Bay 12 Games Forum
- April 20, 2024, 11:02:55 pm
- Welcome, Guest
News:
March 6, 2024: Dwarf Fortress 50.12 has been released.
News: February 3, 2024: The February '24 Report is up.
News: February 4, 2021: Dwarf Fortress Talk #28 has been posted.
News: November 21, 2018: A new Threetoe story has been posted.
Forum Guidelines
Show Posts
DF Bug Reports / Re: No economy?
« on: January 19, 2008, 03:49:00 am »[ January 19, 2008: Message edited by: Fedor ]
DF Bug Reports / Re: No economy?
« on: January 18, 2008, 10:40:00 am »quote:Stupid resonse time: Double-check your init file and verify that ECONOMY is set to YES, not NO. If that's not the answer, then I don't know what's up.
Originally posted by Flok Speargrabber:
<STRONG>It's been seven years into my fort, over two since I hit 100 pop. Created wealth is into the 4 mil range, exported in the 10000 area. Still no tax collector, despite 1500 electrum, gold, silver, and copper coins (each).</STRONG>
I am pretty sure that minting coins has no effect on starting the economy. Ditto wealth. I thought that simply having 80 dwarves was enough, but perhaps only Toady really knows.
DF Bug Reports / Re: What bug do you most want fixed?
« on: January 19, 2008, 03:45:00 am »quote:Try getting rid of all statue gardens. At present, they just cause dwarves to waste time parting.
Originally posted by Sofaspud:
<STRONG>I'm not sure if it's a bug, but, item stacking. Seriously. WTF?If that's NOT a bug, then ... the infinite party. Will you dwarves knock it the hell off and get back to work? Urist just fell asleep on the frikken' table, the mule is dancing on his skull, and he's just going to drink himself into a stupor AGAIN when he wakes up! C'mon, guys!</STRONG>
DF Bug Reports / Re: What bug do you most want fixed?
« on: January 19, 2008, 03:44:00 am »quote:Fixing this would be high on my list, actually.
Originally posted by veryinky:
<STRONG>In the .23 2d version, dwarves avoided occupied squares, so there was a point to building wide corridors, but ever since the 3d version, they all form one single square wide line which crawls about.</STRONG>
DF Bug Reports / Re: Stairway into a bridge
« on: January 15, 2008, 12:24:00 am »DF Bug Reports / Re: River meetings at different Z-levels strange
« on: May 13, 2008, 11:09:00 pm »DF Bug Reports / Re: Caravan does not show up on/use roads.
« on: November 05, 2007, 03:18:00 pm »quote:The zig-zagging probably indicates obstacles even if you can't see them (it could be a bug, but let's be sure, eh?). Try smoothing the area.
Originally posted by Hypcso:
<STRONG>There's nothing at all in the wasteland, hence wasteland. It's a huge open field of snowy ice. They still zig zag and double back constantly as if they were dodging invisible things. As for the multiple trade depots, I thought about it but honestly when I chose this map I chose the largest. Putting a depot out by where they enter from would take 2-3 seasons to haul all the goods to and from it, and since it's a freezing map half of my dwarves would freeze to death on the trip.</STRONG>
Failing that, consider mining out wide underground passages to your depot, making a wall all around it on the surface, and hoping that they actually recognize the new path. I do know that traders will use ramps. I haven't gotten to the point of finishing a "go underground to the depot" system yet (because the wagons appear at random places).
DF Bug Reports / Re: Problem with custom stockpiling.
« on: October 06, 2007, 04:52:00 pm »quote:The answer to this is simple: Dwarves will not tidy up a stockpile automatically. In fact, the game (generally, but see below) ignores items already in stockpiles when tasking haulage jobs. The solution, after setting enough dwarves to "Item Hauling", is to either:
Originally posted by Juason:
<STRONG>Howdy all. I've been having some issues getting custom stockpiles to work. Initially I had a stockpile for all weapons, armor and ammo. Later in the game I decided to designate new stockpiles for weapons, armor and ammo that only contained bronze, iron and steel (leaving the copper for training and trading). I turned off those materials on the other stockpiles, and waited years for them the items in the other stockpile to get moved - they never did.</STRONG>
* Undesignate the old stockpile, create new stockpiles in other locations each with appropriate settings, and watch your dwarves sort the stuff. This is generally the better solution.
* Keep the old stockpile, but deselect the object classes you want removed. Have one new custom stockpile at a time take from it. This is useful to winnow out a particular category of objects.
I recently used both methods. I had an old steel armor stockpile that was getting cluttered with dropped ironmongery and wasn't in a locked room (so dwarves kept wandering off and putting on their old "(iron leggings)"). I put 50 dwarves on item hauling, removed the stockpile, and set a new steel armor stockpile. Later, I realized that it was also accepting bronzewear. I sorted it again by removing bronze from the allowable material types, creating a bronze armor stockpile, and having it take from the new steel stockpile.
There is still some weirdness with stockpiles. I suspect a small bug in material types for either the armor or weapon stockpiles but it's hard to track down. The essential difficulty is that you have to get a number of things right to convince your dwarves to sort stuff properly. Otherwise, they just look at you and go "huh?".
DF Bug Reports / Re: Artifact Limit?
« on: September 22, 2007, 02:46:00 am »Inquiring minds want to know!
DF Bug Reports / Re: The Dreaded Magma Dwarfs......
« on: September 20, 2007, 07:31:00 am »quote:I once built a steel aqueduct for magma - incorrectly supposing that you had to use steel for magma aqueducts - and was terribly surprised when the magma destroyed it. I believe I had temperature turned off, but I'm not positive.
Originally posted by Shzar:
<STRONG>Your steel aqueduct should've worked so long as a steel bar was the topmost item on the list when you built it. As for why none of your dwarves are dying ... is temperature turned on? I remember building a noble execution chamber, linking it with magma, and being quite vexed when the snooty purple buggers didn't die in a conflagration. Temperature was the culprit there, I believe.</STRONG>
DF Bug Reports / Re: FPS drops when not hitting buttons
« on: November 30, 2007, 12:58:00 pm »quote:I bet ToadyOne would appreciate this savefile - it may in fact point out important problems in the game interface. Try sending him a PM with a link.
Originally posted by Sappho:
[QB]I've got an interesting one here, and I don't believe anyone else has reported it. First off, I started this game in 33a, and when I upgraded to 33b, I had the problem where I no longer have contact with the outside world. No traders, no immigrants, etc. I don't know if that's relevant, but I thought I'd mention it. The dwarves are also not having any children.My actual problem is this: my FPS was averaging around 65 for the last few game years. I turned off artifacts and invasions as I am building an enormous structure with a lot of stone blocks. I expected my FPS to drop slowly as I had more and more items to deal with, but it was going along fine. All of a sudden, about a game year ago, my FPS tanked. It went down to 10-25 FPS all at once. I kept waiting for it to fix itself, but it didn't. I haven't done anything different in the game, nothing has changed.
After experimenting a little bit, I have found a way to increase it: hitting buttons on the keyboard. For some reason the FPS increases to about 45 whenever I am hitting a key. I tap the arrow keys back and forth while I watch my dwarves work and I get that boost, but as soon as I stop, it drops right back down to about 15.
I can upload a save file if need be, and I've been backing up seasonally, so I can also give one from before it happened.
quote:There are only two circumstances - that I know of - that could trigger this sort of behavior, and one doesn't apply because a affects only soldiers. So I have just one question:
Also, now that I think of it, there is a dwarf in my fortress who does nothing. he used to work just fine, but all of a sudden one day he just... stopped. He has applicable jobs enabled and there is plenty of work to do, but he just sits there. I thought maybe he was depressed, but his mood is actually quite happy. I thought maybe he was stuck, but he moves around just fine to eat, drink, and go on break. But the rest of the time he just... sits there. No job. I even tried drafting him into the military and back, but he went right back to sitting there, unemployed.Have I discovered the first dwarven bum?
Do you have the economy turned on? If you do, it's /possible/ that your hobo wants work appropriate for his profession and is spending all his time complaining until he gets it. If you can't get him to work as a civilian, you can probably make him useful as a conscript soldier. I had a habit of stationing idiots like that on permenant guard detail.
DF Bug Reports / Re: A fate worse than death... (startling new evidence)
« on: November 30, 2007, 01:03:00 pm »[ November 30, 2007: Message edited by: Fedor ]
DF Bug Reports / Re: A fate worse than death... (startling new evidence)
« on: November 30, 2007, 01:01:00 pm »[ November 30, 2007: Message edited by: Fedor ]
DF Suggestions / Re: A way to build people.
« on: March 09, 2008, 08:23:00 am »quote:Honestly, in most of my fortresses, the problem is how to *avoid* having a golem's worth of pet cats underfoot.
Originally posted by Lyrax:
<STRONG>Oh come on, this isn't D&D. I mean, you could make a leaf golem out of quarry leaves, a beef golem out of cow meat, but a kitten leather golem? Seriously. Where am I going to get a whole golem's worth of kittens?</STRONG>