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Messages - Hyndis

Pages: [1] 2 3 ... 328
1
DF Gameplay Questions / Re: Brewing Dwarven wine conditional
« on: March 09, 2020, 11:15:53 am »
Easiest way to do this is to control what brewable plants are the closest to your stills. Stills only concern themselves with X and Y coordinate distance, so "nearest" can be on another Z level and it still works.

Have this stockpile accept only the plants you want to brew. If you want to guarantee a mix, try having multiple stockpiles all equally close to your stills, each accepting a different plant but not accepting barrels. Dwarves will put individual plants on these stockpiles. The still will take the plant, but now that its gone it will have to take another plant.

Another way to do this is to have the still be closest to a farm. Have the farm grow a different crop every season. When your farmed crop stockpiles are full the remaining plants will just sit in the farm field, ready for use by the still. As the available crops change each season your stills will brew up something different depending on season.

2
DF Gameplay Questions / Re: Dampstone all the time
« on: March 09, 2020, 11:10:53 am »
Retracting bridges over downward stairs makes for an excellent indestructable hatch cover.

Normal hatch covers (made out of stone or wood or metal in a normal workshop) can be destroyed by building destroyers. Bridges are not targets for destruction. They'll keep out even a forgotten beast.

3
. I do find it backwards that you can't butcher domesticated livestock that's been killed by violence, though (old age is a different matter). It's one of the things that catches every new player, resulting in variations of the OP's question.

Evil biomes can fix that. If your embark biome happens to have spontaneous undead just wait until the corpse gets up again. Beat it down with a hammer until its mangled. Then it can be butchered like any other animal.

That said, you are correct in that corpses/body parts is inconsistent. Sometimes things are a corpse and sometimes they're a body part. This even happens with bones. Sometimes a stack of bones is not usable as bones because its a corpse. This triggers job cancelations at craftsdwarf workshops and is very annoying.

A workaround is to periodically go in to the standing orders menu and order all corpses to be dumped. Dwarves will find anything deemed to be a corpse and chuck it into the magma chute or atom smasher.

Unfortunately this is a workaround to either a bug or a confusing game mechanic. Either way, its not good. Stuff like this must be cleaned up before any Steam release, otherwise DF will be reviewed bombed, and rightfully so. Things have to work intuitively if there's any hope of wider adoption by a larger audience.

4
DF Dwarf Mode Discussion / Re: Evil Biome !!Science!!
« on: March 06, 2020, 05:10:20 pm »
Evil biomes are heavily procedurally generated. An embark might have just regular rain and snow as weather. It might rain harmless elf blood. It might rain brown sludge that causes dwarves to be mildly dizzy with no long term effects. It might rain slime that instantly causes everything to dissolve. Totally random.

Evil biomes may or may not have undead. Some evil regions are swarming with infinite undead, where new ones appear the moment the prior ones are dispatched. This makes small embarks on these biomes exceptionally difficult. The undead are relentless. They never sleep, never run away, and there's always another one. You will be under constant attack from day 1 of your embark. Other times, evil biomes have regular living creatures and no undead walking on to the embark from the edge of the map. You might get harpies instead of red pandas, but harpies at least die and stay dead.

Some evil biomes can have spontaneously regenerating undead, where non-mangled corpses will spontaneously get back up. You may have to kill the same cave crocodile 15 times before it finally stays down for good.

Sometimes you get clouds. Clouds are not raining elf blood or green sludge. Clouds are different. Clouds can be harmless, or they can be instantly lethal, or they can turn living creatures into husks opposed to all life, and the dust in the cloud spreads and infects everything.

And to add to this, evil biomes can have different effects at different z-levels! You might get a safe biome at ground level where the undead do not reanimate. But go up just 1 z level and now everything is reanimating and there are husks all over the place.

---

All of these variables are independent from each other. There are so many factors that embarking on an evil biome is often luck.

Note that evil clouds can take a while to show up. Evil clouds might appear only 2-5 times a year, so you might think everything is okay at first, then in autumn a cloud rolls on over your trade depot.

The above findings are based on my personal experience from having played DF for more hours than I'd care to admit, going even back to the 2nd version before spontaneously reanimating undead were even a thing.

Funny thing is, I think I'm the person who suggested spontaneously reanimating undead in the first place. I think Toady One read my suggestion thread and actually did it.

On some embarks I regret my suggestion! Undead ogres who will just not stay dead are no joke!

5
DF General Discussion / Re: *We need your help to save the noobs!*
« on: March 05, 2020, 06:44:31 pm »
Different size animals already product different size bone stacks. Some very large animals can produce stacks of 100+ bones, and a crundle might produce a stack of only 4 bones.

If this same system could be done with leather that would solve a lot of issues with size, though leather would need to be stackable like bones, and also used up only one at a time also like bones. That stack of 100+ bones can sit at a craftsdwarf workshop for a long time while you're making bone crafts or bone bolts, using up 1 stacked bone each time the job complete.

While we're on this topic, metal and size is bizarre and inconsistent.

Some items can be crafted and melted down to generate extra metal. Some items require immense amounts of metal to make, and when melted down produce hardly anything at all. Metal vanishes and appears without rhyme or reason. Unless a new player reads the wiki or inspects the raw files they won't have any clue why metal magically shows up or magically evaporates.

6
DF Gameplay Questions / Re: Dampstone all the time
« on: March 03, 2020, 11:31:48 am »
Avoid heavy aquifers. They're a pain to dig through without pumps or clever tricks involving freezing temperature.

Light aquifers are fantastic sources of water that aren't too difficult to dig straight through.

When digging down, designate a 2x2 or 3x3 up/down stair going down like 10 Z levels or so. From the surface all the way down 10 levels (or however deep you want your fortress). This is deep enough to get through all soil layers and to stone, where all proper dwarven forts should be constructed. At the bottom of this up/down stair mine out a room. A 10x10 room is big enough.

Water from the light aquifer will fall down the up/down stairway into this empty room. The water will spread out on the ground and will passively evaporate away without building up. As an added bonus, this creates mud which can immediately be used for underground farming.

You can dig out the rest of your fortress from here. Extend that 10x10 room out with tunnels leading off of it, other rooms, storage, workshops, bedrooms, etc.

Then on the surface build a bridge over the down stairs tiles at the surface. You can't block them all off. You will need temporary access around the bridge. Build a lever somewhere safe in your fort, underground. Link this lever to the bridge and pull the lever to retract the bridge. Now build constructed floors on the down stairs tiles that are not covered by the retracted bridge.

This secures your entire fort with a bridge. Pull the lever and the only access to the surface is cut off in a way that cannot be destroyed by building destroyers.

Just make sure to retreat everyone inside before doing this! Make a burrows for the underground area and restrict civilians to this burrow. Then once everyone is inside pull the lever. Seal off the surface.

7
DF Gameplay Questions / Re: Turkey is walking far outside
« on: March 02, 2020, 06:59:08 pm »
Light aquifers are slow enough you can dig right through them. Just keep on digging down. You do need to build a drain area at the bottom of your main stair well, but a slightly large flat area is good enough. The water will spread out and evaporate passively. You only need pumps to pierce through heavy aquifers.

As one of your first priorities you should build a bridge (drawbridge or regular bridge) to block your entrance and link it to a lever. Pull the lever to seal the vault doors, then just ride it out.

The aquifer will provide you mud for farming (infinite plump helmets) and water for either drinking or for hospitals.

A small area with a little plump helmet farm, a well, and either a tavern or nondenominational temple will sustain your fortress for eternity. It won't be a glamorous existence, but dwarves will be fed, watered, and happy through social/religious activities.

8
DF Dwarf Mode Discussion / Re: Useless seeds taking up bags
« on: February 28, 2020, 03:18:54 pm »
You could set up an automatic garbage disposal.

Have a minecart route with just one stop adjacent to your garbage pit. Put a track stop on this tile pointing to the garbage pit.

Have the route stop pick up anything you want from any stockpiles in the fortress. Dwarves will haul those items to the mine cart where they are instantaneously dumped into the pit.

The bottom of the pit could be the magma ocean or an atom smasher with a repeater (wave motion repeaters are highly recommended). Either way, whatever goes in the pit is gone forever. Including wayward seeds.

As a check to make sure you're dumping only things you want to dump, try having a dumping stockpile. Make a custom stockpile that accepts all things you want disposed of. Have this custom stockpile pull from the others. Then have the garbage chute mine cart route pull from this custom stockpile.

By making a new stockpile that accepts only the things you want disposed of, your dwarves will separate out and haul the seed bags to this stockpile. They'll sit there for a bit prior to being dumped. This allows you to inspect whats being dumped so you can be sure only garbage goes down the chute.

9
DF Gameplay Questions / Re: Turkey is walking far outside
« on: February 28, 2020, 12:16:20 pm »
You can receive sieges from anyone no matter the distance. However, civilizations far away from you don't notice you at first. You have to initiate contact with them, and then after you initiate contact (either peaceful or hostile) they'll then be an active part of your fortress, visiting with caravans or sieges.

At the start of each season a hostile civ will launch a siege. The siege's travel time is based on how many days' walk it is from their site to your fortress. If a human town is 20 days away from you the siege will tend to show up 20 days after the start of the summer season.

On the embark screen it shows you what civilizations notice you when you start the fort. You can not make contact with anyone new and will not expand this list, so your fortress will be mostly isolated and left alone. Or, if you want to be busy, you can make contact with everyone and constantly be flooded with caravans and sieges. Or any value in between.

Another fun tip:

Raid kobold caves for tame giant cave spiders. Kobolds love their giant cave spiders. Highly trained dwarves can raid to steal pets. The only pet animals at kobold caves are giant cave spiders. A raid might come back with 20-30 tame giant cave spiders each time. You can rapidly build up a spider army.

10
DF Gameplay Questions / Re: Turkey is walking far outside
« on: February 28, 2020, 11:51:04 am »
You can pick fights with other civilizations if you want more sieges. Send a squad to attack them and the civ will declare war on you.

A word of caution: once war begins there's no ending it. There does not seem to be any way to stop a war, so it will be sieges from that civ for the entire rest of the game.

You can declare war on anyone you please, including humans or elves. Even other dwarf civilizations if you really want to. Just send a well trained, well equipped military squad to attack one of their sites.

11
DF Dwarf Mode Discussion / Re: Stepladders are BAD
« on: February 26, 2020, 06:01:07 pm »
Its okay to leave the stepladders on the surface. Don't have any stockpile accept them. No hauling jobs will be generated if there's no place to haul them to.

The benefit to stepladders is you can set up several large plant gathering zones and you can easily feed your entire fortress that way. Skilled herbalists are extremely productive.

12

About the military. The menu did indeed have the option of changing the armor of the dwarf individually. I would of hope that there could be an option "Just take what is available". I know I bought some armor and weapon from the last caravan I just don't know how much of each I have and the military menu doesn't make it easy.

You can indeed do this!

Make a new uniform. Give it a new name. Call it "anything" or "random stuff" or something like that. This is your hodgepodge uniform.

Set the uniform to equip 1 piece of armor, 2 mail shirts, 1 leg gear, 1 set of foot gear, 1 set of hand gear, 1 set of headgear, 1 shield, and 1 melee weapon individual choice.

The broad categories of "armor" could mean anything. This could be a mail shirt, a leather chest piece, or a metal breastplate. Note that dwarves can equip up to 3 mail shirts at the same time, so this allows for a dwarf to equip any combination of 2 mail shirts plus another piece of armor.

Leg gear could be greaves or leggings. Could be made out of metal or leather. The dwarf picks whatever is available.

When using broad categories like this your dwarves will prefer to equip the highest value item in that slot. Highest value is typically better. Adamantine costs a lot more than copper.

For mature fortresses if you want to very specifically choose what your dwarves equip, make a new uniform with specific gear. Have your dwarf equip 1 steel breastplate, 2 steel mail shirts, 1 steel helmet, 1 steel greaves, 1 steel gauntlets, 1 steel high boots, 1 steel shield, and 1 steel battleaxe. Note that you do need to set the specific material for this uniform so its not just a random breastplate, its a steel breastplate. This will force dwarves to load up on all the same gear while excluding everything else. This is useful once you're mass producing steel.

However for early fortresses its better to go with an anything goes uniform, where its not picky on armor type or material. Dwarves pick up whatever they can find.

13
One thing that has helped me tremendously with managing large numbers of dwarves is creating custom professions in Dwarf Therapist.

I generally only have four professions. Every dwarf is immediately given one of four custom professions, as appropriate.

Thanes: mining, stoneworking, metalworking, jewelcrafting, mechanics.
Woodworkers: woodcutting, carpentry, bowmaking
Commoners: farming, craftsdwarf jobs
Nobles: no labors assigned
(Everyone, regardless of profession, does all healthcare and hauling jobs.)

I'll try to have about 10 woodworkers, 20 thanes, and the rest commoners. Commoners are my generic dwarves who don't have any particularly useful skills, where their skill labor isn't that big of a deal. Commoners are also in the military.

Nobles would be actual nobles, as well as priests/scribes/scholars. These guys have no normal jobs enabled so they can be full time on their occupations.

With the new guilds feature its very easy to train up zero skill dwarves to be productive, highly trained experts without expending any resource. Just make sure you have the proper guild hall, set it to be accessible by everyone, and make sure your dwarves have enough idle time. One master armorsmith can train up an entire fortress of master armorsmiths in only a few years. Its impressive how fast full time training goes.

14
Its the loyalty cascade bug. I had one where a failed strange mood resulted in a berserk dwarf. The berserk dwarf was promptly struck down, but then so too were about 20 other dwarves.

Fortunately with the new guildhalls its not that bad. You can train up new dwarves remarkably fast just by having them train in the proper guildhall.

I have new migrants going from zero metalsmithing skills to expert in everything in just a few years, and doing so only by learning from other dwarves in the guildhall.

15
DF Gameplay Questions / Re: Turkey is walking far outside
« on: February 24, 2020, 11:43:41 am »
You can always import animals, and elves are a fantastic supply of exotic animals. There may be 5+ different elf civilizations in your world, though you do need to first make contact with them before they start sending caravans.

To do this, make a new squad. Just put one dwarf in the new squad. Its okay if he's naked and completely untrained. A random peasant without any equipment is fine.

Then go to the world map. Find an elven settlement that says "no contact". Make a new mission to this settlement. Adjust the mission type from raid to demand a one time tribute. Then send out this one dwarf squad.

Demanding tribute just one time is enough to trigger contact with this civilization but not enough that it provokes conflict. You won't be at war with them. And even if the worst happens and your envoy dies its okay, its just one untrained naked peasant.

The following spring you will get additional caravans from the elves.

This same method also works on human and dwarven civilizations. You might have half a dozen human caravans all showing up at the same time, going to the same trade depot. Its a wonderland of goods to choose from, including animals in cages.

You can meet goblin civilizations that are not yet contacted, though when doing so I suggest you take a full squad of highly trained axedwarves so you can properly engage in "aggressive negotiations". These newly contacted goblin civilizations will all send sieges to you independently of each other. The map can get really busy sometimes.

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