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Messages - nezclaw

Pages: 1 ... 18 19 [20]
286
DF Dwarf Mode Discussion / Re: Why do you play Dwarf Fortress?
« on: January 13, 2019, 08:00:20 pm »
it's a fascinating game. I never thought I'd be this into a game that involves this much attention to detail, but I can actually keep a fortress going for a pretty long time, or at least until my framerate tanks.
i had a fortress that had been reduced to a framerate of four or five. ended up exporting it to a different machine and retiring it on my laptop. (the 450 ish animals might have something to do with that....)
haven't had much luck embarking in an Evil biome yet...

287
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: January 13, 2019, 07:49:24 pm »
there was another fortress i was reclaiming that had a forgotten beast take up residency. i sent my militia after them and they all died. i refilled my militia, and they all died again. all that was left was a bunch of children. fortunately this beast wasn't inclined to roam, so he just chilled in there for a while. one of my kids grew up and i immediately put them on coffin duty. he was promoted to expedition leader, and eventually migrants showed up and were able to kill it.
then i had a were-iguana attack. that fucker was tough. took out a couple more dwarves, and infected a few... then i spammed full-heal on as many injured as i could to stave off a plague. also because i don't have a hospital up and running yet... >.>
in that same fortress i have trapped a giant cave spider and a named cave crocodile in rooms by enabling and then disabling pet passage on the doors, and then locking them to the dwarves. i hope to set some cage traps by the doors eventually.

288
they were, and i think that's probably what it was, someone else having a job involving that bin at the same time. they got it straightened out eventually.

289
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: January 12, 2019, 11:12:15 pm »
For the record I didn't have my workshops linked to stockpiles, and eventually they got their heads out of their asses and got to work. Meanwhile, I caught my first ever Giant Cave Spider and set up a silk farm.

290
oh, so you DON'T need to set up some gear assembly bs to power multiple millstones from one windmill? heck.

291
Dear Urist McDumbassJeweler

Do I need to enroll you in a remedial maths course? There are 268 entire cut lapises in the stockpile. And yet, for some peculiar reason, you are insisting we are out of lapis for encrusting furniture. My good dorf, this site is lousy with lapis. There is not a shortage. Now get back to work before I figure out how to club you upside the head with a sandbag.

292
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: January 12, 2019, 11:26:09 am »
Urist McDumbass is saying we don't have any lapis with which to encrust furniture despite having 268 pieces cut. also holy crap i would never have the patience to fuss with something that takes that much time IRL mad props yo.

293
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: January 08, 2019, 06:16:45 pm »
I have a couple forts going at once, because... well.. *shrugs*
one of them I have a workshop restricted to low level weaponsmiths churning out giant axe blades that I promptly melt again since it gives me a bar and a half from one bar. I embarked around a volcano, and while I do have flux stone the only ore available is sphalerite. And a lot of lapis lazuli... wait where did that plump helmet man come from?
Another fort i'm *trying* to butcher some of my spare livestock in order to boost framerate despite not needing the meat, but as soon as i do that the animals promptly have more babies. /angrily shoos the cave crocodiles off the nestboxes
I also recently discovered that putting millstones next to each other powers them

294
0.44.05 was the version I was using. I didn't see a command to fix stuck merchants, though, in DFHack.

295
sorry to necro this, but does this work for 0.44.05 and up? cuz i had a dwarf caravan get stuck and I haven't gotten any migrants for i reckon the last two years, so i tried running the script and while it did type "Dismissing Merchant" ten times, the merchants and beasts are still stuck.

296
DF General Discussion / Re: What turns you off about DF?
« on: October 20, 2018, 02:07:45 pm »
Patrols require setting up a route with Notes first.

Also, there are ways to prevent fluid disasters. First, avoid scenarios that require you to pull the right lever at the right time or else your fortress floods. Automatic shutoffs can be created using pressure plates to detect when the fluid has reached the desired level. Locked hatches and doors can be used to seal off areas that might flood, so prudent placement of these can save a fortress. It can be useful to create a single lever room that is sealed from danger, including fluids. One way of protecting a lever room from fluids is to install a “U-trap”. If the only path into a room requires going up, then forcing the path through a diagonal gap at a point below the opening into the room will prevent the fluid from entering. This is because pressure cannot flow through diagonals. A simple and compact way of achieving this is to dig three tiles below a hallway, with one of them being only diagonally connected.

Code: (level below a hallway) [Select]
OOO
<_O
OO<

Then wall off the upper hallway at a point between the two downstairs.
Ah, i did not know about the pressure plates. i did have a fluid disaster early on in my adventures and had to roll back my fortress after i did something really stupid with the river. ended up abandoning it anyway because goblins. fortunately my current fluid-based problem isn't going to spread to the whole fortress, the area that got flooded was the lowest part of that section of caves and i already had some water set up to do some obsidian casting nearby.
[edit] it may end up being a moot point anyway, as there was a fire-breathing forgotten beast that completely torched the place, and my dwarves, and my stockpiles, and the floodgate that was supposed to hold back the water

297
DF General Discussion / Re: What turns you off about DF?
« on: October 18, 2018, 01:49:59 pm »
Military is kinda a pain
It's fiddly, but once you do it one time, you will learn how to do it.
i can make squads, have them find weapons(+ammo) and armor and send them around.
but i never got a working barracks, archery range or a schedule working, even when following the wiki guide by the word.
The wiki is slightly more detailed than it needs to be due to the need for workarounds for bugs in the past. Barracks, archery, etc, Just Works these days.
i've never been able to figure out how to send them on patrols. i also get annoyed sometimes when there's something that requires a lot of input/monitoring from you but you also need to be checking up on the rest of the fortress. although i kinda made that mess myself... kids don't put the magma floodgate lever next to said floodgate. and def don't make it out of a non-magma proof material.

298
DF General Discussion / Re: issue with loading world
« on: October 15, 2018, 11:56:47 pm »
well nvm then. i went and transferred a backup and wonder of wonders it worked. guess the save was corrupted or something.

299
DF General Discussion / issue with loading world
« on: October 14, 2018, 06:48:52 pm »
(sorry if this is the wrong section for this)
Recently, I tried to move a few of my worlds from my laptop to my family desktop, as my map has a FPS of 2 on my laptop and the desktop has a beefier processor. (the only time it went that low was when i got to the HFS) After some fiddling around to try to figure out how to import it, two of the worlds worked. the third one, aka the one that i really want to access  ::) doesn't. i'm using the LinuxLNP and the Lazy Mac Pack.
The world loads partially, but crashes and quits at "Loading Formations"
[DFHack]# /Applications/Lazy Mac Pack v0.44.05 dfhack-r2/df_osx v0.44.05/dfhack: line 30: 22148 Segmentation fault: 11  DYLD_INSERT_LIBRARIES=./hack/libdfhack.dylib ./dwarfort.exe "$@"

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