and will give those a try tonight to see if they work any better.

3
DF Modding / Re: Starting underground?
« on: September 21, 2021, 05:52:51 pm »
They arrive on the surface.

Maybe DFHack's teleport command could be used to teleport them one by one underground, but that'd be quite tedious with a 200+ siege.

Teleporting the caravans is more effort than they'd be worth to me. Unless they're gonna leave via the underground route I'd just have to teleport them back up later. Optimally, if this were a fleshed out mod, only the dwarf caravans would arrive via the underground route and the other peoples would still arrive via the surface as per usual.

lol Why would I bother teleporting sieges? unless I'm going to teleport them to the top of a very deep shaft where they can only fall to their deaths so I can collect their stuff.

4
DF Modding / Re: Starting underground?
« on: September 20, 2021, 08:31:44 pm »
That deep-embark command does look like it'd at least get my starting dwarfs there. :) Thanks

5
DF Modding / Starting underground?
« on: September 20, 2021, 08:14:19 pm »
Does anyone know of a mod that allows one to start in the 1st cavern layer instead of the surface?

In a recent world I got it had a dwarven civ at the edge of the world map that was surrounded by high mountains. When I was starting a new fortress and checking out possible embark areas there was only like 5 map squares near them that would allow me to embark there. I don't know what restrictions dwarves have for embarking or crossing in high mountainous areas, but it seemed like that was probably the reason this civ only had only the single fortress after world creation and never expanded anywhere. I was thinking about embarking near them but on the side of the mountains open to the rest of the world and rp'ing this civ finally getting a group over the mountains to give the civ its freedom from the edge of the map. Then I was wondering how the immigrants where gonna get to us since it took this long for our group to get across the mountains. Then it occurred to me, We're drwarves! Why are we going OVER the mountains if there's three levels of expansive cave systems under every tile of the map? Why don't we travel UNDER the mountains and then dig up? If we want to anyway. Sure we may never be able to trade with anyone other than dwarves if we don't visit the surface, but we also don't have to be bothered by the elves.

Regardless of whether I would get immigrants or not in the regular game, I still like the idea of starting in the first cavern layer and if possible have immigrant waves and dwarf caravans arrive via the caverns. Anyone know of a mod or possible way to edit some game file to allow this?

Thanks :)

6
Thank you. :)

7
Digging a 3x3 stairwell down to the cavern layer. Once the miners get to the level that the cavern layer is revealed, I cancel further digging down, and cap the stairwell so I can redirect it to elsewhere to more conveniently dig down to the cavern floor. Only one of the U/D stairs on the level that revealed the cavern layer was dug, so I replace the designations of the others Up stairs. Since nothing was previously dug in those spots I know they have floors and won't let anything in from below. This leaves me with one U/D stair that could let things in. I removed the Up part of that U/D stair, which leaves a Down stair. I can't build a floor and then build an Up stair in the same tile because a construction would be in the way. I can build an Up stair there, but I don't know if Up stairs come with floors built in to fill in the Down stairs part (like how a building a wall also give a floor to the level above it) to prevent passage.

Whether or not there's any floor, does building an Up stairs in this situation prevent things from crawling in from below, or do I need to take further measures to make sure things are secure?

8
DF Dwarf Mode Discussion / Re: How to learn Dwarf Fortress
« on: April 27, 2019, 09:53:10 am »
I recommend checking out DasTactic's tutorial series on YouTube. It was extremely helpful to me getting into the game.

https://www.youtube.com/playlist?list=PLGB6RkFB7ZmNbSUujzXbgNjJi_-WHTTTD

9
DF General Discussion / Re: ETA for the next release
« on: November 02, 2017, 06:39:53 pm »
You don't have to play the new release on the day it comes out, you know.
I'm with Stormfeather. *blink*

Playing the new version on or as close to release day as possible was my exact motivation for learning to play DF entirely as-is, without the help of LNP, DFHack, etc. :P

Interestingly, once I started playing DF in just the native ascii I started doing so in other rogue-likes I play and have been enjoying them a lot more as well. :)

10
DF Gameplay Questions / Re: Favorite worldgen?
« on: August 20, 2017, 01:43:34 am »
Does anyone know why you can't embark on just mountain tiles?  How is that dwarfy?
I've wondered the same thing. :)

11
DF Adventure Mode Discussion / Re: Most anti-climactic death?
« on: August 14, 2017, 06:22:47 pm »
My most unti-climactic deaths recently were due to me selecting a bunch of stuff for my miners to dig, looking at another part of the map working on the farming area that had just gotten dug out before, going to check on my miners and discovering that they had dug into some magma and were all dead. :(

12
DF Suggestions / Re: Toilets.
« on: August 12, 2017, 09:45:56 am »
This is the game where your dwarves already vomit everywhere when they walk to the surface and get exposed to sunlight.
Oh, is that what's happening? I was wondering where all that vomit was coming from. That's hilarious.

HOWEVER you could also build a sewer cistern. You could put a drawbridge at the top and drop your enemies and prisoners into a literal pool of shit. It could also be flammable and used for fertilizer.
That sounds great. I'm think something along the lines of ...
A toilet that's built on solid ground can't drain and has to be manually cleaned and bucketed, but a toilet built over a channeled block will drop it's contents down the channel. But only if flushed? Are some dwarfs too lazy?
When caravans leave is it bad for the fort's reputation if they can't go to the bathroom before taking off?
q > r lets you make a room, like you can with beds, tables, etc. so you can have private/public restrooms.
In that room's options one could set men's/women's room, collect solid/liquid/all, etc.
There could be a Sewage Treatment workshop that has to be built similar to a magma forge & magma, but with sewage. This could separate fertilizer materials from chemicals. Chems can then be used in alchemy, other industry, or be made into cleaning supplies.
There could be a Janitor occupation to patrol and clean bathrooms and other areas.
Animal caretakers would have to clean animal pens.
One might have to manage wildlife more to keep them out of areas you don't want them pooping.
Something might occasionally get blessed by a flying creature, need cleaning, and give happy/unhappy thoughts.
Unhappy thoughts from having to poop/pee without a toilet.
Are some dwarfs too proud to go behind the bushes? Unhappy thoughts for having to hold it or soiling themselves.
Can buckets be used as temporary substitutes?
Does going through the stages of drunkenness increase one's need to urinate?
Do patients in beds need their bedpans changed?

I can see it now. Some crazy fun happening with the addition of having to take care of sewage.

How is sewage from the inhabitants of underground caves being taken care of while the player is working on the surface? When they eventually do get there is it like ...
"Yay! We've discovered a cavern!"
"Quickly! Shove the exploration team through the hole and seal it up! By Armok, that stench!"
<Three hours later a lone exploration dwarf returns ... >
"<sobbing> It's as we suspected, Sir! Sewage at least ten Z's deep, with a whole pod of gorlaks floating in it! Looked like some of the animals made it to safety on some isolated islands, but by the skeletal remains I'd say they starved to death ages ago."
"Where's the rest of your team!?"
"<sobbing intensifies> There was all kinds of unhappy thoughts! Rothal kept mumbling about some legendary toilet he wanted to build out of a dragon skull we saw, and drowned trying to get to it. Waw! Then when Ethulenar chuckled about it I couldn't help but think how funny *he* thought it'd be if *he* were the one choking on raw sewage, so I made this bucket out of his head for our janitor. <sniff sniff> Here you go. I call it Sthuls Laha (Laughing Shit)"
 
Or ...
"Hey, let's drain our sewage cistern into this pit of magma."
"No! Wait! That's flam-" <BOOM> "-able ..." <facepalm>

Someone is going to build a cistern positioned over a windmill farm, so that when they open the drain they can see what happens when the shit hits the fan. lol

13
DF Dwarf Mode Discussion / Re: Things we learned today
« on: August 10, 2017, 08:25:58 pm »
Or get familiar with the macro feature.
That was my learning for the day, macros. Why did I not delve into these sooner? They would have saved sooooo much time.

14
DF General Discussion / Re: How do you dwarf the fortress?
« on: August 10, 2017, 05:19:33 pm »
See, I always just envisioned it as the < key is further away from my hand, and the sky is farther away from me, therefore, < is up and > is down  :P
That's a good way to look at it. Won't work for me though. When I play DF my right hand stays on the 10-key pad and my left hand takes full control of the rest of the keyboard, including the < and >. So in my case the > would be further from my hand.

15
DF General Discussion / Re: How do you dwarf the fortress?
« on: August 07, 2017, 06:44:45 pm »
When I first started playing late last year I could not make any progress with the native ASCII. Thankfully I learned of the LNP from a YouTube tutorial. (Thanks DasTactic!) Once I found that and could use a tile set I really started enjoying DF, and making adjustments to the color scheme, etc.

At that time the LNP (at least DFHack) didn't support the newest version though. I felt like I was missing out on stuff and that I should learn to play with the ascii. So I would every couple weeks try to play with the ASCII again and see if I could do any better at it. Progress was slow. :(

A couple months ago when I got wind that there was gonna be a new update soon it gave me the kick I needed to really dive into playing with the ascii. It's gonna take a while for any mods to catch up, and I know I'm gonna want to play the latest version of the game with all the newest stuff again. :)

So these days I play with the basic unmodified game, but I occasionally copy my saves into the LNP save folder to use things like the Legends viewer, and StoneSense so I can research the world history easier and make screenshots. :)

< and > are madness.

Praise Armok, someone understands! You'd think that if I can quickly type three keys to build a workshop without thinking much more than which workshop I want, then surely simply navigating the map would be no problem. I get < and > confused almost every frelling time I go to use them! I have no idea why. It's not as if they were the opposite way when I started learning the game and then got switched in some update. I would change them, but I keep hoping that one day my subconscious mind and muscle memory will make the connection that which direction I want to move matches the symbol on the stairs that also move in that direction. <facepalm>

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