Okay, so I created another world and tried to start a game in it, and Dwarf Fortress is again not responding. Does the game just take a while to prepare and appears to freeze for a while?
It can, it takes A LOT of processor power, especially when starting or ending a game.
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Dusdais ashamed of this postSLC, UTRegistered Userregular
Okay, so I created another world and tried to start a game in it, and Dwarf Fortress is again not responding. Does the game just take a while to prepare and appears to freeze for a while?
It can, it takes A LOT of processor power, especially when starting or ending a game.
My place had desperate kobolds sneaking in to steal marble blocks for some reason. I didn't really mind, seeing as I'm living inside a mountain of the stuff, but that old Mason got all cranky about it.
I was pretty apprehensive about the new z-axis features, but now I've been able to try them it's really pretty cool. Whereas before your fort would sprawl out in all 4 directions with too much traffic in the main corridors, you can now extend it up or down too, so you can make it far more efficient. And I like being able to put those large storage rooms out of sight on another floor, so I can see just the useful stuff.
I look forward to having an entire floor full of stockrooms, with each room situated above its relevant workshop.
Building the scaffolding along a sheer cliff face is much more difficult than I'd originally imagined. It doesn't look like we're going to reach the caldera until the autumn.
EDIT: Delays due in large part to losing my two actual miners in cave-ins before I understood the system, and having had to replace them from the main workforce.
Wait, how'd you get something to cave in? I thought that was nearly impossible with the current system?
Ack... a lot of people are asking for it, perhaps it should go in the OP?
Basic Tileset: (made by Herrbdog with slight changes by Guybrush and Mayday) http://mayday.w.staszic.waw.pl/~mayday/files/DF/gb16x16.bmp
WARNING: on rare occasions it collides with the interface (for example the "[" and the world creation screen rightmost map)- but it's nothing annoying, really.
Place the contents of the "tileset" folder in DF\raw\graphics
Then, you place the gb16x16.bmp in DF\data\art
Then you edit DF\data\init\init.txt:
[GRAPHICS:YES]
[GRAPHICS_WINDOWEDX:1280]
[GRAPHICS_WINDOWEDY:400]
[GRAPHICS_FONT:gb16x16.bmp]
My dwarfs have become invisible. Barrels are working, but I get black tiles instead of dwarfs.
I basically get this problem whenever I try to use the fixed sets, the image will extend far off the side of the window, is there a way to fix this?
Okay, so I created another world and tried to start a game in it, and Dwarf Fortress is again not responding. Does the game just take a while to prepare and appears to freeze for a while?
It can, it takes A LOT of processor power, especially when starting or ending a game.
Ah, I'll leave it be then.
You might have the same problem I did yesterday, try this:
Wait dude, I had the same problem
You know how when you go to customize your load out, there's this weird food object < meat> that costs 0 units to bring along? get rid of it and replace it with a new (n) meat of your choosing.
I managed to flood a couple of fortresses before figuring how to do it properly for farming, now its on to seeing if I can survive.
This is an Obsidian ring. All craftsdwarfship is of the highest quality. It is encrusted with Obsidian. This object menaces with spikes of Obsidian. On the item is an image of dwarves and dwarves in Obsidian. The dwarves are speaking with the dwarves.
Well, my videocard won't display anything when I launch dorffortress. I'd get new drivers, but ATI doesn't support their own mobility videocards, so I'm kinda boned in that regard.
The game is capable of doing 255 levels, but it's set to cut off at +/- 15 right now because of the processor strain that would cause.
How exactly do I make beds if theres no trees anywhere?
Disassemble your wagon first of all, that will get you 3 logs. You can also bring logs as items in the setup part, or trade for them with caravans. Finally, you can create an underground forest by muddying a large cavern and waiting 3 years, re-muddying a few times a year.
So, do other people have tiles that change color, and apparently what they are, rapidly?
I'm beginning to think that they're supposed to be trees, as once again I started in an area without trees, even though it was suppose to be moderately wooded.
Also, something useful for people that might not have discovered it:
Once you've moved stuff out of your wagon, you can have your carpenter break it down, giving you some wood. Not much, but you can make a couple of beds with it if nothing else.
Edit: Beaten!
A rhesus macaque has stolen a (raccoon leather leggings)!
A rhesus macaque has stolen a (cave crocodile leather low boot)!
A rhesus macaque has stolen a (Bismuth bronze crossbow)!
A rhesus macaque has stolen a (hoary marmot leather armor)!
A rhesus macaque has stolen (Steel bolts [13])!
I'm not sure how they did it, but monkeys made off with my hunter's boots, pants, and crossbow.
On a treeless map, there's very specific things you want to do with your wagon wood:
1. Build one bed. Just one. Then put it in a large room, and designate the whole room as a barracks. That will at least get your dwarves to sleep where you want them to, sleeping on cave floors won't kill them. Plus injured dwarves need a bed to recover in.
2. Build one bucket. You need at least one bucket. Why? If a dwarf gets injured, that's the only way to bring them water while they recover.
You can save the last piece for a fey mood or whatever if you want, or make a second bucket for a well or something.
A rhesus macaque has stolen a (raccoon leather leggings)!
A rhesus macaque has stolen a (cave crocodile leather low boot)!
A rhesus macaque has stolen a (Bismuth bronze crossbow)!
A rhesus macaque has stolen a (hoary marmot leather armor)!
A rhesus macaque has stolen (Steel bolts [13])!
I'm not sure how they did it, but monkeys made off with my hunter's boots, pants, and crossbow.
Those fucking monkeys. A whole mob of them approached my settlers, so I made them all military and "Harass dangerous animals". Those monkeys were very literally torn limb from limb.
Okay, so I created another world and tried to start a game in it, and Dwarf Fortress is again not responding. Does the game just take a while to prepare and appears to freeze for a while?
It can, it takes A LOT of processor power, especially when starting or ending a game.
Ah, I'll leave it be then.
You might have the same problem I did yesterday, try this:
Wait dude, I had the same problem
You know how when you go to customize your load out, there's this weird food object < meat> that costs 0 units to bring along? get rid of it and replace it with a new (n) meat of your choosing.
I managed to flood a couple of fortresses before figuring how to do it properly for farming, now its on to seeing if I can survive.
What?
I create a world and click new game, Dwarf Fortress, it says 'importing world...', and then it locks up and eats CPU for eternity. I don't ever get a chance to mess with anything you mentioned.
The ramps cause my dwarves to slip down and randomly go inside the water area for no reason.
I don't know if it's because of the water or what, but it appearantly makes it so it's impossible for dwarves to climb out unless I build stairways/fresh hallways to divert the water.
Okay, so I created another world and tried to start a game in it, and Dwarf Fortress is again not responding. Does the game just take a while to prepare and appears to freeze for a while?
It can, it takes A LOT of processor power, especially when starting or ending a game.
Ah, I'll leave it be then.
You might have the same problem I did yesterday, try this:
Wait dude, I had the same problem
You know how when you go to customize your load out, there's this weird food object < meat> that costs 0 units to bring along? get rid of it and replace it with a new (n) meat of your choosing.
I managed to flood a couple of fortresses before figuring how to do it properly for farming, now its on to seeing if I can survive.
What?
I create a world and click new game, Dwarf Fortress, it says 'importing world...', and then it locks up and eats CPU for eternity. I don't ever get a chance to mess with anything you mentioned.
Ah, I thought you meant you had embarked, which caused it to freeze. In that case, I'm not sure if something is going wrong or if you just need to wait.
On a treeless map, there's very specific things you want to do with your wagon wood:
1. Build one bed. Just one. Then put it in a large room, and designate the whole room as a barracks. That will at least get your dwarves to sleep where you want them to, sleeping on cave floors won't kill them. Plus injured dwarves need a bed to recover in.
2. Build one bucket. You need at least one bucket. Why? If a dwarf gets injured, that's the only way to bring them water while they recover.
You can save the last piece for a fey mood or whatever if you want, or make a second bucket for a well or something.
Anyone else having problems with thier outpost liasons consistently going crazy? I had one go berserk, which was the beginning of the end for that fort, and then in my next fort I just had one go non-violently insane. He's muttering to himself and also naked. sooo...why?
I've noticed that I seem to have way more points available than before usual when embarking. Am I supposed to be spending it on metal and other things that are difficult to obtain?
I've noticed that I seem to have way more points available than before usual when embarking. Am I supposed to be spending it on metal and other things that are difficult to obtain?
More skills I guess, especially as there are Noble skills to have, but you could also spend it on other things like that if you intend to play a map type you know wont have them.
If anyone feels that their game is running slow, activate the FPS counter in the ini file to see if you are experiencing the lag bug like I am. I heard about/found three things to counter it:
1: Start with the smallest possible local area before embarking.
2: View the ground level as much as possible. Somehow I get <15 FPS viewing any subterranean levels, but 30 FPS on ground level.
(3: Dunno if this helps) Switch off the temperature & other features in the ini file. Haven't tested this yet, does it help much?
I keep my fortress much too modest. 2/3 tile hallways and keeping every workshop, sleeping area and storage area very tightly packed. I'm having a hard time finding any ores besides copper and aluminum, guess I have to go even deeper.
I really like having a treasurer from the start. You can get a detailed list of every material in your fort in the Status(z)/Store menu this way.
To the people who experience crashes on world start: I believe this happens when you install the new version over the old one. Check if using a fresh install helps.
Anyone else having problems with thier outpost liasons consistently going crazy? I had one go berserk, which was the beginning of the end for that fort, and then in my next fort I just had one go non-violently insane. He's muttering to himself and also naked. sooo...why?
Do you have a someone set to all the noble positions (hit n, then set them if not)? I gave my Stonecrafter all the talking skills at the start so he was volunteered as the leader, and the Liason made a beeline for him.
Of course, the other thing that could be happening is that the Noble is keeping busy and the poor guy never gets a chance to talk with him. Mine waited for the Stonecrafter in question to go on break, so maybe the best idea is when a Liason pops up, find your leader and take off all his job tasks and hope he feels chatty.
Oh yes, and by the way, I started in the perfect location. First 2 layers underground are Sandy Clay (which is farmable, no flooding required), everything under that is Obsidian. Not to mention none of the water in the area freezes during the winter and I have Salmon and Turtles out the wazoo with only Mountain Goats about. The only problem is I've only managed to find Copper and Aluminum, no iron, so it looks like it'll be a Soft Metals Only run for me.
Ack... a lot of people are asking for it, perhaps it should go in the OP?
Basic Tileset: (made by Herrbdog with slight changes by Guybrush and Mayday) http://mayday.w.staszic.waw.pl/~mayday/files/DF/gb16x16.bmp
WARNING: on rare occasions it collides with the interface (for example the "[" and the world creation screen rightmost map)- but it's nothing annoying, really.
Place the contents of the "tileset" folder in DF\raw\graphics
Then, you place the gb16x16.bmp in DF\data\art
Then you edit DF\data\init\init.txt:
[GRAPHICS:YES]
[GRAPHICS_WINDOWEDX:1280]
[GRAPHICS_WINDOWEDY:400]
[GRAPHICS_FONT:gb16x16.bmp]
My dwarfs have become invisible. Barrels are working, but I get black tiles instead of dwarfs.
I basically get this problem whenever I try to use the fixed sets, the image will extend far off the side of the window, is there a way to fix this?
I messed around with it, got it to work, but then restarted (not closing DF), started up a new fortress and they were gone again.
So, do other people have tiles that change color, and apparently what they are, rapidly?
I'm beginning to think that they're supposed to be trees, as once again I started in an area without trees, even though it was suppose to be moderately wooded.
Alright, so extracting the new Dwarf Fortress into the same folder that held the old one and thinking no problems was arise was kind of dumb. Making a new folder fixed this.
How do lakes work? I accidentally hit one and am afraid my whole fortress will be flooded.
Very realistically.
If you press k and put the cursor over the lake, you'll see a number next to Water in parenthesis. Usually it's (7/7), which means that tile is full from floor to ceiling, whereas (1/7) is harmless.
Lakes are not endless supplies of water, so you can drain them completely, though I've yet to try un-flooding a fortress. The concept should be simple enough; all you need to do is go underneath the lake, and dig an upwards ramp. Provided you made enough space, a good deal of it should drain out.
Now for my question. My current attempt at irrigation based farming has resulted in this.
The top lever opens the bottom floodgate, which unloads into the reservoir. I then pull that lever again to close the floodgate, the pull the other level to release the contents of the reservoir into the farm room. Can this setup be improved?
Oh, and a second question: do farms benefit from sunlight at all? I've been wondering if I should channel all the tiles directly above my plot.
Posts
It can, it takes A LOT of processor power, especially when starting or ending a game.
Ah, I'll leave it be then.
I was pretty apprehensive about the new z-axis features, but now I've been able to try them it's really pretty cool. Whereas before your fort would sprawl out in all 4 directions with too much traffic in the main corridors, you can now extend it up or down too, so you can make it far more efficient. And I like being able to put those large storage rooms out of sight on another floor, so I can see just the useful stuff.
I look forward to having an entire floor full of stockrooms, with each room situated above its relevant workshop.
AKA [PA]Ilovepandas
Wait, how'd you get something to cave in? I thought that was nearly impossible with the current system?
Uhoh.
I managed to flood a couple of fortresses before figuring how to do it properly for farming, now its on to seeing if I can survive.
Nakuthegul, "Braidedcontrols", a Obsidian ring
This is an Obsidian ring. All craftsdwarfship is of the highest quality. It is encrusted with Obsidian. This object menaces with spikes of Obsidian. On the item is an image of dwarves and dwarves in Obsidian. The dwarves are speaking with the dwarves.
also
oh my gosh, so many new options, AUUUUUUUGH!
AKA [PA]Ilovepandas
I'm beginning to think that they're supposed to be trees, as once again I started in an area without trees, even though it was suppose to be moderately wooded.
Also, something useful for people that might not have discovered it:
Once you've moved stuff out of your wagon, you can have your carpenter break it down, giving you some wood. Not much, but you can make a couple of beds with it if nothing else.
Edit: Beaten!
A rhesus macaque has stolen a (cave crocodile leather low boot)!
A rhesus macaque has stolen a (Bismuth bronze crossbow)!
A rhesus macaque has stolen a (hoary marmot leather armor)!
A rhesus macaque has stolen (Steel bolts [13])!
I'm not sure how they did it, but monkeys made off with my hunter's boots, pants, and crossbow.
1. Build one bed. Just one. Then put it in a large room, and designate the whole room as a barracks. That will at least get your dwarves to sleep where you want them to, sleeping on cave floors won't kill them. Plus injured dwarves need a bed to recover in.
2. Build one bucket. You need at least one bucket. Why? If a dwarf gets injured, that's the only way to bring them water while they recover.
You can save the last piece for a fey mood or whatever if you want, or make a second bucket for a well or something.
Those fucking monkeys. A whole mob of them approached my settlers, so I made them all military and "Harass dangerous animals". Those monkeys were very literally torn limb from limb.
What?
I create a world and click new game, Dwarf Fortress, it says 'importing world...', and then it locks up and eats CPU for eternity. I don't ever get a chance to mess with anything you mentioned.
The ramps cause my dwarves to slip down and randomly go inside the water area for no reason.
I don't know if it's because of the water or what, but it appearantly makes it so it's impossible for dwarves to climb out unless I build stairways/fresh hallways to divert the water.
Ugh.
did they change it so that doors not next to a wall don't get "de-constructed" anymore?
You can buy wood for 3 points before you embark.
AKA [PA]Ilovepandas
More skills I guess, especially as there are Noble skills to have, but you could also spend it on other things like that if you intend to play a map type you know wont have them.
1: Start with the smallest possible local area before embarking.
2: View the ground level as much as possible. Somehow I get <15 FPS viewing any subterranean levels, but 30 FPS on ground level.
(3: Dunno if this helps) Switch off the temperature & other features in the ini file. Haven't tested this yet, does it help much?
I keep my fortress much too modest. 2/3 tile hallways and keeping every workshop, sleeping area and storage area very tightly packed. I'm having a hard time finding any ores besides copper and aluminum, guess I have to go even deeper.
I really like having a treasurer from the start. You can get a detailed list of every material in your fort in the Status(z)/Store menu this way.
To the people who experience crashes on world start: I believe this happens when you install the new version over the old one. Check if using a fresh install helps.
Do you have a someone set to all the noble positions (hit n, then set them if not)? I gave my Stonecrafter all the talking skills at the start so he was volunteered as the leader, and the Liason made a beeline for him.
Of course, the other thing that could be happening is that the Noble is keeping busy and the poor guy never gets a chance to talk with him. Mine waited for the Stonecrafter in question to go on break, so maybe the best idea is when a Liason pops up, find your leader and take off all his job tasks and hope he feels chatty.
Oh yes, and by the way, I started in the perfect location. First 2 layers underground are Sandy Clay (which is farmable, no flooding required), everything under that is Obsidian. Not to mention none of the water in the area freezes during the winter and I have Salmon and Turtles out the wazoo with only Mountain Goats about. The only problem is I've only managed to find Copper and Aluminum, no iron, so it looks like it'll be a Soft Metals Only run for me.
Very realistically.
If you press k and put the cursor over the lake, you'll see a number next to Water in parenthesis. Usually it's (7/7), which means that tile is full from floor to ceiling, whereas (1/7) is harmless.
Lakes are not endless supplies of water, so you can drain them completely, though I've yet to try un-flooding a fortress. The concept should be simple enough; all you need to do is go underneath the lake, and dig an upwards ramp. Provided you made enough space, a good deal of it should drain out.
Now for my question. My current attempt at irrigation based farming has resulted in this.
X = Floodgate
L = Lever
+ = Door
~ = Farm Plot
The top lever opens the bottom floodgate, which unloads into the reservoir. I then pull that lever again to close the floodgate, the pull the other level to release the contents of the reservoir into the farm room. Can this setup be improved?
Oh, and a second question: do farms benefit from sunlight at all? I've been wondering if I should channel all the tiles directly above my plot.
AKA [PA]Ilovepandas