Anything can wipe out a fort. My Mayor nearly did after I waited too long to assign her required rooms. She threw a tantrum, punched a few people into unconsciousness and generally got half my fort down to 'very unhappy' status. Thankfully I was able to pull it around with only one death.
Rami on
Steam / Xbox Live: WSDX NNID: W-S-D-X 3DS FC: 2637-9461-8549
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BrodyThe WatchThe First ShoreRegistered Userregular
Curses. I got a good location with a river and a volcano, but it seems I have a Giant Sponge sitting at my designated fishing/drinking spot.
Right where your river enters the map, build a bunch of pumps into a side channel that dump off the side of the map. Once you have the river dried out for a bit, the sponge will die.
"I will write your name in the ruin of them. I will paint you across history in the color of their blood."
I was trying to boot up a new world for adventure mode but it keeps locking at Updating World where ti shows the calender
If you're playing on 40.03 this'll be a problem, there's some serious lag on adventure mode starting up. It'll get there eventually, but prepare for a wait.
Fortunately 40.04 has been released and has apparently got rid of most of this problem.
I seem to recall somebody had a vampire sponge once which was functionally immortal. They have no limbs to chop off, and no blood to lose even if you could. They have no vital organs, no heart no brain. Personally I'd consider using the sponge for militia training purposes, but there's a good chance my dwarves would find a way to die from it. Possibly from exhaustion after hacking away at it for several straight days.
So I'm wondering, is there any sort of utility to automatically designate a stone layer for exploratory mining? I'm probably going to try out the new version tonight, but the prospect of designating multiple z-layers in 5x5 grids doesn't exactly fill me with joy.
I think undead giant sponges are possible, which would have both the natural sponge immunity to conventional death and the undead ability to ignore its aquatic requirement.
Probably the only way to kill something like that would be caving in a few solid z-levels of rock directly onto its head or pumping magma onto it and hoping it melts.
I seem to recall somebody had a vampire sponge once which was functionally immortal. They have no limbs to chop off, and no blood to lose even if you could. They have no vital organs, no heart no brain. Personally I'd consider using the sponge for militia training purposes, but there's a good chance my dwarves would find a way to die from it. Possibly from exhaustion after hacking away at it for several straight days.
So I'm wondering, is there any sort of utility to automatically designate a stone layer for exploratory mining? I'm probably going to try out the new version tonight, but the prospect of designating multiple z-layers in 5x5 grids doesn't exactly fill me with joy.
Quickfort has some exploratory mining patterns, IIRC.
There's no plan, there's no race to be run
The harder the rain, honey, the sweeter the sun.
I seem to recall somebody had a vampire sponge once which was functionally immortal. They have no limbs to chop off, and no blood to lose even if you could. They have no vital organs, no heart no brain. Personally I'd consider using the sponge for militia training purposes, but there's a good chance my dwarves would find a way to die from it. Possibly from exhaustion after hacking away at it for several straight days.
So I'm wondering, is there any sort of utility to automatically designate a stone layer for exploratory mining? I'm probably going to try out the new version tonight, but the prospect of designating multiple z-layers in 5x5 grids doesn't exactly fill me with joy.
Quickfort has some exploratory mining patterns, IIRC.
Does that work with 04?
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BrodyThe WatchThe First ShoreRegistered Userregular
I think undead giant sponges are possible, which would have both the natural sponge immunity to conventional death and the undead ability to ignore its aquatic requirement.
Probably the only way to kill something like that would be caving in a few solid z-levels of rock directly onto its head or pumping magma onto it and hoping it melts.
They have no damageable parts, and they don't burn/melt.
"I will write your name in the ruin of them. I will paint you across history in the color of their blood."
I seem to recall somebody had a vampire sponge once which was functionally immortal. They have no limbs to chop off, and no blood to lose even if you could. They have no vital organs, no heart no brain. Personally I'd consider using the sponge for militia training purposes, but there's a good chance my dwarves would find a way to die from it. Possibly from exhaustion after hacking away at it for several straight days.
So I'm wondering, is there any sort of utility to automatically designate a stone layer for exploratory mining? I'm probably going to try out the new version tonight, but the prospect of designating multiple z-layers in 5x5 grids doesn't exactly fill me with joy.
Quickfort has some exploratory mining patterns, IIRC.
Does that work with 04?
I know it works with .03, it was part of that big pack posted a few pages ago. Presumably it will be updated to .04 soon, if it isn't already.
There's no plan, there's no race to be run
The harder the rain, honey, the sweeter the sun.
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BrodyThe WatchThe First ShoreRegistered Userregular
Quickfort shouldnt be too hard to update since it doesnt edit the game in any way that I know of.
How does Picturefort work, btw?
"I will write your name in the ruin of them. I will paint you across history in the color of their blood."
I think undead giant sponges are possible, which would have both the natural sponge immunity to conventional death and the undead ability to ignore its aquatic requirement.
Probably the only way to kill something like that would be caving in a few solid z-levels of rock directly onto its head or pumping magma onto it and hoping it melts.
They have no damageable parts, and they don't burn/melt.
Cast the damn thing into obsidian then, I dunno. Maybe atom smash it if it's not too big?
Also I think caving in natural (not constructed) stone would still work.
So, is it pretty much a guarantee that you should get get some sort of dwarf contact within the first year, if you started near a dwarf civilization?
Because I have had none. As I said earlier, no migrants. But also no trader. I am pretty damn certain that I started close to one, but I've read somewhere that the civilizations you see on the map could already be wiped out when you embark. Which I don't know how to check for.
Just contemplating restarting at this point. Feel like I need more dwarfs to get anything done
Quickfort shouldnt be too hard to update since it doesnt edit the game in any way that I know of.
How does Picturefort work, btw?
Picturefort is awesome. I was playing around with it today.
What it does, is it takes .PNG files and lets you assign colors to various dwarf actions (dig, channel, stairs, build-a-bed-here, etc.) and will then convert that .PNG into Quickfort .CSVs.
So, for instance, you can design a dwarven apartment block in Paint or Gimp (1 pixel = 1 DF square), and place beds using brown dots, doors with blue, mined out areas with black, and up/down stairs with red. Then, you'd open it in Picturefort, and the program will automatically scan all the colors you've used. Then, you just tell it what you want - first, mine out every color; then, on brown, build beds, etc. Click a couple options, and it'll generate 3 templates for Quickfort - one that designates all the mining, one that designates all the furniture, and one that turns all the beds into bedrooms.
For some reason, my dwarves refuse to haul doors down to my lower levels. Is there some magical height requirement or something I'm not aware of or do they just not want to haul a door down 5 ramps?
Someone on Reddit mentioned that they're seeing trees grow ridiculously fast, and then when branches fall off they're crashing through the floor and taking three levels or dirt with them. Anyone else getting this?
The dwarves can get down there for mining just fine. I assume that would also allow them to get down there with a door, but maybe there's a hole in my logic.
I got my walls up just in time. A fire breathing Hill Titan decided to visit and camped outside of my fort after I put up my bridge.
He was oddly content to just sit there though. I had some migrants show up and he never moved. I opened a spot in my back wall and they came in just fine.
And then a caravan from the mountain homes showed up, and the Titan was camped right next to my Depot. It was a rather epic battle and the titan was slain, except now the countryside is in flames and spreading quickly. All the merchants and guards are dead, some of which seemingly killed after the fact by the fire.
Now I sit and watch it burn outside my walls.
Edit: It seems the Liaison is the sole survivor. That should be an interesting discussion.
Bonepart on
XBL Gamertag: Ipori
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BrodyThe WatchThe First ShoreRegistered Userregular
Do building destroyers not break walls?
"I will write your name in the ruin of them. I will paint you across history in the color of their blood."
one thing that has always eluded me is how to get self sustaining power to pumpstacks, like if I wanted to pump magma up 50-100 levels, how do you link additional power to that crap?!
I probably don't really need to power it, but you know less dwarf fire-deaths.
Windmills or waterwheels, depending on what you've got on your map.
but how do you do multiple windmills/waterwheels without losing all the power, windmills generate 0, 20, or 40 power each, a pumpstack uses 10 power to run, and building a gear assembly to link multiple windmills takes 5 power each. which means I would need somewhere around 25-50 windmills, not including extra power to link all the assemblies.
Basically, waterwheels produce enough power to drive a screw pump and then some*, so what you can do is link a waterwheel to screwpump, and have the screwpump pump water to the other side of the water wheel, so that it drives the wheel, which drives the pump, etc.
All you need to do is prime it, so to speak, by filling in the water (using the "pond" area).
Posts
He may wipe out your entire fort.
The harder the rain, honey, the sweeter the sun.
Right where your river enters the map, build a bunch of pumps into a side channel that dump off the side of the map. Once you have the river dried out for a bit, the sponge will die.
The Monster Baru Cormorant - Seth Dickinson
Steam: Korvalain
giant sponges are deadly deadly enemies.
If you're playing on 40.03 this'll be a problem, there's some serious lag on adventure mode starting up. It'll get there eventually, but prepare for a wait.
Fortunately 40.04 has been released and has apparently got rid of most of this problem.
http://steamcommunity.com/id/pablocampy
So I'm wondering, is there any sort of utility to automatically designate a stone layer for exploratory mining? I'm probably going to try out the new version tonight, but the prospect of designating multiple z-layers in 5x5 grids doesn't exactly fill me with joy.
Probably the only way to kill something like that would be caving in a few solid z-levels of rock directly onto its head or pumping magma onto it and hoping it melts.
3DS: 1289-8447-4695
Unless you muck about with mouse support the mouse wheel raises and lowers your font (causing the resolution to feel like it's zooming in or out).
Penny Arcade Rockstar Social Club / This is why I despise cyclists
Quickfort has some exploratory mining patterns, IIRC.
The harder the rain, honey, the sweeter the sun.
Does that work with 04?
They have no damageable parts, and they don't burn/melt.
The Monster Baru Cormorant - Seth Dickinson
Steam: Korvalain
I know it works with .03, it was part of that big pack posted a few pages ago. Presumably it will be updated to .04 soon, if it isn't already.
The harder the rain, honey, the sweeter the sun.
How does Picturefort work, btw?
The Monster Baru Cormorant - Seth Dickinson
Steam: Korvalain
Cast the damn thing into obsidian then, I dunno. Maybe atom smash it if it's not too big?
Also I think caving in natural (not constructed) stone would still work.
3DS: 1289-8447-4695
The Monster Baru Cormorant - Seth Dickinson
Steam: Korvalain
Because I have had none. As I said earlier, no migrants. But also no trader. I am pretty damn certain that I started close to one, but I've read somewhere that the civilizations you see on the map could already be wiped out when you embark. Which I don't know how to check for.
Just contemplating restarting at this point. Feel like I need more dwarfs to get anything done
Picturefort is awesome. I was playing around with it today.
What it does, is it takes .PNG files and lets you assign colors to various dwarf actions (dig, channel, stairs, build-a-bed-here, etc.) and will then convert that .PNG into Quickfort .CSVs.
So, for instance, you can design a dwarven apartment block in Paint or Gimp (1 pixel = 1 DF square), and place beds using brown dots, doors with blue, mined out areas with black, and up/down stairs with red. Then, you'd open it in Picturefort, and the program will automatically scan all the colors you've used. Then, you just tell it what you want - first, mine out every color; then, on brown, build beds, etc. Click a couple options, and it'll generate 3 templates for Quickfort - one that designates all the mining, one that designates all the furniture, and one that turns all the beds into bedrooms.
Steam: Elvenshae // PSN: Elvenshae // WotC: Elvenshae
Wilds of Aladrion: [https://forums.penny-arcade.com/discussion/comment/43159014/#Comment_43159014]Ellandryn[/url]
He was oddly content to just sit there though. I had some migrants show up and he never moved. I opened a spot in my back wall and they came in just fine.
And then a caravan from the mountain homes showed up, and the Titan was camped right next to my Depot. It was a rather epic battle and the titan was slain, except now the countryside is in flames and spreading quickly. All the merchants and guards are dead, some of which seemingly killed after the fact by the fire.
Now I sit and watch it burn outside my walls.
Edit: It seems the Liaison is the sole survivor. That should be an interesting discussion.
The Monster Baru Cormorant - Seth Dickinson
Steam: Korvalain
No, those count as constructions. Doors, however, they can break, IIRC. They also love to smash workshops and furniture and the like.
The harder the rain, honey, the sweeter the sun.
Indeed. I always have a bridge over open space as my entrance.
I do the same, mostly because it lets me have a 3-space wide entrance for trader wagons.
The harder the rain, honey, the sweeter the sun.
I probably don't really need to power it, but you know less dwarf fire-deaths.
Windmills or waterwheels, depending on what you've got on your map.
Steam: Elvenshae // PSN: Elvenshae // WotC: Elvenshae
Wilds of Aladrion: [https://forums.penny-arcade.com/discussion/comment/43159014/#Comment_43159014]Ellandryn[/url]
but how do you do multiple windmills/waterwheels without losing all the power, windmills generate 0, 20, or 40 power each, a pumpstack uses 10 power to run, and building a gear assembly to link multiple windmills takes 5 power each. which means I would need somewhere around 25-50 windmills, not including extra power to link all the assemblies.
HOW TO DWARF NUCLEAR FISSION
Basically, waterwheels produce enough power to drive a screw pump and then some*, so what you can do is link a waterwheel to screwpump, and have the screwpump pump water to the other side of the water wheel, so that it drives the wheel, which drives the pump, etc.
All you need to do is prime it, so to speak, by filling in the water (using the "pond" area).
* Actually, a lot more.
Steam: Elvenshae // PSN: Elvenshae // WotC: Elvenshae
Wilds of Aladrion: [https://forums.penny-arcade.com/discussion/comment/43159014/#Comment_43159014]Ellandryn[/url]
The harder the rain, honey, the sweeter the sun.
With a good setup you can get 6 - 9 wheels going easy