I can't wait until Today causes pressurized water to be able to actually damage things. I want to hit goblins with a shit cannon of such pressure that the meat is ripped from their bones
Edit: I was just wondering, totally unrelated, would a fire clown, imp, or magma man on a glacier melt through the ground?
Oh man, oh man totally sigged.
alset85 on
override said: I can't wait until Toady causes pressurized water to be able to actually damage things. I want to hit goblins with a shit cannon of such pressure that the meat is ripped from their bones
I'm thinking of starting a new fort where I separate the dorfs by function. Like a military quarter, Craft quarter, Noble quarter, and peasant quarter (for all peasants an immigrants).
What do you all think? Pros/Cons? Layout Ideas? Logistic suggestions?
So far I've come up with five boroughs.
Peasant Quarter: All peasants and immigrants stay in dormitories in this area until assigned a permanent residence.
Agricultural Quarter: All farming, food, and animal husbandry related profession goes here.
Crafts Quarter: All non agricultural crafts dorfs go here.
Military Quarter: All military dorfs as well as specialized workshops such as the bowers and siege workshops.
Noble Quarter: All non military nobles go here. There are some exceptions for lower end admin types that might get put in other boroughs.
I'm thinking of starting a new fort where I separate the dorfs by function. Like a military quarter, Craft quarter, Noble quarter, and peasant quarter (for all peasants an immigrants).
What do you all think? Pros/Cons? Layout Ideas? Logistic suggestions?
make it look like an undergound vivec and we'll talk.
I can't wait until Today causes pressurized water to be able to actually damage things. I want to hit goblins with a shit cannon of such pressure that the meat is ripped from their bones
Edit: I was just wondering, totally unrelated, would a fire clown, imp, or magma man on a glacier melt through the ground?
I can't wait until Today causes pressurized water to be able to actually damage things. I want to hit goblins with a shit cannon of such pressure that the meat is ripped from their bones
Edit: I was just wondering, totally unrelated, would a fire clown, imp, or magma man on a glacier melt through the ground?
Oh man, oh man totally sigged.
It is supposed to be "Toady" though, I believe.
Ofcourse, I was laughing so hard I didn't even notice.
To be ontopic I'm waiting for the graphics merge and the bugfixes and then I'm diving right into another fort. It's been a couple of months since my last one.
alset85 on
override said: I can't wait until Toady causes pressurized water to be able to actually damage things. I want to hit goblins with a shit cannon of such pressure that the meat is ripped from their bones
I had the greatest idea for a semi-megaproject yesterday.
So, magma pipes are exactly the same size on every z-level, right? They go all the way down to the magma sea, possibly even deeper. What horror lurk at the bottom of a magma pipe? What riches wait to be discovered?
I present you: The Magma Smasher 0.5!
Ferrus on
I would like to pause for a moment, to talk about my penis.
My penis is like a toddler. A toddler—who is a perfectly normal size for his age—on a long road trip to what he thinks is Disney World. My penis is excited because he hasn’t been to Disney World in a long, long time, but remembers a time when he used to go every day. So now the penis toddler is constantly fidgeting, whining “Are we there yet? Are we there yet? How about now? Now? How about... now?”
And Disney World is nowhere in sight.
I had the greatest idea for a semi-megaproject yesterday.
So, magma pipes are exactly the same size on every z-level, right? They go all the way down to the magma sea, possibly even deeper. What horror lurk at the bottom of a magma pipe? What riches wait to be discovered?
I present you: The Magma Smasher 0.5!
its going to have to be taller then that because i guarantee the engine room will smash on impact and leave the dorfs screwed.
not that i don't think dropping dwarves into a magma pipe is a bad thing.
TheKoolEagle on
Mon-Fri 8:30 PM CST - 11:30 PM CST
0
MetalbourneInside a cluster b personalityRegistered Userregular
Constructions can be smashed by having them fall? Didn't know that. We'll see what happens.
I genned a new world and found a suitable volcano.
Ferrus on
I would like to pause for a moment, to talk about my penis.
My penis is like a toddler. A toddler—who is a perfectly normal size for his age—on a long road trip to what he thinks is Disney World. My penis is excited because he hasn’t been to Disney World in a long, long time, but remembers a time when he used to go every day. So now the penis toddler is constantly fidgeting, whining “Are we there yet? Are we there yet? How about now? Now? How about... now?”
And Disney World is nowhere in sight.
Constructions can be smashed by having them fall? Didn't know that. We'll see what happens.
I genned a new world and found a suitable volcano.
Constructions can SURVIVE a fall?
i don't remember for sure but i think someone did something like this into a lake and it worked, i'm not positive though, the other option is to build lava proof pumps and pump lava out while constructing lavaproof walls until you get to the bottom
Setting aside for a moment the very serious questions of collapse and heat transfer through the hull, the magma is supported by semi-molten rock, which is different from regular rock in that it's impervious to miners, plus it destroys natural walls that collapse onto it (constructions will of course collapse regardless of what they land on). So even if they survived, your magmanauts would be completely exposed to the magma with nowhere to go.
That said, I encourage you to make the attempt anyway. Be sure to capture a recording!
2010 seems a bit iffy with constructions. Just as I tried to wall of the entrance to the "shuttle", the game starts telling me my dorfs dont have access to stone. Which is totally a lie.
Edit: It appears there is a ramp in the side of the volcano that holds the bathysphere in place. Gotta remove that...
Ferrus on
I would like to pause for a moment, to talk about my penis.
My penis is like a toddler. A toddler—who is a perfectly normal size for his age—on a long road trip to what he thinks is Disney World. My penis is excited because he hasn’t been to Disney World in a long, long time, but remembers a time when he used to go every day. So now the penis toddler is constantly fidgeting, whining “Are we there yet? Are we there yet? How about now? Now? How about... now?”
And Disney World is nowhere in sight.
So, I don't understand, I'm giving the game a legit shot, but I use the designations menu to build some stairs, or mine the wall of a mountain, or chop some trees, and my dwarves just walk around the area doing nothing. I can't get them to actually do anything, what am I doing wrong?
So, I don't understand, I'm giving the game a legit shot, but I use the designations menu to build some stairs, or mine the wall of a mountain, or chop some trees, and my dwarves just walk around the area doing nothing. I can't get them to actually do anything, what am I doing wrong?
The biggest newbie mistake is not designating something where you can get to it. Ferinstance, you've got a mountain wall (of stone: #) that looks like this ...
The dwarves aren't smart enough to dig through the outside walls to reach the inside ones (and, generally, this is a good thing!). A subset of this one is designating things on a higher or lower Z-level to which your dwarves do not have access:
So, I don't understand, I'm giving the game a legit shot, but I use the designations menu to build some stairs, or mine the wall of a mountain, or chop some trees, and my dwarves just walk around the area doing nothing. I can't get them to actually do anything, what am I doing wrong?
The biggest newbie mistake is not designating something where you can get to it. Ferinstance, you've got a mountain wall (of stone: #) that looks like this ...
The dwarves aren't smart enough to dig through the outside walls to reach the inside ones (and, generally, this is a good thing!).
The second most common newbie mistake is not actually bringing any picks (for mining) or axes (for tree harvesting).
The third most common newbie mistake is not having a dwarf set to Mining or Tree Cutting.
Have you checked all three of those things?
Well, I was doing the first thing right, and I had picks. I think what I didn't do was set anyone to mining or tree cutting.
I ended up starting a new fortress with the 'play now' feature and some dwarves were already set to it I guess because they went right away.
I dug a hole in the side of a mountain, I've made some stairs down, connecting on the lower level to stairs up, and made a room down there, but now there are what looks like piles of rock all over the floor. I'm guessing this is some sort of mined ore? I'm not sure what to do with it. Furthermore, many dwarves are still hanging around outside by the wagon.
Is there a way to designate an area as being living quarters? And how do I build things like beds?
So, I don't understand, I'm giving the game a legit shot, but I use the designations menu to build some stairs, or mine the wall of a mountain, or chop some trees, and my dwarves just walk around the area doing nothing. I can't get them to actually do anything, what am I doing wrong?
The biggest newbie mistake is not designating something where you can get to it. Ferinstance, you've got a mountain wall (of stone: #) that looks like this ...
The dwarves aren't smart enough to dig through the outside walls to reach the inside ones (and, generally, this is a good thing!).
The second most common newbie mistake is not actually bringing any picks (for mining) or axes (for tree harvesting).
The third most common newbie mistake is not having a dwarf set to Mining or Tree Cutting.
Have you checked all three of those things?
Well, I was doing the first thing right, and I had picks. I think what I didn't do was set anyone to mining or tree cutting.
If they are trained in it, they'll automatically start with the labor enabled (and, by extansion, if they aren't trained in it, they'll start with it disabled). So, if you embarked without any trained miners, you wouldn't have had anyone with the mining labor enabled.
I dug a hole in the side of a mountain, I've made some stairs down, connecting on the lower level to stairs up, and made a room down there, but now there are what looks like piles of rock all over the floor. I'm guessing this is some sort of mined ore? I'm not sure what to do with it. Furthermore, many dwarves are still hanging around outside by the wagon.
Those piles of rock are, oddly enough, piles of rock. You can build things out of them - like walls, floors, and stairs (using the uild-[C]onstruction menu). Or, you can build a Mason's shop (uild, [w]orkshop, [m]ason), and have him turn them into more useful things like doors, tables, chairs, cabinets, etc. Or, you can build a craftsdwarfshop (uild, [w]orkshop, c[r]aft. I think), and turn them into idols, mugs, and other knick-knacks for export.
Some of the rocks may actually be metal ore - they'll look different; depending on the tileset you're using, they'll look more or less different, but regardless they'll be visually distinct. By default, you can't waste ore by turning it into furniture, so you don't need to worry about that for now.
Any dwarf who doesn't have a current task will just hang out somewhere. Normally, this will be in a meeting hall - but, since your fort is too young to have a meeting hall, yet (e.g., you haven't set it up), they'll just hang out at the wagon. If you give them a task, they'll go do it. A good first task for your idling dwarves is to carry your food and supplies inside, where it is less likely to be eaten / stolen by monkeys, moles, or kobolds. Do this by making a stock[p]ile of the appropriate type: [f]ood and finished [g]oods will cover most of your stuff on the wagon, usually.
Is there a way to designate an area as being living quarters? And how do I build things like beds?
Beds can only be made out of wood, so you'll need to get a small wood economy going. This entails three steps: 1) [d]esignating some [t]rees to be cut down, 2) making a stock[p]ile for [w]ood, and 3) uilding a [w]orkshop for your [c]arpenter.
It can be useful to turn off the wood hauling labor on your woodcutter - he'll then cut down a tree and move on to the next one to cut down, instead of cutting down a tree, carrying it to the stockpile, walking to the next tree, carrying it back, etc. This will force one of your idling dwarves to come over and carry it back for him.
Once you've got the above up and running, order your carpenter's shop to make some beds. Then, put them in a room by themselves, and pick one. You can designate a bedroom from any bed, but I like to pick one by the door. Size it using the +/- keys, and then set it as a [d]ormitory. Then, any beds you put in that room will be available for common usage. For your starting dwarves, a dormitory with 1 bed per dwarf is enough for awhile, but eventually you'll want to make individual bedrooms for your dwarves.
Hit "q", get your cursor over a shop and it will show it. "a" to add task, then enter or the hotkey to choose a task. "r" will set it to repeat that task, "c" cancels.
First, make a stock[p]ile for [w]ood. Then [d]esignate some [t]rees to be cut. Make sure it's a lot. Then uild a [w]orkshop and choose [c]arpenter and then [m]ason. Hit [q] and cursor over the carpenter. Now, [a]dd orders for several eds. Make a stock[p]ile for frniture. [q] and cursor over your masonry shop and [a]dd orders for several [t]ables, [d]oors, and [c]hairs. Carve out two large rooms, 10x10 or so. Once the furniture is built, uild the eds in one room and the [t]ables and chairs (will show up as rock [t]hrones) in the other. uild [d]oors to both rooms. [q] over any one bed and hit [r] to designate it as a room (gives it a purpose, essentially). Make the bed room a [d]ormitory and dwarfs will sleep there. [q] over a table and make it a dining [r]oom. Use + and - to size the rooms to include all furniture and all of it will become part of the room.
If I were you I'd do it with pumps, particularly since you'll have to reuse water due to your limited supply, which means you'll be pumping it either way.
Just for fun, though, I imagine a setup like this:
with a reservoir feeding into the dark blue tiles and using diagonal columns as pressure baffles would yield similar results.
The one thing you DON'T want to do is run the atom smashing bridge as in the video with a limited water supply, because the water will be smashed too. You'll need to flush, drain, and then smash.
I think I'll do it pretty much like you suggest. I have little experience with pumps so we'll see how it goes. Unfortunately the whole project has been delayed a bit because I had another major project going on at the same time and, well, cave-in happened.
My map has a 8-level mountain peak that rises very steeply from the forest below. I wanted to make a sunlit statue garden/cathedral at the top, with pillars that span a couple of z-levels, complete with glass walls and a glass ceiling. This project involved channeling through several floors. Rooms directly underneath: hospital, dining hall -- both fully engraved by a legendary engraver -- and a prepared food stockpile.
I blame my tileset for not being able to tell channeled tiles from regular rough floors.
Most of the supposed statue garden crashed straight through the floor below into the hospital, part of which collapsed into the dining hall, part of which collapsed into the stockpiles underneath. Blood and vomit everywhere; the hospital is destroyed so dwarves just fall unconscious all over the fortress; engraver goes on a rampage because of art defacement; my only two axedwarves with any skill are badly hurt just as I'm about to hit 80 pop and risk a siege. The mountaintop is now a big crater with the ruined dining hall sitting under an open sky.
I was beaten, but I'm also posting on a phone so I deserve a break. :P
Between the three of us, he's got the full early-game picture.
Someone just has to teach him to muddy ground, farm, and brew.
Erandus on
[SIGPIC][/SIGPIC]
0
INeedNoSaltwith blood on my teethRegistered Userregular
edited May 2010
fucking
Okay so I made an irrigation system that filled in a room below the river with a direct flow from the river that filled up several rooms in my farm through pressure
Each with floodgates in each side that would lift to spill the water and a bridge in the center to close off the flow when the room was filled
It worked out fine, the rooms filled, I closed the bridges, opened the gates, and it spilled out ... but it wasn't enough water, I guess.
Now I opened the bridges up again, and the pressure isn't pushing the water up anymore?
edit: and then while i'm tearing down the floodgates and walls to just pump water into the room, it floods and kills my dwarves.
I think that would make many people quit playing. piles of crap around the fort producing something similar to masia would lead to even more epic failures. But i think it best that we go on the assumption that dwarves never actually shit, and that the beer they drink just dissolves whatever was in their stomaches.
Posts
Oh man, oh man totally sigged.
Steam ID
What do you all think? Pros/Cons? Layout Ideas? Logistic suggestions?
So far I've come up with five boroughs.
Peasant Quarter: All peasants and immigrants stay in dormitories in this area until assigned a permanent residence.
Agricultural Quarter: All farming, food, and animal husbandry related profession goes here.
Crafts Quarter: All non agricultural crafts dorfs go here.
Military Quarter: All military dorfs as well as specialized workshops such as the bowers and siege workshops.
Noble Quarter: All non military nobles go here. There are some exceptions for lower end admin types that might get put in other boroughs.
I call it the New York pattern.
make it look like an undergound vivec and we'll talk.
It is supposed to be "Toady" though, I believe.
Ofcourse, I was laughing so hard I didn't even notice.
To be ontopic I'm waiting for the graphics merge and the bugfixes and then I'm diving right into another fort. It's been a couple of months since my last one.
Steam ID
So, magma pipes are exactly the same size on every z-level, right? They go all the way down to the magma sea, possibly even deeper. What horror lurk at the bottom of a magma pipe? What riches wait to be discovered?
I present you: The Magma Smasher 0.5!
And Disney World is nowhere in sight.
its going to have to be taller then that because i guarantee the engine room will smash on impact and leave the dorfs screwed.
not that i don't think dropping dwarves into a magma pipe is a bad thing.
That makes my day.
I genned a new world and found a suitable volcano.
And Disney World is nowhere in sight.
??
Constructions can SURVIVE a fall?
i don't remember for sure but i think someone did something like this into a lake and it worked, i'm not positive though, the other option is to build lava proof pumps and pump lava out while constructing lavaproof walls until you get to the bottom
Do it anyway.
That said, I encourage you to make the attempt anyway. Be sure to capture a recording!
You could always copy this guy's idea.
Edit: It appears there is a ramp in the side of the volcano that holds the bathysphere in place. Gotta remove that...
And Disney World is nowhere in sight.
You're welcome
Also make sure you have picks/axes or they will not mine/cut trees even with the correct labour selected
I was wondering that too.
The biggest newbie mistake is not designating something where you can get to it. Ferinstance, you've got a mountain wall (of stone: #) that looks like this ...
... and you designate something like this:
The dwarves aren't smart enough to dig through the outside walls to reach the inside ones (and, generally, this is a good thing!). A subset of this one is designating things on a higher or lower Z-level to which your dwarves do not have access:
The second most common newbie mistake is not actually bringing any picks (for mining) or axes (for tree harvesting).
The third most common newbie mistake is not having a dwarf set to Mining or Tree Cutting.
Have you checked all three of those things?
Steam: Elvenshae // PSN: Elvenshae // WotC: Elvenshae
Wilds of Aladrion: [https://forums.penny-arcade.com/discussion/comment/43159014/#Comment_43159014]Ellandryn[/url]
Well, I was doing the first thing right, and I had picks. I think what I didn't do was set anyone to mining or tree cutting.
I ended up starting a new fortress with the 'play now' feature and some dwarves were already set to it I guess because they went right away.
I dug a hole in the side of a mountain, I've made some stairs down, connecting on the lower level to stairs up, and made a room down there, but now there are what looks like piles of rock all over the floor. I'm guessing this is some sort of mined ore? I'm not sure what to do with it. Furthermore, many dwarves are still hanging around outside by the wagon.
Is there a way to designate an area as being living quarters? And how do I build things like beds?
If they are trained in it, they'll automatically start with the labor enabled (and, by extansion, if they aren't trained in it, they'll start with it disabled). So, if you embarked without any trained miners, you wouldn't have had anyone with the mining labor enabled.
Those piles of rock are, oddly enough, piles of rock. You can build things out of them - like walls, floors, and stairs (using the uild-[C]onstruction menu). Or, you can build a Mason's shop (uild, [w]orkshop, [m]ason), and have him turn them into more useful things like doors, tables, chairs, cabinets, etc. Or, you can build a craftsdwarfshop (uild, [w]orkshop, c[r]aft. I think), and turn them into idols, mugs, and other knick-knacks for export.
Some of the rocks may actually be metal ore - they'll look different; depending on the tileset you're using, they'll look more or less different, but regardless they'll be visually distinct. By default, you can't waste ore by turning it into furniture, so you don't need to worry about that for now.
Any dwarf who doesn't have a current task will just hang out somewhere. Normally, this will be in a meeting hall - but, since your fort is too young to have a meeting hall, yet (e.g., you haven't set it up), they'll just hang out at the wagon. If you give them a task, they'll go do it. A good first task for your idling dwarves is to carry your food and supplies inside, where it is less likely to be eaten / stolen by monkeys, moles, or kobolds. Do this by making a stock[p]ile of the appropriate type: [f]ood and finished [g]oods will cover most of your stuff on the wagon, usually.
Beds can only be made out of wood, so you'll need to get a small wood economy going. This entails three steps: 1) [d]esignating some [t]rees to be cut down, 2) making a stock[p]ile for [w]ood, and 3) uilding a [w]orkshop for your [c]arpenter.
It can be useful to turn off the wood hauling labor on your woodcutter - he'll then cut down a tree and move on to the next one to cut down, instead of cutting down a tree, carrying it to the stockpile, walking to the next tree, carrying it back, etc. This will force one of your idling dwarves to come over and carry it back for him.
Once you've got the above up and running, order your carpenter's shop to make some beds. Then, put them in a room by themselves, and pick one. You can designate a bedroom from any bed, but I like to pick one by the door. Size it using the +/- keys, and then set it as a [d]ormitory. Then, any beds you put in that room will be available for common usage. For your starting dwarves, a dormitory with 1 bed per dwarf is enough for awhile, but eventually you'll want to make individual bedrooms for your dwarves.
Steam: Elvenshae // PSN: Elvenshae // WotC: Elvenshae
Wilds of Aladrion: [https://forums.penny-arcade.com/discussion/comment/43159014/#Comment_43159014]Ellandryn[/url]
This is all very useful info btw, thanks.
Thanks!
Between the three of us, he's got the full early-game picture.
Steam: Elvenshae // PSN: Elvenshae // WotC: Elvenshae
Wilds of Aladrion: [https://forums.penny-arcade.com/discussion/comment/43159014/#Comment_43159014]Ellandryn[/url]
Protip: All fortresses are fail fortresses. The only variation is in the cause.
Steam: Elvenshae // PSN: Elvenshae // WotC: Elvenshae
Wilds of Aladrion: [https://forums.penny-arcade.com/discussion/comment/43159014/#Comment_43159014]Ellandryn[/url]
I think I'll do it pretty much like you suggest. I have little experience with pumps so we'll see how it goes. Unfortunately the whole project has been delayed a bit because I had another major project going on at the same time and, well, cave-in happened.
My map has a 8-level mountain peak that rises very steeply from the forest below. I wanted to make a sunlit statue garden/cathedral at the top, with pillars that span a couple of z-levels, complete with glass walls and a glass ceiling. This project involved channeling through several floors. Rooms directly underneath: hospital, dining hall -- both fully engraved by a legendary engraver -- and a prepared food stockpile.
I blame my tileset for not being able to tell channeled tiles from regular rough floors.
Most of the supposed statue garden crashed straight through the floor below into the hospital, part of which collapsed into the dining hall, part of which collapsed into the stockpiles underneath. Blood and vomit everywhere; the hospital is destroyed so dwarves just fall unconscious all over the fortress; engraver goes on a rampage because of art defacement; my only two axedwarves with any skill are badly hurt just as I'm about to hit 80 pop and risk a siege. The mountaintop is now a big crater with the ruined dining hall sitting under an open sky.
Someone just has to teach him to muddy ground, farm, and brew.
Okay so I made an irrigation system that filled in a room below the river with a direct flow from the river that filled up several rooms in my farm through pressure
Each with floodgates in each side that would lift to spill the water and a bridge in the center to close off the flow when the room was filled
It worked out fine, the rooms filled, I closed the bridges, opened the gates, and it spilled out ... but it wasn't enough water, I guess.
Now I opened the bridges up again, and the pressure isn't pushing the water up anymore?
edit: and then while i'm tearing down the floodgates and walls to just pump water into the room, it floods and kills my dwarves.
>.>
<.<
.... swimmingly??
I don't mind losing honestly, but losing because of buggy physics isn't reasonable.
Muahahahaha.
The need for Toilets in a fort.
I think that would make many people quit playing. piles of crap around the fort producing something similar to masia would lead to even more epic failures. But i think it best that we go on the assumption that dwarves never actually shit, and that the beer they drink just dissolves whatever was in their stomaches.