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Messages - dwarfish

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31
Train 1 preferred definitely seems to me that it means training alone.
this is intended because archery ranges only allow one person to train at them at a time. im trying to keep my police at only 1k strength so they can wear one layer of steel and do the rest of their training at ranged combat so they arent totally useless in a fight.

i followed the guide posted here: https://www.reddit.com/r/dwarffortress/comments/2k65yc/mechanixms_archery_training_primer/

in the discussion they said ranged squads should use train 1 and melee train 2 to encourage sparring

32
DF Dwarf Mode Discussion / Re: Progressions strategies
« on: April 08, 2021, 11:55:04 am »
I've tried forts where i just dig and expand as needed to grow, which makes things pretty messy as far as layout goes.

this is the correct way to play it. Until you get to max population (your planned max population) you will be constantly renovating existing areas of your fortress and expanding them. If it's too messy then you aren't doing it right, try to minimize your digging of rooms and plan more early on. The only area that should be expanded to max size from the start is your central stair or ramp, design that with your max population in mind. renovate everything later; dwarf fortress gives you the ability to completely change an existing fort at the cost of materials and time and effort, use that

i think the only part of my fort that has seen the least change since the beginning other than the central stair was the tavern/dining room and bedroom

33
DF Gameplay Questions / Re: Yeti breeding
« on: April 08, 2021, 11:42:41 am »
yes, pitted one hump camels made a baby in mine, and so did some wild magma crabs. try more cage traps and no chains

34
DF Gameplay Questions / Re: How do I run a safe Tavern?
« on: April 08, 2021, 11:40:45 am »
change the inebriation syndrome to significantly lower chance of tantrum and other negative symptoms. i consider the ability to drown your citizens in booze (and give they more happy thoughts) at the expense of booze depletion to be a feature

35
monster hunters are basically mercenaries you cant equip or recruit into squads. Dont waste his potential; forbid all your chains and cages used as jails and build a new chain to be used as a jail conveniently outside your doorway to spot werebeasts. then forbid that chain once they chain him up. he'll eternally serve you as a expendable watchdog until he gets killed or zombified by mist (if this does happen though, im pretty sure he can be safetly re-caged if he's chained but you'll have to unset the chain as a jail).

36





I have most labors disabled on him because i need him to be available to interrogate every visitor and to dole out justice. Glassmaking is enabled to fulfill his need to craft. Since he has so much free time sometimes i also made him one of my scribes.

The squad activates at the end of the month and his elf deputy happily trains archery but i noticed my sheriff didn't activate (or maybe activated and then deactivated for some reason). i forced him to station and he started training a bit after but then reverted back to civilian and stopped training after less than a day.

He has his own archery range along with the deputy, no one else is an archer yet because they don't have 1k strength to wear steel mail yet except him and the deputy. I have 2 archery ranges out of 6 maximum made into independent rooms so they both get used.

never seen a sole dwarf out of a scheduled squad play hooky like this. What is wrong?

37
thanks guys, it was indeed a cancellation problem. i noticed a stonehauler dropping a wheelbarrow while almost at the destination to walk 300 tiles to the surface to harvest plants. Managed to fix the issue by disabling stonehauling at vital times (such as military shift change near end of the month and seasons where i enable planting). I dont like to customize hauling but this macro management strategy works

38
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: March 29, 2021, 03:11:00 am »
my minotaur breeding project has become a failure. I was lucky enough to cage both a male and female minotaur a few years ago. Chained them both in a dungeon area below the third cavern layer with cage traps on the outside.

The plan was they make babies, i open the hatch and those get caged while the parents remain chained, then i wait for the babies to grow up, then i toss them into my upright spike execution chamber for living things to kill them without mangling, then let the undead biome resurrect them, let them out again into more cage traps, and then pit the new undead minotaurs into a spiked ball only weapon trap execution chamber so them become mangled generic minotaur corpses i can butcher (my game is modded so sentients are butcherable, but my dwarves wont butcher historical figures, i ended up using reanimation as a way around this instead of the cannabalism fix).

but a while after chaining the minotaurs instead of making babies they decided to go insane instead and my dwarves were constantly forced to give them food and water. i let this go on for a while because it was fulfilling their need to help someone and giving them good thoughts but i eventually got tired of dumping buckets back up (i don't make a stockpile for certain things, such as buckets or other things used by workshop tasks); plus it was a long way to go from the reservoir and food stockpiles near the surface to the dungeons below so it was wasting their time and my fps.

now it's time to put two stark raving mad minotaurs out of their misery; they'll serve DeadBerries better as minotaur roasts

edit: also my game is modded so most creatures grow up faster, including minotaurs, so this is viable

39
DF Gameplay Questions / Dwarves are mysteriously dropping wheelbarrows
« on: March 29, 2021, 02:49:44 am »
it then causes the original hauling job to be done without the wheelbarrow, and an additional hauling job for the wheelbarrow to be hauled back to the assigned stockpile

i'm not sure what's causing it in my fort but it's making hauling stone and cages loaded with undead cavern creatures to collection near the slaughter arena a pain.

i use a central ramp system instead of stairs, i did have hatches over portions of it before in case something bad got into it but i since removed it. I suspect the wheelbarrows were going onto the hatch and using them as floors, but then another dwarf opening it from below would cause it to be dropped.

but removing the hatches didn't stop the issue from happening. I replaced the hatch system with anti-building destroyer doors that are placed directly on a floor tile over a ramp, but i don't see how this could cause wheelbarrows to be dropped.

i searched on the forums but didn't manage to find topic titles related to wheelbarrows. can someone tell me what's causing this if they ran into it before? my fort uses mainly mass wheelbarrows to haul heavy things instead of a minecart system, for simplicity sake

40
DF Modding / Re: HELP! i messed up my game
« on: March 29, 2021, 02:42:39 am »
My history doesn't go back many versions (to 44.12 iirc), but in 47.05 there have been many trolls destroying doors.

were those trolls a part of a siege?

can anyone else confirm building destroyers which didn't come as part of a siege, aren't functioning properly.
What do you define as working properly? As of 0.47.04, the game was patched so only sieging building destroyers destroy buildings (I think, the log is a bit ambiguous - are "large visitors" specifically people travelling to locations, or any LARGE_ROAMING creature?):
Quote
Stopped large visitors and residents from seeking and destroying buildings even if they do so as invaders
So building destroyers that aren't part of a siege not destroying buildings should be an example of the game working as intended.

Apparently there is also a long-standing bug where building destroyers can't break buildings they're adjacent to, but I don't play enough fort mode to know if this is still the case or outdated information.

not a good change IMO but who am i to complain, it's less micromanagement since now i can lock things in with doors.

former building destroyers still keep their building destroyer pathing tho so it causes them to camp doors.

41
managed to get the script to work. but i don't know how to run a function, so i pasted the insides of the script itself into a fresh lua script and it seemed to work.

i can't find any documentation for many lua scripts for dwarf fortress. is there a way to get reference to a list of items by category instead of using df.global.world.items.all ?

42
Assign it to a display pedestal in your library, then unassign or deconstruct the pedestal after the book has been stored.

doesn't show up in tools or artifacts for my display cases or pedestals.

The "foreign" flag indicates whether the item isn't fortress made, but doesn't have much of an effect apart from that. Selling things with the foreign flag doesn't count as sold products or fortress production values, I think. Thinks marked a forbidden and/or trader won't be affected by being dump marked, i.e. they won't be touched (and "artifacts" can't be dump marked using the vanilla DF interface). Thus, xpi0t0s' report sounds odd based on my experience.

I believe you can "disguise" foreign "stolen" goods (such as the junk from scuttled caravans) by modify them via encrusting, and melting them down won't retain the origin of the metal. These activities require the dorfs to handle them, though, and thus can't be performed if they won't even touch the items.

how do you guys advanced trouble shoot items using dfhack? how do you run custom scripts in dfhack? also what is the one used to remove foreign flags?

is anyone else getting a bug with scrolls like this or is it just me? (also for some reason it doesn't seem to affect codices, only scrolls)

43
DF Modding / Re: HELP! i messed up my game
« on: March 25, 2021, 06:07:54 pm »
My history doesn't go back many versions (to 44.12 iirc), but in 47.05 there have been many trolls destroying doors.

were those trolls a part of a siege?

can anyone else confirm building destroyers which didn't come as part of a siege, aren't functioning properly.

44
DF Gameplay Questions / HELP! i can't move books dropped by visitors
« on: March 24, 2021, 02:20:44 pm »





can't mark for dumping. couldn't find a dfhack script to make it part of my fort's possessions so my dwarves will store it in the library. currently eating at my already low fps and interfering with some stockpiles

45
DF Modding / Re: HELP! i messed up my game
« on: March 24, 2021, 02:17:45 pm »
I'm running 47.05 with completely vanilla raws and I'm able to trap both FBs and werebeasts using simple locked doors. It was like that in 47.04 too. Most building destroyers are completely broken and won't target any buildings.

thanks for the reply. can anyone else confirm this is the case as of right now?

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