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.

Topics - Bobiloco

Pages: [1]
1
DF Dwarf Mode Discussion / Pop. 1500 Megafort
« on: October 08, 2019, 01:18:59 pm »
The Mighty Dwarf Fortress Lashmoistens!

http://dffd.bay12games.com/file.php?id=14559

<< There are some SPOILERS in this saved game file so be warned! >>

This fortress is into its 22nd year and has just hit the 1500 population milestone. This hasn't been so much a hardcore fort as much as a project in FPS management and automation. I've used dfhack quite a bit in this game and the whole thing would not have been possible without quicksave, cleanall, fillneeds and fastdwarf. And Therapist of course.

In terms of population I've recently cut off visitors to the fort as the babies are really starting to ramp up. With so many bodies running around I think that most of the lag comes from dwarf collisions but I've erased any pathing I've done as it hasn't shown me to make much of an impact.

I'm out of iron and candy, have hundreds of legendary warriors, retired, and new recruits with epic weapons and master-crafted suits of armor. Vast bustling libraries, famous inns and a temple for all of the gods that can be worshiped. The dwarves have conquered the depths, bested enemies by the thousands, sent armies to enslave far off territories and curated a museum of their greatest artifacts from the beautiful to the profane.

These days the armies of the elves continue to throw themselves against our gates. Through petitions, we ourselves have hundreds of them as citizens hanging around the fort plus a dozen goblins that pitch in here and there. I've got lots of named animals and a bunch of monsters in cages that are ready for pitting.

I do have a nemesis out in the world! A great tortoise demon that has killed many of my warriors through the years. I still hope he'll turn up in an invading army because I can't seem to take him out on his home turf. Of all the conflicts so far, probably the best thing I've seen in the log was:" The King has blocked the dragonfire! "

I've had my fair share disasters and have needed to reload a seasonal backup or two. The worst one was when half the fort became necromancers and suddenly decided to reanimate the corpse fields with everything turning on everything else at the same time. It might have taken months to calculate the ensuing melee.

2
I recently hit adamantine and started producing strands and cloth, no problem. I've got three magma forges and two smelters in the main area of my fort and two craftsdwarf workshops down next to the adamantine.

I'm plowing along and get up to about 20 strands but neither my magma nor regular smelters will show the 'smelt adamantine wafers' option. Finally I dropped another regular smelter next to the craftdwarf workshops at the top of the spire and this new one allowed me to chose the wafer option. The other five still refuse to have it show up.

My question is: are there distance restrictions on, well, anything? The working smelter isn't that far from the others ( maybe 50 up/across ) but the two paths between them are either a relatively direct diagonal hallway or going way up a staircase and way down another. Bad pathfinding?

Could it be that there is some setting on the new smelter that the others don't have? Is it just because I'm close to a cloth stockpile with adamantine strands in it? I've been looking into this for days and have not found anything about restrictions on wafer production.

Thanks!

Bobiloco

Pages: [1]