Our new Indie Games subforum is now open for business in G&T. Go and check it out, you might land a code for a free game. If you're developing an indie game and want to post about it, follow these directions. If you don't, he'll break your legs! Hahaha! Seriously though.
Our rules have been updated and given their own forum. Go and look at them! They are nice, and there may be new ones that you didn't know about! Hooray for rules! Hooray for The System! Hooray for Conforming!

Dwarf Fortress: Fishing interrupted by carp

MaydayMayday used cars salesgoblinRegistered User regular
edited March 2008 in Games and Technology
Welcome to Dwarf Fortress!!
(stories of bloodshed and pressure plates)

Get it here: http://www.bay12games.com/dwarves/
Extract the files from the zip into the folder of your choice, then run dwarfort.exe. Simple!

A tutorial is available here: http://www.dwarffortresswiki.net/index.php/Your_first_fortress
And here's another: http://www.dwarffortresswiki.net/index.php/Quickstart_guide

Welcome to the mountainhome of the dwarves! Starting out with a hardy band of seven pioneers, you will be beset on all sides by the threat of starvation, exposure, rampant idiocy, inexperience, tantrums, monkey attacks, hostile goblins, kleptomaniacal kobolds, accidental drownings, those goddamn hippy elves, being set on fire, upper class nobles that will make lives hell for your peasantry, and the mortal enemies of the dwarves, elephants. ELEPHANTS! OH GOD THEY'RE IN THE FORTRESS!

So what's Dwarf Fortress? It's a rather bizarre little roguelike/ fantasy world generator / colony management sim hybrid. With lots of dead dwarves guaranteed.

DFascii.jpg
So you start out with a tiny band of 7 dwarves, a few wagons, mules, horses, and enough supplies to make sure you don't starve... maybe.
With a little luck (and if those goddamn monkeys dont steal all your food off the wagon again), your fortress will make it past the first winter. Or more likely it will collapse and you'll start up a new fortress, avoiding the mistakes of the first.

...before it all ends in a tide of blood and dwarf parts

And then you start AGAIN!



The ever helpful Dwarf Fortress wiki
The previous G&T DF thread
And the SA DF thread, the Goons have plenty of DF chatter too.
And of course THE EPIC SAGA OF BOATMURDERED which is a must-read.


FAQ
AAAAA LETTERS EVERYWHERE OH GOD HOW DO I DO STUFF?!
A few keys will come up a lot. Pressing these keys will bring up a yellow X cursor which you control using the arrow keys. PROTIP: use the keypad to move the cursor around- it's more comfortable.

Q - assigns orders at workshops and structures, or used to create rooms from a placed structure, like tables, beds, archery targets, etc, or to destroy them.
T - much like Q, but works for sTructures. Use this when you want to examine/destroy a structure that is not a workshop. Also useful for peeking at the contents of a workshop to see how cluttered it is.
V - Examines an individual dwarf, where you can look at their stats, gear, thoughts and alter their job list.
K - If you'd like to see if that U is an attacking Unicorn or a friendly hUman trader, this is the key you want. Pressing enter examines the object in greater detail (if any).
D - Designates an area for tasks. Hit enter to start dragging out a rectangle, enter to stop. Or hold down the mouse button and draw it in. Everything in this area will now be designated for whatever task you had selected, from Digging out rock, cutting down trees, or picking plants, or whatever else it might have been. Use this to dig out your dwarf-hole.

ALSO!
Z - Brings up your fortress report and tells you how depressingly low you are on food.
U - displays a list of all units on the map, along with current job. Useful for finding idlers and wild animals
< and > - Change the levevel displayed by one (up and down, respectively). Since you'll be using these a lot, it might be wise to remap the keys (I use / and * on the keypad). To do this, press ESC and use the "Key Bindings" option ("move/view cursor up (Z)" and "down (Z)" )

I built a bridge, but it looked ugly so I demolished it. The new one never gets built because of pathing errors!
Common mistake. Never cut off the fortress. The dwarf builders are trying to get to material/worksites on the other side of the river/chasm, but cant because there's no bridge anymore. Avoid this by always having spare bridges. If this has already happened, build stone blocks at your masonry workshop and use those to build your new bridge, ensuring that you're using accessible materials.

They sent a diplomat from the mountainhomes and he's killing all my dorfs! What kind of a diplomat is he?!
Aye, the outpost liaison who comes with the dwarven caravan is a delicate fellow. When he arrives, ensure that your outpost leader (use the N key to find him) has all jobs turned off, so that he has the time to meet the diplomat. Otherwise the poor guy will feel unaccepted and get miserable/insane/berserk.

It took me ages to figure out farming in the previous version. Now what?!
Now you can just farm to your heart's content over any soil/sand tile, with no need of irrigation. (To mine on rock tiles use the good old floodgate system).

How do I change the game resolution/settings/colours/etc?
In the data/init directory is init.txt, a well documented file which contains all sorts of DF settings.

Can I run this on a Mac?
User Sleep reports that Crossover works fine. I've no experience with this though.

I'd play this if only it had graphics
RARRRGH, but if you must, there's replacement tile and object graphics you can use along with install instructions on these pages:
http://dwarf.lendemaindeveille.com/index.php/Tilesets
http://dwarf.lendemaindeveille.com/index.php/Object_Tilesets
People are also sometimes interested in the tilesets I'm using. You can get a precompiled version here.

This game is running slooooooooow! I thought ASCII graphics don't need a fast PC?
Make sure your starting area is suitably small for your PC. If you're already in the middle of a game, it may also help to turn off weather and/or temperature in the data\init\init.txt file. There is also a possibility you have set an FPS_CAP in the very same file.

What happens if I do this?
Just try it first! It's no fun if we tell you that you would have doomed all your dwarves to a horrible agonizing death beforehand. No fun at all!
Besides, it just means you get to do it better next time.

How do I back up my save game?
A good idea, since the game is only in alpha, and does crash (rarely), but if it does, it can corrupt your entire world.
Make a copy of the data/save directory and keep it somewhere safe. To restore, delete your entire data/save directory and replace it with your copy. NOT DELETING IT FIRST WILL CAUSE ERRORS. For the backing up of save games, you can also go into the init.txt file (\data\init\init.txt) and set
[AUTOSAVE:NONE] to
[AUTOSAVE:SEASONAL]
and
[AUTOBACKUP:NO] to
[AUTOBACKUP:YES]
You can make the autosave yearly as well, and making autobackup set to yes will make each autosave a new save instead of overwriting your current one.

(This introduction was edited by SynthOr, Bahamut0 and MD.

Mayday on
«13456760

Posts

  • xzzyxzzy Registered User regular
    edited November 2007
    How in the name of all that's holy do I keep dwarves from killing themselves from partying too much? I queue up work, and the slovenly bastards do nothing but announce parties and completely fail to prepare for a coming winter.

  • DarmakDarmak Godking of the Shitwizards CUNTINGFUCKSHITASSRegistered User regular
    edited November 2007
    xzzy wrote: »
    How in the name of all that's holy do I keep dwarves from killing themselves from partying too much? I queue up work, and the slovenly bastards do nothing but announce parties and completely fail to prepare for a coming winter.

    Destroy their meeting places. :D

    VMkxq9E.png
  • DkarrdeDkarrde Registered User
    edited November 2007
    I never realized it was possible, but I got absolutely no immigrants my first year. I'm heading into late winter with Snow White and the Seven Dwarves.

    Snow White being that single elephant across the river.

    [SIGPIC][/SIGPIC]
  • MithMith Registered User regular
    edited November 2007
    Ordinary kobold thieves are nothing. A basic no-stat, no-skill dwarf converted to Recruit can easily wrestle a kobold thief to death without injury.

    For parties you can try undesignating meeting areas (including the option on your main dining room).

    So in Sinewlantern's second summer, a human caravan shows up. Sinewlantern was set up in an oversize, very craggy "heavily forested" area that turned out to have treeline problems. Therfore the settlement is way down in one corner for access to trees, so its trade depot is kind of tough to reach, and they showed up all the way in the other corner. The human mule traders get there easily enough, but they won't trade without the wagons, and the wagons aren't even a third of the way there before notice comes that the traders are packing up and ready to leave.

    "Oh well," I think. Turning off the request for my mayor/broker to be at the depot, I take a look at him in passing and happen to notice he is ecstatic (and why not? I just finished fulfilling his new 50-pop noble requirements).

    Within something like 5 dwarf days of the traders leaving he is miserable and throws a tantrum. The only new thought appears to be "unable to punish someone for a mistake", undoubtedly something to do with the failure of the humans and their juicy trade goods (that they didn't really need, but those shell crafts aren't doing anything else). He destroys the wood furnace, gets a jail sentence, and the captain of the guard drags him to a chain. The newly re-elected mayor is the single criminal in the history of Sinewlantern.

    Oops, rope doesn't hold dwarves! After a little while he breaks free, increasing his jail sentence for destroying another building (the rope); the jail is immediately reorganized so it has only metal cages. He's ecstatic again - being free is a big positive thought - and for days happily harvests plants and dumps rock, while the captain of the guard, not Unbelievably Agile like the mayor, chases him but never quite catches up. Stopping to eat is his downfall, as the captain catches up and drags him to a cage.

    By the beginning of autumn or so he's gone berserk. Time to decide how to kill him and pick a new mayor...

  • Last SonLast Son Registered User regular
    edited November 2007
    How do you make human traders use a road? I have a road extending from my depot to about 2/3s of the way toward the merchant spawn point but the humans will move cross-country the entire way, sometimes walking parallel to the road instead of actually getting on it. My Depot is in the middle of the map, so this means that as slow as wagons are I can't trade with the humans because they leave before the wagons arrive.

    I'm going to extend the road the rest of the way to the spawn point, but it may take a few months since I'm quit busy hollowing out my mountain in search of Iron.

    steam_sig.png
  • SophismataSophismata Registered User
    edited November 2007
    Mith wrote: »
    Within something like 5 dwarf days of the traders leaving he is miserable and throws a tantrum. The only new thought appears to be "unable to punish someone for a mistake", undoubtedly something to do with the failure of the humans and their juicy trade goods (that they didn't really need, but those shell crafts aren't doing anything else). He destroys the wood furnace, gets a jail sentence, and the captain of the guard drags him to a chain. The newly re-elected mayor is the single criminal in the history of Sinewlantern.

    Wow. Good thing my Mayor is also Captain of the Guard. (Also, he's a Legendary Miner and a Legendary Record keeper, and the single most bad-ass dwarf in the fortress).

    If the PSP2 actually has a touch screen, I will personally go to Sony HQ and beat the stupid out of every single person there.
    Urian wrote: »
    This is unbelievable, but I would cut both of my wrists if MGS4 ever goes multiplatform. Sony will implode if that happens.
  • gilraingilrain Registered User regular
    edited November 2007
    Sophismata wrote: »
    Mith wrote: »
    Within something like 5 dwarf days of the traders leaving he is miserable and throws a tantrum. The only new thought appears to be "unable to punish someone for a mistake", undoubtedly something to do with the failure of the humans and their juicy trade goods (that they didn't really need, but those shell crafts aren't doing anything else). He destroys the wood furnace, gets a jail sentence, and the captain of the guard drags him to a chain. The newly re-elected mayor is the single criminal in the history of Sinewlantern.
    Wow. Good thing my Mayor is also Captain of the Guard. (Also, he's a Legendary Miner and a Legendary Record keeper, and the single most bad-ass dwarf in the fortress).
    That's too much power for one dwarf.


    ...


    Kill him.

  • GarthorGarthor Registered User regular
    edited November 2007
    Last Son wrote: »
    How do you make human traders use a road? I have a road extending from my depot to about 2/3s of the way toward the merchant spawn point but the humans will move cross-country the entire way, sometimes walking parallel to the road instead of actually getting on it. My Depot is in the middle of the map, so this means that as slow as wagons are I can't trade with the humans because they leave before the wagons arrive.

    I'm going to extend the road the rest of the way to the spawn point, but it may take a few months since I'm quit busy hollowing out my mountain in search of Iron.

    Roads only exist now to ensure a permanent, clear path for caravans to travel on, because new trees can't grow on them. They're only very important when you have heavily forested terrain that wagons have to weave back and forth through. Wagons don't move any faster on them, and they'll just take the shortest path.

    Pony_Sig.png
  • Raiden333Raiden333 Doesn't Sit Registered User regular
    edited November 2007
    Hm. I didn't get the trade liason bug. They talked for awhile in my leader's bedroom (bow chicka wow wow) and he left normally. Also, I don't have a goddamn clue how he got to my fort since we hadn't built a tunnel down to the ground from our mountain cliff yet. He must have REALLY wanted to talk.

    camo_sig2.png
  • JaninJanin Registered User
    edited November 2007
    I just realized I was spending more time designing my fort and agonizing over workshop/stockpile placement than actually playing. From now on, I resolve to not plan at all. Need a new workshop? Build a new room, add a new stockpile next to it, maybe build a farm next to it for kicks. With any luck, screencaps of the fortress will result in great comedy.

    [SIGPIC][/SIGPIC]
  • xzzyxzzy Registered User regular
    edited November 2007
    I've gotten the liason bug with two games today.. second time he died, first time he went berserk and inflicted untold damage on my mans.

    Have also gone a full year without any immigrants.

  • SophismataSophismata Registered User
    edited November 2007
    gilrain wrote: »
    Sophismata wrote: »
    Mith wrote: »
    Within something like 5 dwarf days of the traders leaving he is miserable and throws a tantrum. The only new thought appears to be "unable to punish someone for a mistake", undoubtedly something to do with the failure of the humans and their juicy trade goods (that they didn't really need, but those shell crafts aren't doing anything else). He destroys the wood furnace, gets a jail sentence, and the captain of the guard drags him to a chain. The newly re-elected mayor is the single criminal in the history of Sinewlantern.
    Wow. Good thing my Mayor is also Captain of the Guard. (Also, he's a Legendary Miner and a Legendary Record keeper, and the single most bad-ass dwarf in the fortress).
    That's too much power for one dwarf.


    ...


    Kill him.

    I... I don't think I could. And I'm scared to try.

    If the PSP2 actually has a touch screen, I will personally go to Sony HQ and beat the stupid out of every single person there.
    Urian wrote: »
    This is unbelievable, but I would cut both of my wrists if MGS4 ever goes multiplatform. Sony will implode if that happens.
  • Raiden333Raiden333 Doesn't Sit Registered User regular
    edited November 2007
    Hey guys, there's like 6 unicorns right across the river. They're friendly creatures, right?

    ...right?

    camo_sig2.png
  • SophismataSophismata Registered User
    edited November 2007
    I have it on good terms that it was (were?) Unicorns that invaded the Elven capitol and slew the Arch Druid.

    If the PSP2 actually has a touch screen, I will personally go to Sony HQ and beat the stupid out of every single person there.
    Urian wrote: »
    This is unbelievable, but I would cut both of my wrists if MGS4 ever goes multiplatform. Sony will implode if that happens.
  • littwentythreelittwentythree Registered User
    edited November 2007
    Raiden333 wrote: »
    Hey guys, there's like 6 unicorns right across the river. They're friendly creatures, right?

    ...right?

    When I start in Terrifying areas, things generally leave me alone. When I start in calm areas, the horses and unicorns generally launch assaults.

    Be advised.

    newsig.png
  • SophismataSophismata Registered User
    edited November 2007
    When I first played a Terrifying game, there was a werewolf that came around every season, terrifying my workers (and killing my dogs). Also, harpies would descend twice a year and attack, as well.

    If the PSP2 actually has a touch screen, I will personally go to Sony HQ and beat the stupid out of every single person there.
    Urian wrote: »
    This is unbelievable, but I would cut both of my wrists if MGS4 ever goes multiplatform. Sony will implode if that happens.
  • SavantSavant Registered User regular
    edited November 2007
    Oh god, there was just a multipronged goblin siege and in the tussle a baby got thrown over the edge to a 3 floor drop.

    It's still alive...barely.

  • Rhan9Rhan9 Registered User regular
    edited November 2007
    I've found a nice spot. I hope I won't fuck up the fortress this time.

    steam_sig.png
  • MaydayMayday used cars salesgoblin Registered User regular
    edited November 2007
    I was going to some more work on the OP but it was 2AM D:

    Anyway, I'll edit it now.
    And cutter- my tileset is currently on hold, I'm too busy playing the new DF (and the Witcher).

  • ShujaaShujaa Registered User
    edited November 2007
    Janin wrote: »
    I just realized I was spending more time designing my fort and agonizing over workshop/stockpile placement than actually playing. From now on, I resolve to not plan at all. Need a new workshop? Build a new room, add a new stockpile next to it, maybe build a farm next to it for kicks. With any luck, screencaps of the fortress will result in great comedy.

    Are you kidding? That's the fun part! I've designed a uniform layout that can work for any fortress. Every floor has the same basic corridor map, and they line up vertically. Oh, and almost everything has to be symmetrical. Aesthetics are more important than efficiency in Earthenshield!

    Balefuego wrote: »
    When I play FPS games I just assume my dude is inside a tiny plane and he's sticking his arm out the window with a gun.
  • Mojo_JojoMojo_Jojo Tough on mime. Tough on the causes of mime Registered User regular
    edited November 2007
    Given that crashes in the current version shut my computer down I think I'll wait for a week or so until the more common bugs have been dealt with before I start construction of the Mohole.

  • MaydayMayday used cars salesgoblin Registered User regular
    edited November 2007
    OP updated. If you guys find something that should be there, lemme know.
    Added the info on how to avoid the liaison "bug".

  • LeumasWhiteLeumasWhite Registered User regular
    edited November 2007
    Mayday wrote: »
    I'm too busty

    :winky:

    After getting the hang of things, it's kinda easy/boring now. Clearly, I need to be playing in a terrifying, freezing volcanic region. That's tomorrow's job! (rather than, say, schoolwork)

    hellboysig.jpg
  • The Black HunterThe Black Hunter Registered User regular
    edited November 2007
    My fort is going so slowly.

    Is there a way to speed time up?

    sig-1.jpg
  • MaydayMayday used cars salesgoblin Registered User regular
    edited November 2007
    Mayday wrote: »
    I'm too busty

    :winky:

    surprised.gif
    fixed

  • Rhesus PositiveRhesus Positive Damn these electric sex pants! Registered User regular
    edited November 2007
    Shujaa wrote: »
    Janin wrote: »
    I just realized I was spending more time designing my fort and agonizing over workshop/stockpile placement than actually playing. From now on, I resolve to not plan at all. Need a new workshop? Build a new room, add a new stockpile next to it, maybe build a farm next to it for kicks. With any luck, screencaps of the fortress will result in great comedy.

    Are you kidding? That's the fun part! I've designed a uniform layout that can work for any fortress. Every floor has the same basic corridor map, and they line up vertically. Oh, and almost everything has to be symmetrical. Aesthetics are more important than efficiency in Earthenshield!

    I start with aesthetics in mind, but it eventually goes out the window if I discover a Platinum seam or the like. My living quarters area is in two parts: one section is regimented rows of bedrooms; and the other section is a massive rough-edged hole.

    My next fortress is going to be completely designed and marked out for mining before I start playing, with the exception of a shaft going one level down, curving around on that floor to give plenty of space for trap experimentation, and then plunging into the earth to find rock. As I then won't have to worry about security and designating just one path for anything, I'll have staircases everywhere.

    robothero wrote: »
    damn rhesus, you're like a cyclical procedure of poor decisions
    PSNID: RhesusPositive
  • peterdevorepeterdevore Registered User regular
    edited November 2007
    My fort is going so slowly.

    Is there a way to speed time up?

    Turn off weather and temperature in the data\init\init.txt file. You could try to fiddle with the FPS_CAP and G_FPS cap there as well. And (not that this is much help once you started a fort), if you minimize your starting area, you get major speed gains. I get 70 fps average with 30 dwarves on a 1 GHz laptop on a minimum size map with weather and temperature turned off. Adventure mode is almost unplayably slow on this laptop, but fortress mode with a minimal area runs like happy pants. I heard that full size maps with lots of height difference and dwarves can bring even a very fast machine to its knees.

    Maybe Mayday could add these speedup tips to the OP, so new players with slow machines can play without having to start over once they hear about the starting area trick.

  • Last SonLast Son Registered User regular
    edited November 2007
    Garthor wrote: »
    Last Son wrote: »
    How do you make human traders use a road? I have a road extending from my depot to about 2/3s of the way toward the merchant spawn point but the humans will move cross-country the entire way, sometimes walking parallel to the road instead of actually getting on it. My Depot is in the middle of the map, so this means that as slow as wagons are I can't trade with the humans because they leave before the wagons arrive.

    I'm going to extend the road the rest of the way to the spawn point, but it may take a few months since I'm quit busy hollowing out my mountain in search of Iron.

    Roads only exist now to ensure a permanent, clear path for caravans to travel on, because new trees can't grow on them. They're only very important when you have heavily forested terrain that wagons have to weave back and forth through. Wagons don't move any faster on them, and they'll just take the shortest path.

    So my options are A) Build a Depot in the middle of the wilderness or B) Don't trade with humans? That sucks.

    I'm not desperate for food or anything, but I badly need some iron so I can forge steel and tap the nearby Volcano

    steam_sig.png
  • Tim JamesTim James Registered User
    edited November 2007
    I'm on my second fortress and in my third year. I have ~40 dwarves and everything is running smoothly and self-sufficiently. I feel like I've experienced the main bulk of the game. With my next batch of immigrants, I'd like to train a military for the hell of it, and this map has no magma, so I'm missing out on that.

    But besides those things, what other big parts of the game am I missing or should I be striving for?

    sig.gif
  • TheOtherHorsemanTheOtherHorseman Registered User regular
    edited November 2007
    Tim James wrote: »
    I'm on my second fortress and in my third year. I have ~40 dwarves and everything is running smoothly and self-sufficiently. I feel like I've experienced the main bulk of the game. With my next batch of immigrants, I'd like to train a military for the hell of it, and this map has no magma, so I'm missing out on that.

    But besides those things, what other big parts of the game am I missing or should I be striving for?

    The default maximum number of dwarves is 200. Toady says that to experience every feature currently implemented you need 100 dwarves bumbling around.

  • RichardTauberRichardTauber Registered User regular
    edited November 2007
    I just decided to enroll my metalsmith into the army and just use rock for everything. Because some of us rock.

    Well, that's just, like, your opinion, man
  • NionNion Registered User regular
    edited November 2007
    I had to give up on a fortress because of batman. Every single job my dwarves tried to do was interrupted because batman was flying around several levels up.

  • MightyMighty Registered User regular
    edited November 2007
    Nion wrote: »
    I had to give up on a fortress because of batman. Every single job my dwarves tried to do was interrupted because batman was flying around several levels up.
    BatmanAccent2_small.jpg
    I'm the goddamned batman!!

    steam_sig.png
    Gamertag - Mightyvvhitey
  • CmdPromptCmdPrompt Registered User regular
    edited November 2007
    Tim James wrote: »
    I'm on my second fortress and in my third year. I have ~40 dwarves and everything is running smoothly and self-sufficiently. I feel like I've experienced the main bulk of the game. With my next batch of immigrants, I'd like to train a military for the hell of it, and this map has no magma, so I'm missing out on that.

    But besides those things, what other big parts of the game am I missing or should I be striving for?
    If you hit a vein of coal, or lignite to a lesser extent, you shouldn't have any problem getting enough coke to support a military. It'll take a little longer and you may have to build a lot of smelters, but its worth it.

    GxewS.png
  • Rhesus PositiveRhesus Positive Damn these electric sex pants! Registered User regular
    edited November 2007
    I just decided to enroll my metalsmith into the army and just use rock for everything. Because some of us rock.

    That's like my plan for my next fortress, now I've abandoned my current one after it became too much of a clusterfuck. I'm going to have two proficient miners, a grower/brewer, a proficient carpenter/woodcutter and three proficient masons, with a variety of other skills (mechanic, architect, social skills) spread out amongst the masons. After the initial mining has been done to create the below-ground workshops, barracks, dining room and farm, the miners will be put on full-time rock, block and food hauling.

    Once the rock from my subterranean levels is converted into blocks, they will be used to create a mighty edifice on the surface. Any immigrants who are attracted by the size of my fortress will have their skill sets ignored and drafted into either masonry or rock hauling until I have a multi-towered citadel, with suites for potential nobles at the top of eight towers.

    And if I can achieve this without my dwarfs going insane or being killed, it will be a miracle. On the plus side, any crafts I have spare time to make will be made out of stone, as my carpenter will be alternating between barrels and beds; this way, I won't have three dozen wooden masterpieces the elves won't touch.

    robothero wrote: »
    damn rhesus, you're like a cyclical procedure of poor decisions
    PSNID: RhesusPositive
  • Sir CarcassSir Carcass I have been shown the end of my world Austin, TXRegistered User regular
    edited November 2007
    Since it was lost in the end of the last thread:
    I can't figure out magma structures. I don't see a build item specifically for them. From reading the wiki it sounds like you just put a normal forge on top of a magma source? I keep getting the blocked message when trying. I dug a shaft into the magma vent. At the other end of it is a single square channel that opens above ground. It won't let me put a forge over that one square channel, saying construction is blocked. What am I missing?

    camo_sig2.png
  • RoundBoyRoundBoy Registered User
    edited November 2007
    Posting here so I can find the new thread easier.

    I guess I should say something...

    ASCII, lol ?

    sig_civwar.jpg
    Librarians harbor a terrible secret. Find it.
  • Rhesus PositiveRhesus Positive Damn these electric sex pants! Registered User regular
    edited November 2007
    Since it was lost in the end of the last thread:
    I can't figure out magma structures. I don't see a build item specifically for them. From reading the wiki it sounds like you just put a normal forge on top of a magma source? I keep getting the blocked message when trying. I dug a shaft into the magma vent. At the other end of it is a single square channel that opens above ground. It won't let me put a forge over that one square channel, saying construction is blocked. What am I missing?

    Do you have a dug out area around the channel to fit the forge into?

    That's all I got.

    robothero wrote: »
    damn rhesus, you're like a cyclical procedure of poor decisions
    PSNID: RhesusPositive
  • SeydlitzSeydlitz Registered User
    edited November 2007
    Could somebody do me a favour and recreate the Stygian Abyss from Ultima Underworld I? Because that would be awesome. Then your dorfs could live on level 2 while level 8 was filled with horrible creatures....

    Man I loved that game. And imagine playing it in adventure mode!

    [SIGPIC][/SIGPIC]
  • Sir CarcassSir Carcass I have been shown the end of my world Austin, TXRegistered User regular
    edited November 2007
    Since it was lost in the end of the last thread:
    I can't figure out magma structures. I don't see a build item specifically for them. From reading the wiki it sounds like you just put a normal forge on top of a magma source? I keep getting the blocked message when trying. I dug a shaft into the magma vent. At the other end of it is a single square channel that opens above ground. It won't let me put a forge over that one square channel, saying construction is blocked. What am I missing?

    Do you have a dug out area around the channel to fit the forge into?

    That's all I got.

    Here's my current layout:
    Ground Level:
    
    . = ground
    h = Chanel
    .............
    ....h.......
    .............
    .............
    .............
    
    -1 Level:
    
    X = clay
    M = mamga
    
    XXXXXXX
    XXMXXXX
    XXMXXXX
    XXMXXXX
    XXMXXXX
    XXMXXXX
    MMMMMM
    

    The last magma space on the -1 level is under the opening on the ground level. On ground level, I can see the magma through the channel, but I can't seem to place a forge over it. It just turns into a red x and says Blocked. Maybe I'm misunderstanding how they work now, but was under the impression you put them a z level above the magma with a hole giving access.

    camo_sig2.png
«13456760
Sign In or Register to comment.