In my current game, there is a pack of necromancers that show up occasionally, scout around and then head off. They are making me nervous. On top of the tower I'm building over in the area where they seem to hang out, I guess I better put these goblin corpses somewhere underground.
Also I'm kind of surprised that my dwarves aren't all being driven mad by all the obsidian. That was the main component of the first several stone layers so it obsidian mugs, chairs, doors, castles, hallways, floors, bridges,etc, etc, etc.
One question, this newest zone is covered in nut trees. Does marking an area with gathering zone (as opposed to designation) do anything? Am I just asking to get these dwarves stuck in the branches? I guess that's two questions.
(Please do not gift. My game bank is already full.)
0
KadokenGiving Ends to my Friends and it Feels StupendousRegistered Userregular
Just had a moody dwarf claim a jeweler's workshop and make a statue, which is pretty cool, but it's literally a statue of a dentist appointment. Containing a smaller picture of itself.
Ninja Snarl PMy helmet is my burden.Ninja Snarl: Gone, but not forgotten.Registered Userregular
To that end, you should be able to designate big swaths of stuff for Dumping; if you've got Magma somewhere, designate that as a spot for dumping and all the junk will get tossed in and burned up.
I think you might have to go through items piled in one spot and designate them to Dump individually, though it can still be done rather quickly.
I vote for flushing the room with magma*. Just make sure any traps are constructed from magma safe materials.
* Operating such a system will probably lead to a situation where dwarven children decide to play in the wrong place and get incinerated. Or a dwarf abruptly gives birth right next to the magma pool and the baby gets incinerated. But that's nothing some fancy furniture and high quality socks for the parents won't fix.
(Another potential problem is that moving large amounts of magma can have a negative impact on your FPS as you get the combined effect of flow calculations and temperature calculations.)
Well at this point I'd settle for my dwarves moving this stuff to the dump by hand. I've got that activity zone and have marked the items for dumping, what could I be missing?
(Please do not gift. My game bank is already full.)
Well at this point I'd settle for my dwarves moving this stuff to the dump by hand. I've got that activity zone and have marked the items for dumping, what could I be missing?
Stuff from goblins etc is forbidden by default. I think you need to un-forbid the items (reclaim; d-b-c and paint over the area), then mark them all for dumping.
edit: and that is why automated disposal systems are so great. Doing the reclaim-dump thing over and over doesn't take a lot of effort, but it can get tedious pretty fast.
Make sure that you have the zone marked as a garbage dump.
If you do it pond/pit style, that can be more complicated, you have to designate it weird so that they're tossing things down at least one level. Garbage dumps can just be on the floor anywhere.
Well at this point I'd settle for my dwarves moving this stuff to the dump by hand. I've got that activity zone and have marked the items for dumping, what could I be missing?
I could be wrong, but isn't the dump activity zone a place in which to put dumped items? Under d->b->? should be the mass dump command, and then make somewhere else an active dumping zone, and they will carry it there.
Edit: Reading comprehension fail.
Do you have dwarves with the correct labors enabled?
Brody on
"I will write your name in the ruin of them. I will paint you across history in the color of their blood."
Well at this point I'd settle for my dwarves moving this stuff to the dump by hand. I've got that activity zone and have marked the items for dumping, what could I be missing?
Stuff from goblins etc is forbidden by default. I think you need to un-forbid the items (reclaim; d-b-c and paint over the area), then mark them all for dumping.
edit: and that is why automated disposal systems are so great. Doing the reclaim-dump thing over and over doesn't take a lot of effort, but it can get tedious pretty fast.
This was it. Thanks!
Now to convince my military dwarves to put on their armor. At least most of them have managed to put on mail and helms.
(Please do not gift. My game bank is already full.)
Well at this point I'd settle for my dwarves moving this stuff to the dump by hand. I've got that activity zone and have marked the items for dumping, what could I be missing?
Stuff from goblins etc is forbidden by default. I think you need to un-forbid the items (reclaim; d-b-c and paint over the area), then mark them all for dumping.
edit: and that is why automated disposal systems are so great. Doing the reclaim-dump thing over and over doesn't take a lot of effort, but it can get tedious pretty fast.
This was it. Thanks!
Now to convince my military dwarves to put on their armor. At least most of them have managed to put on mail and helms.
Sometimes they are wearing too much civilian clothes (shoes etc) to fit their armor over so you need to set the replace clothing option in the squad equipment screen
BrodyThe WatchThe First ShoreRegistered Userregular
So, I see in the Future to the Fortress posts Toady makes that he is answering questions concerning outlined intent for the game moving forward, does anyone know where the information they are using to form these questions is coming from?
"I will write your name in the ruin of them. I will paint you across history in the color of their blood."
Toady reads the forums, so the questions he's answering are usually from there. I think there's a "main thread" where all the questions are supposed to go, but it's been a while since I hung out there.
0
BrodyThe WatchThe First ShoreRegistered Userregular
Yeah, I just saw multiple references to an upcoming "Myth generator" and potentially a magic system, so I was trying to see where he mentioned those initially.
"I will write your name in the ruin of them. I will paint you across history in the color of their blood."
There's been talk of a magic system since the beginning, I think it was in Slaves to Armok 1. I remember Toady talking about allowing adventurers to enter a necromancer tower and find the necro's book of spells, at least.
+1
BrodyThe WatchThe First ShoreRegistered Userregular
There's been talk of a magic system since the beginning, I think it was in Slaves to Armok 1. I remember Toady talking about allowing adventurers to enter a necromancer tower and find the necro's book of spells, at least.
Well, I think with the way libraries are set up, if you make an adventurer, find a necro tower, manage to aquire the necro's book, and then bring it to a fortress, then get your dwarves in the fortress to read it, they will use necromancy defensively. At least thats the way I interpreted the post I saw.
Edit: What made me wonder about the magic though was
"Some bay12 poster: Earlier I was looking at this old Threetoe story and was wondering, what with the upcoming magic and artifact arc, will things like other planes (dreamworld, expanded underworld, afterlife (see below)) be considered for inclusion? In addition, will an afterlife (beyond the ghost features, more in the sense of a physical place or something) be considered for both adventurers, possibly giving them a second chance or at least something to do after being killed, and for fortress mode, expanding the ghost mechanic, perhaps allowing things like channelling, interaction with the dead via mediums or dreams, etc?
Toady: Yeah, Threetoe wrote that story specifically because those are all things that we want to do. The myth generator/magic stuff we are doing with the next major release (or however it works) will form the groundwork for this to happen, though having critters located on two different planes requires a large rewrite so it isn't expected to be jumped into without some forethought."
Brody on
"I will write your name in the ruin of them. I will paint you across history in the color of their blood."
I've googled it before. Consensus is that it is extremely poorly documented and doesn't quite do everything you might want it to (can't make specific stone types, just random "stone," possibly due to the way the game works internally). And easy to mess up parts of your fortress by editing tile attributes like outside/inside.
I've googled it before. Consensus is that it is extremely poorly documented and doesn't quite do everything you might want it to (can't make specific stone types, just random "stone," possibly due to the way the game works internally). And easy to mess up parts of your fortress by editing tile attributes like outside/inside.
I got it figured out, some commands require the preface "paint" and some don't...
"I will write your name in the ruin of them. I will paint you across history in the color of their blood."
I remember catsplosions but I don't remember having such trouble with puppies before. Probably because I never penned my dogs inside my fortress before.
Hilariously enough, my dwarves didn't seem to have much luck rounding the puppies up to put them into cages. They can, however get them into the butcher's shops.
In unrelated news, I would like to request a thread title change to Dwarf Fortress: even Cruella Deville would be appalled.
My obsidian fort is still going strong, if slowly, and the good news is that I finally discovered some marble so my legendary smiths are back at work making steel weapons and armor. The bad news is that the marble is quite deep and minecarts seem to be both a pain in the ass and very dangerous.
[fake edit] Another flying titan as arrived. Maybe I'll get that new fort that I've secretly been wanting...
(Please do not gift. My game bank is already full.)
+1
BrodyThe WatchThe First ShoreRegistered Userregular
I remember catsplosions but I don't remember having such trouble with puppies before. Probably because I never penned my dogs inside my fortress before.
Hilariously enough, my dwarves didn't seem to have much luck rounding the puppies up to put them into cages. They can, however get them into the butcher's shops.
In unrelated news, I would like to request a thread title change to Dwarf Fortress: even Cruella Deville would be appalled.
My obsidian fort is still going strong, if slowly, and the good news is that I finally discovered some marble so my legendary smiths are back at work making steel weapons and armor. The bad news is that the marble is quite deep and minecarts seem to be both a pain in the ass and very dangerous.
[fake edit] Another flying titan as arrived. Maybe I'll get that new fort that I've secretly been wanting...
I use wheelbarrows and lots of small stone stockpiles feeding into a quantum stockpile.
"I will write your name in the ruin of them. I will paint you across history in the color of their blood."
Werebeavers need a bit of work. One showed up on my map. It chased down and killed a cat, turned back into a human while in a pond and promptly drowned.
lowlylowlycook on
(Please do not gift. My game bank is already full.)
+4
BrodyThe WatchThe First ShoreRegistered Userregular
Werebeavers need a bit of work. One showed up on my map. I chased down and killed a cat, turned back into a human while in a pond and promptly drowned.
It was inevitable.
"I will write your name in the ruin of them. I will paint you across history in the color of their blood."
Reminds me of a zombie dragon that attacked my fortress in a previous version of DF. There was a path to my fortress that could be reached by diving into the volcano and swimming through magma. The zombie dragon did just that and, well, it turns out that dragons are no longer immune to fire once they become zombies.
Titan AI seems to do odd things, in my limited experience. I had a water titan hang out in a pond till my marksdwarves could get over their sun sickness and shoot him. Another cam in the back passage and stopped at my (since greatly expanded) cemetery where my military ganked him. Another flew in through my a tower and then went right to my wood reserve, a large wood stockpile I had locked away in case of a siege that I couldn't break. Somehow he got in without touching the locked doors. When he broke out a legendary miner ganked him before the military could act. Of course my dwarves immediately started to empty the reserve.
lowlylowlycook on
(Please do not gift. My game bank is already full.)
Werebeavers need a bit of work. One showed up on my map. It chased down and killed a cat, turned back into a human while in a pond and promptly drowned.
That seems completely realistic.
Like imagine if you became a wereshark and you didn't have any control over the shark form. Same thing would probably happen.
Titan AI seems to do odd things, in my limited experience. I had a water titan hang out in a pond till my marksdwarves could get over their sun sickness and shoot him. Another cam in the back passage and stopped at my (since greatly expanded) cemetery where my military ganked him. Another flew in through my a tower and then went right to my wood reserve, a large wood stockpile I had locked away in case of a siege that I couldn't break. Somehow he got in without touching the locked doors. When he broke out a legendary miner ganked him before the military could act. Of course my dwarves immediately started to empty the reserve.
When your whole career is professionally delving too greedily and too deeply, one develops a certain set of reflexes for putting a pick into critters that jump at you out of the dark.
So in my latest game I have a tunnel that runs under the river. There is a large pit in the center of the tunnel that is spanned by a bridge. Directly next to the pit is another pit that I plan to use as a dump with atom smasher. It also keeps the enemies away from the fortifications that my marksdwarves will use to practice on whatever survives the fall (2 z-levels).
Now how should I trigger the bridge? By hand? Pressure plates?
(Please do not gift. My game bank is already full.)
So in my latest game I have a tunnel that runs under the river. There is a large pit in the center of the tunnel that is spanned by a bridge. Directly next to the pit is another pit that I plan to use as a dump with atom smasher. It also keeps the enemies away from the fortifications that my marksdwarves will use to practice on whatever survives the fall (2 z-levels).
Now how should I trigger the bridge? By hand? Pressure plates?
A lever made with a masterwork mechanism connected to the bridge with two masterwork mechanisms will do the job quite nicely if there is an idle dwarf nearby.
Posts
In my current game, there is a pack of necromancers that show up occasionally, scout around and then head off. They are making me nervous. On top of the tower I'm building over in the area where they seem to hang out, I guess I better put these goblin corpses somewhere underground.
Also I'm kind of surprised that my dwarves aren't all being driven mad by all the obsidian. That was the main component of the first several stone layers so it obsidian mugs, chairs, doors, castles, hallways, floors, bridges,etc, etc, etc.
One question, this newest zone is covered in nut trees. Does marking an area with gathering zone (as opposed to designation) do anything? Am I just asking to get these dwarves stuck in the branches? I guess that's two questions.
(Please do not gift. My game bank is already full.)
(Please do not gift. My game bank is already full.)
Magma
The Monster Baru Cormorant - Seth Dickinson
Steam: Korvalain
I think you might have to go through items piled in one spot and designate them to Dump individually, though it can still be done rather quickly.
The Monster Baru Cormorant - Seth Dickinson
Steam: Korvalain
You do get extra dwarf points for making a far more complicated/elaborate trash cleanup system. Bonus points if you also light urist on fire.
Could I do the smashing in place? I mean, would the bridge destroy the traps as well?
(Please do not gift. My game bank is already full.)
http://dwarffortresswiki.org/index.php/DF2014:Dwarven_atom_smasher
Works on basically everything. Excludes extremely large creatures, contaminants like vomit, and the sand inside bags (but not the bags themselves).
The Monster Baru Cormorant - Seth Dickinson
Steam: Korvalain
Bonus points if the waterfall is near a gathering place. Dwarves get happy thoughts from that, iirc.
Penny Arcade Rockstar Social Club / This is why I despise cyclists
* Operating such a system will probably lead to a situation where dwarven children decide to play in the wrong place and get incinerated. Or a dwarf abruptly gives birth right next to the magma pool and the baby gets incinerated. But that's nothing some fancy furniture and high quality socks for the parents won't fix.
(Another potential problem is that moving large amounts of magma can have a negative impact on your FPS as you get the combined effect of flow calculations and temperature calculations.)
(Please do not gift. My game bank is already full.)
Stuff from goblins etc is forbidden by default. I think you need to un-forbid the items (reclaim; d-b-c and paint over the area), then mark them all for dumping.
edit: and that is why automated disposal systems are so great. Doing the reclaim-dump thing over and over doesn't take a lot of effort, but it can get tedious pretty fast.
If you do it pond/pit style, that can be more complicated, you have to designate it weird so that they're tossing things down at least one level. Garbage dumps can just be on the floor anywhere.
I could be wrong, but isn't the dump activity zone a place in which to put dumped items? Under d->b->? should be the mass dump command, and then make somewhere else an active dumping zone, and they will carry it there.
Edit: Reading comprehension fail.
Do you have dwarves with the correct labors enabled?
The Monster Baru Cormorant - Seth Dickinson
Steam: Korvalain
This was it. Thanks!
Now to convince my military dwarves to put on their armor. At least most of them have managed to put on mail and helms.
(Please do not gift. My game bank is already full.)
Sometimes they are wearing too much civilian clothes (shoes etc) to fit their armor over so you need to set the replace clothing option in the squad equipment screen
3DS: 1289-8447-4695
The Monster Baru Cormorant - Seth Dickinson
Steam: Korvalain
The Monster Baru Cormorant - Seth Dickinson
Steam: Korvalain
Well, I think with the way libraries are set up, if you make an adventurer, find a necro tower, manage to aquire the necro's book, and then bring it to a fortress, then get your dwarves in the fortress to read it, they will use necromancy defensively. At least thats the way I interpreted the post I saw.
Edit: What made me wonder about the magic though was
"Some bay12 poster: Earlier I was looking at this old Threetoe story and was wondering, what with the upcoming magic and artifact arc, will things like other planes (dreamworld, expanded underworld, afterlife (see below)) be considered for inclusion? In addition, will an afterlife (beyond the ghost features, more in the sense of a physical place or something) be considered for both adventurers, possibly giving them a second chance or at least something to do after being killed, and for fortress mode, expanding the ghost mechanic, perhaps allowing things like channelling, interaction with the dead via mediums or dreams, etc?
Toady: Yeah, Threetoe wrote that story specifically because those are all things that we want to do. The myth generator/magic stuff we are doing with the next major release (or however it works) will form the groundwork for this to happen, though having critters located on two different planes requires a large rewrite so it isn't expected to be jumped into without some forethought."
The Monster Baru Cormorant - Seth Dickinson
Steam: Korvalain
The Monster Baru Cormorant - Seth Dickinson
Steam: Korvalain
I got it figured out, some commands require the preface "paint" and some don't...
The Monster Baru Cormorant - Seth Dickinson
Steam: Korvalain
Hilariously enough, my dwarves didn't seem to have much luck rounding the puppies up to put them into cages. They can, however get them into the butcher's shops.
In unrelated news, I would like to request a thread title change to Dwarf Fortress: even Cruella Deville would be appalled.
My obsidian fort is still going strong, if slowly, and the good news is that I finally discovered some marble so my legendary smiths are back at work making steel weapons and armor. The bad news is that the marble is quite deep and minecarts seem to be both a pain in the ass and very dangerous.
[fake edit] Another flying titan as arrived. Maybe I'll get that new fort that I've secretly been wanting...
(Please do not gift. My game bank is already full.)
I use wheelbarrows and lots of small stone stockpiles feeding into a quantum stockpile.
The Monster Baru Cormorant - Seth Dickinson
Steam: Korvalain
(Please do not gift. My game bank is already full.)
It was inevitable.
The Monster Baru Cormorant - Seth Dickinson
Steam: Korvalain
(Please do not gift. My game bank is already full.)
That seems completely realistic.
Like imagine if you became a wereshark and you didn't have any control over the shark form. Same thing would probably happen.
When your whole career is professionally delving too greedily and too deeply, one develops a certain set of reflexes for putting a pick into critters that jump at you out of the dark.
In custom stocks I can find the paper sheets category, but no slurry, quire, book binding or bookshelves anywhere.
I don't think they are
The Monster Baru Cormorant - Seth Dickinson
Steam: Korvalain
Now how should I trigger the bridge? By hand? Pressure plates?
(Please do not gift. My game bank is already full.)
Penny Arcade Rockstar Social Club / This is why I despise cyclists