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Author Topic: DF2014 Question and Answer Thread  (Read 250852 times)

Fleeting Frames

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Re: DF2014 Question and Answer Thread
« Reply #3780 on: August 03, 2019, 11:44:57 pm »

- Pathing map works differently now than previously; it's generated at embark. Retire-unretire seems to fix the pathing map (but has no guarantee of improving the overall fps).

- Dodging minecarts bouncing on lowest speed rollers is still perfectly safe. Others, well..I've caused red wounds on dwarves in full bronze by dropping featherwood earrings (smallest, lightest item in game), which means potential infection that may kill them. I haven't actually tested spears themselves though; I've seen some mentions that they're fine with proper equipment, but more mentions of them being dangerous. Well, trying out cost nothing.

- Yes. Many dwarves from your previous fort will migrate to your new fort.

Meridian

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Re: DF2014 Question and Answer Thread
« Reply #3781 on: August 04, 2019, 10:52:43 am »

Oof even fucking coinstar's broken. I thought that might replace the spears, which I heard can work out with the right armor and 5 cloaks. I figured I'd do coinstar as everything I saw about the spears (my original go-to due to simplicity) suggested even with armor you're likely to get muscle damage or other injuries that stack over time.
Which is a shame as I was really hoping to give my military training a boost.
May try out that minecart thing, got a link to a general theory/guide on it?

Hm, well the idea is that I would be retiring, creating a new fort and setting that up, retiring that, and going back to the first one. The whole point of it is to get an associated fort that is closer to another civ in the hopes that I can become economically linked to those sites through my secondary holding. I probably am misunderstanding that system entirely.


Currently I'm having some issues. My animal trainers aren't doing much training, my butchers aren't butchering the animals, and my tree-cutters aren't cutting. I also don't seem able to designate one specific tree for cutting which is bothering me, as I thought it might be markers, but no matter what I do the color of the trunk doesn't change to show it's designated. Others change, but I don't think they're actually getting cut down.
People are also really fond of listening to poetry or stories in the tavern. I'm thinking of turning it as a location off, but I don't know if that will help at all.

edit: for the tree thing I'm going to try a mass cube un-designation, but I think I already did one of those through the bulk cutter window
edit2: It worked 🎉🎉🎉
edit3: forgot butchery requires a tamed animal
« Last Edit: August 04, 2019, 01:30:05 pm by Meridian »
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anewaname

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Re: DF2014 Question and Answer Thread
« Reply #3782 on: August 04, 2019, 02:17:51 pm »

Oof even fucking coinstar's broken. I thought that might replace the spears, which I heard can work out with the right armor and 5 cloaks. I figured I'd do coinstar as everything I saw about the spears (my original go-to due to simplicity) suggested even with armor you're likely to get muscle damage or other injuries that stack over time.
Which is a shame as I was really hoping to give my military training a boost.
May try out that minecart thing, got a link to a general theory/guide on it?

Hm, well the idea is that I would be retiring, creating a new fort and setting that up, retiring that, and going back to the first one. The whole point of it is to get an associated fort that is closer to another civ in the hopes that I can become economically linked to those sites through my secondary holding. I probably am misunderstanding that system entirely.


Currently I'm having some issues. My animal trainers aren't doing much training, my butchers aren't butchering the animals, and my tree-cutters aren't cutting. I also don't seem able to designate one specific tree for cutting which is bothering me, as I thought it might be markers, but no matter what I do the color of the trunk doesn't change to show it's designated. Others change, but I don't think they're actually getting cut down.
People are also really fond of listening to poetry or stories in the tavern. I'm thinking of turning it as a location off, but I don't know if that will help at all.

edit: for the tree thing I'm going to try a mass cube un-designation, but I think I already did one of those through the bulk cutter window
edit2: It worked 🎉🎉🎉
edit3: forgot butchery requires a tamed animal
When dwarfs are in the tavern with listen to story jobs, they will stop when there is other work to be done, so the problem is with determining why they are not doing those other jobs.

Animal trainers... I think you need to toggle a zone for training before any training happens. For the woodcutting, is the woodcutter in the hospital, working a repeat-job in a workshop, or without axe?
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Fleeting Frames

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Re: DF2014 Question and Answer Thread
« Reply #3783 on: August 04, 2019, 03:51:46 pm »

Dodge training - gives about 1k exp per day ±10% depending on dwarf, as long as only 1 dwarf is in the 1x2 box. Keeping them in past legendary is helpful to max out attributes like Spatial Sense.
Here's a dfma poi from my sig - though that design suffers from old "order a squad somewhere, only half show up" issue. The floating doors over ramps are to prevent buckets and clothes from jamming them open like some kind of monarch moth.

There's probably a design possible that uses charging through walls or something to have your recruits get into the dodgetron one at a time without waiting on them on your part.

Beating on wildlife to train armor user to legendary still works, but without spears shield user has no fast exploit for it.

If you want to give an entire large but not legendary military a quick boost without much micromanagement, I recommend jamming them into two tiles with 13/7 water - the half-time drowning will give about 550 points/month to toughness and endurance (doing three tiles with 776 will not boost this). Civ alerts are excellent for doing this for whole population.


If you want to butcher some never-tamed wild animals, you can just kill them with military as well.

PS: Don't know enough about holdings to say.

xZippy

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Re: DF2014 Question and Answer Thread
« Reply #3784 on: August 06, 2019, 06:58:06 pm »

Do metal wheelbarrows carry more than wooden ones?
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TomiTapio

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Re: DF2014 Question and Answer Thread
« Reply #3785 on: August 07, 2019, 04:55:28 am »

Do metal wheelbarrows carry more than wooden ones?
No. They have the same tool definition and the same
[SIZE:30000]   [MATERIAL_SIZE:6]   [CONTAINER_CAPACITY:100000].
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==OldGenesis mod== by Deon & TomiTapio, 0.44.12f August, vanillalike but more races and workshops. Blood spatter stress; whiskey truly cheers you.
Started back in 2010. Dwarf castes w skills. Three wood tiers. Six leather tiers + barkstrips. Bonfires, altars, wood and rock crude-weapons. So many hours of tuning.
-- Phoebus, Ironhand, ASCII tile versions: http://dffd.bay12games.com/who.php?id=1538

Kathe

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Re: DF2014 Question and Answer Thread
« Reply #3786 on: August 08, 2019, 09:13:30 am »

I use Phoebus' tileset, I state it because I'm not sure if it affects the answer or not.
When a dwarf is doing "Socialize", in bright green text, is it different than "Socialize!" In bright magenta? I'm guessing yes, if so, how?
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Fleeting Frames

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Re: DF2014 Question and Answer Thread
« Reply #3787 on: August 08, 2019, 09:22:21 am »

https://dwarffortresswiki.org/index.php/DF2014:Need
Quote
Dwarves will sometimes perform jobs that satisfy their personal needs, instead of working for the betterment of the fortress. These personal fulfillment jobs generally come in two varieties: low-priority (indicated by green text, e.g. Listen to Poetry), or high-priority (magenta text with an exclamation point, e.g. Pray to Lorsïth!). Low-priority jobs may be cancelled to undertake a fortress job. High-priority jobs will not be cancelled for fortress jobs.

xZippy

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Re: DF2014 Question and Answer Thread
« Reply #3788 on: August 11, 2019, 11:29:19 am »

Are "good" biomes the rarest of the three? They appear in generated worlds about 1/6 of the time for me.
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TomiTapio

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Re: DF2014 Question and Answer Thread
« Reply #3789 on: August 11, 2019, 04:44:21 pm »

Are "good" biomes the rarest of the three? They appear in generated worlds about 1/6 of the time for me.
Same rarity as evil, in vanilla DF. For example: large island worldgen has
   [GOOD_SQ_COUNTS:24:244:0]
   [EVIL_SQ_COUNTS:24:244:0] .
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==OldGenesis mod== by Deon & TomiTapio, 0.44.12f August, vanillalike but more races and workshops. Blood spatter stress; whiskey truly cheers you.
Started back in 2010. Dwarf castes w skills. Three wood tiers. Six leather tiers + barkstrips. Bonfires, altars, wood and rock crude-weapons. So many hours of tuning.
-- Phoebus, Ironhand, ASCII tile versions: http://dffd.bay12games.com/who.php?id=1538

xZippy

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Re: DF2014 Question and Answer Thread
« Reply #3790 on: August 13, 2019, 07:53:19 pm »

Do those minecart rollers need a powered gear assembly on them? I attached one to a roller but nothing happened and now I'm sad. ={
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TomiTapio

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Re: DF2014 Question and Answer Thread
« Reply #3791 on: August 14, 2019, 04:10:41 am »

Do those minecart rollers need a powered gear assembly on them? I attached one to a roller but nothing happened and now I'm sad. ={
A roller needs two power per one length of roller.
https://dwarffortresswiki.org/index.php/DF2014:Minecart#Roller
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==OldGenesis mod== by Deon & TomiTapio, 0.44.12f August, vanillalike but more races and workshops. Blood spatter stress; whiskey truly cheers you.
Started back in 2010. Dwarf castes w skills. Three wood tiers. Six leather tiers + barkstrips. Bonfires, altars, wood and rock crude-weapons. So many hours of tuning.
-- Phoebus, Ironhand, ASCII tile versions: http://dffd.bay12games.com/who.php?id=1538

xZippy

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Re: DF2014 Question and Answer Thread
« Reply #3792 on: August 16, 2019, 09:33:44 am »

You know how the max world size is like 257×257, just out of curiosity, is there any way to make that bigger?
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TomiTapio

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Re: DF2014 Question and Answer Thread
« Reply #3793 on: August 16, 2019, 04:43:13 pm »

You know how the max world size is like 257×257, just out of curiosity, is there any way to make that bigger?
Nope. A 257 x 257 world is already the size of Earth's moon, or the state of Maine.
http://www.bay12forums.com/smf/index.php?topic=107650.0

Or rumoredly use Cheat Engine to edit the memory contents of DF before worldgen:
https://gaming.stackexchange.com/questions/95960/how-do-you-generate-a-dwarf-fortress-map-bigger-than-257x257?rq=1
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==OldGenesis mod== by Deon & TomiTapio, 0.44.12f August, vanillalike but more races and workshops. Blood spatter stress; whiskey truly cheers you.
Started back in 2010. Dwarf castes w skills. Three wood tiers. Six leather tiers + barkstrips. Bonfires, altars, wood and rock crude-weapons. So many hours of tuning.
-- Phoebus, Ironhand, ASCII tile versions: http://dffd.bay12games.com/who.php?id=1538

Fleeting Frames

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Re: DF2014 Question and Answer Thread
« Reply #3794 on: August 16, 2019, 11:38:03 pm »

You can do the latter with dfhack's gui/gm-editor instead, with fields much more descriptively named. Though I've tested below-pocket worlds instead (which I found to crash in generation occassionally, but the ones that generate successfully are embarkable), as 257x257 is already larger than necessary (in fact, when I've tried to maximize nr of large biomes in 257^2, I've gotten failures to generate (that disappear when replacing bunch with mountain, and no, this wasn't because requiring dwarves as playable civ), despite the 660ish biomes being way below even the 65k biome limit max you can set in editor).

Using CE was necessary when dfhack wasn't yet ready for 43.05 (which was quite a while longer than normal, given the 64-bit jump).
« Last Edit: August 16, 2019, 11:40:26 pm by Fleeting Frames »
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