HonkHonk is this poster.Registered User, __BANNED USERSregular
edited April 2009
Thanks! I have found magnetite, I hear that's good
Seriously, after reading these threads for ages I know at least a few things about the resources that are important and this starting location is amazing! Three different types of stone/minerals on the z-level below and ability to plant farms on my first level. Lot's of trees and water nearby too.
Hmm, well i have cages up the wazoo, and there isnt anything in my traps anymore. I looked around for an option to make a cage stockpile but couldnt see one. Hmm, maybe its under restraints.
Honk, use "k" to look around.
An animal stockpile also holds empty cages.
FunkyWaltDogg on
0
HonkHonk is this poster.Registered User, __BANNED USERSregular
edited April 2009
Man what... No one wants to cut down trees . And I even put some woodcutting skill on them before I embarked here, and I do have an axe somewhere...
e: Alright woodcutting taken care of.
Does anyone know how to move furniture that is put in the wrong places? And is there a reason why nobody is building my Craftdwarf workshop?
Man what... No one wants to cut down trees . And I even put some woodcutting skill on them before I embarked here, and I do have an axe somewhere...
e: Alright woodcutting taken care of.
Does anyone know how to move furniture that is put in the wrong places? And is there a reason why nobody is building my Craftdwarf workshop?
If the furniture has already been "constructed," (meaning put where you designated for it to be put), you can hit [q] and then [x] to remove it. It will then be hauled back to your furniture stockpile.
For the craftsdwarf workshop, the associated labors are stonecrafting, bone carving and woodcarving (I believe), so make sure you have a dwarf with those enabled, and make sure that you have the necessary materials, as well. Keep in mind that the "Make Rock Swords" command requires obsidian. You should be able to make rock crafts and such, though.
I got some migrants in my first autumn(!) and now I have enough masons that construction is getting done much faster. Soon I can start work on the first set of walls, in case the great wealth created by all this architecture attracts any early ambushes.
Alright, one important question before I commit to my potentially deadly plan:
If I punch through a magma pipe at a z-level before where it caps out, with it try to rise up to the top z-level like water does, or will it stay in the channels I build for it? and if the answer is that it ill flood my fort (since nearly all of it at or below the top of the magma pipe) what can I do to prevent it from doing so?
EDIT: also, I can make chains out of gold so that any prisoners are too enamored with thier restraints to throw tantrums, and yet it won't break like cloth rope would, right?
I wish I could consistently get migrants in my first autumn. My first two or three forts after I started playing again did, but none since then have. Winter is almost intolerably dull with only 7 dwarves.
Alright, one important question before I commit to my potentially deadly plan:
If I punch through a magma pipe at a z-level before where it caps out, with it try to rise up to the top z-level like water does, or will it stay in the channels I build for it? and if the answer is that it ill flood my fort (since nearly all of it at or below the top of the magma pipe) what can I do to prevent it from doing so?
Magma will conveniently never rise without having more poured on top of it, unlike water which will rise to match the level of its source. So it won't flood unless it can trickle down into the rest of your fort somehow. The only exceptions to this are when it is pumped by a screw pump and inside of magma pipes. When pumped it can rise to the level of the screw pump pushing it, and magma pipes essentially generate magma on top of existing magma to refill slowly if they are drained from their original level.
I wish I could consistently get migrants in my first autumn. My first two or three forts after I started playing again did, but none since then have. Winter is almost intolerably dull with only 7 dwarves.
Yeah, I usually have to wait until the second spring or summer for migrants. It's really annoying to spend so long with just 7 dwarves, it never feels like you have enough workers.
Alright, one important question before I commit to my potentially deadly plan:
If I punch through a magma pipe at a z-level before where it caps out, with it try to rise up to the top z-level like water does, or will it stay in the channels I build for it? and if the answer is that it ill flood my fort (since nearly all of it at or below the top of the magma pipe) what can I do to prevent it from doing so?
Magma is not pressurized and will never flow upward. It will flow over a full channel, but usually that's not an issue.
I mean the way it won't rise like a liquid to match the source's level.
Lava has a high viscosity and is probably not even fully a liquid, so it would not flow in the same manner as water, but it still follows all the same physical laws. It will flow upwards if there is enough pressure from above.
I mean the way it won't rise like a liquid to match the source's level.
Lava has a high viscosity and is probably not even fully a liquid, so it would not flow in the same manner as water, but it still follows all the same physical laws. It will flow upwards if there is enough pressure from above.
Right, it just takes a lot more pressure than water.
Toady will probably model it with painstaking accuracy eventually.
Behemoth on
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Ninja Snarl PMy helmet is my burden.Ninja Snarl: Gone, but not forgotten.Registered Userregular
edited April 2009
Argh, so pissed off at this game right now. Due to the caravans getting glitched in my game and never showing up, nothing interesting ever happens. Rather than just abandon the fortress, I decide to get everyone killed by demons. Much more interesting and it makes me happier.
So I dig and dig and find what I need to find. Too bad that almost immediately after the demons show up, my FPS inexplicably drops from the 60-70 range to the 4-5 range. I wish I was joking. Everything is just going on as normal and then BAM, unplayable game. I tough it out for a bit, then decide it's just a waste of time to wait for the demons to get anywhere and do anything fun.
This fortress was just cursed. Not Boatmurdered cursed, just boring cursed. I couldn't even get the game to let me kill everyone. Most disappointing fortress I've ever done.
Argh, so pissed off at this game right now. Due to the caravans getting glitched in my game and never showing up, nothing interesting ever happens. Rather than just abandon the fortress, I decide to get everyone killed by demons. Much more interesting and it makes me happier.
So I dig and dig and find what I need to find. Too bad that almost immediately after the demons show up, my FPS inexplicably drops from the 60-70 range to the 4-5 range. I wish I was joking. Everything is just going on as normal and then BAM, unplayable game. I tough it out for a bit, then decide it's just a waste of time to wait for the demons to get anywhere and do anything fun.
This fortress was just cursed. Not Boatmurdered cursed, just boring cursed. I couldn't even get the game to let me kill everyone. Most disappointing fortress I've ever done.
I got a good idea for you then! Your next fortress must be build at the second to bottom z-level and must be entirely flat, no putting anything on any other z level.
So I dig and dig and find what I need to find. Too bad that almost immediately after the demons show up, my FPS inexplicably drops from the 60-70 range to the 4-5 range. I wish I was joking. Everything is just going on as normal and then BAM, unplayable game. I tough it out for a bit, then decide it's just a waste of time to wait for the demons to get anywhere and do anything fun.
That may mean that critters are having their pathfinding efforts frustrated. Did you wall in the demons? They are considering every conceivable route to get to any of your dorfs in order to kill them, and the detailed simulation of their near-infinite levels of rage is slowing down your machine.
Man I don't understand how people consider speeds of 60+ FPS playable. At 17FPS, my Legendary Miner cuts through a tile every second. How do you effectively manage a fortress where multiple tasks are finished by every dwarf, every second?
Pausing and unpausing multiple times per second? :P
I understand that it works though, it's just not something I've ever been able to adjust to. I always cap my FPS to 30 at the max, and that can still get too fast to manage without constant pausing sometimes. :S
Pausing and unpausing multiple times per second? :P
I understand that it works though, it's just not something I've ever been able to adjust to. I always cap my FPS to 30 at the max, and that can still get too fast to manage without constant pausing sometimes. :S
...
You... you know that you can set up multiple tiles to be dug at once, right? And that you can queue up jobs in workshops to be repeated indefinitely?
Argh, so pissed off at this game right now. Due to the caravans getting glitched in my game and never showing up, nothing interesting ever happens. Rather than just abandon the fortress, I decide to get everyone killed by demons. Much more interesting and it makes me happier.
So I dig and dig and find what I need to find. Too bad that almost immediately after the demons show up, my FPS inexplicably drops from the 60-70 range to the 4-5 range. I wish I was joking. Everything is just going on as normal and then BAM, unplayable game. I tough it out for a bit, then decide it's just a waste of time to wait for the demons to get anywhere and do anything fun.
This fortress was just cursed. Not Boatmurdered cursed, just boring cursed. I couldn't even get the game to let me kill everyone. Most disappointing fortress I've ever done.
In regards to the caravans not showing up, you sure you didn't just embark in an area cut off from all other civilizations?
Pausing and unpausing multiple times per second? :P
I understand that it works though, it's just not something I've ever been able to adjust to. I always cap my FPS to 30 at the max, and that can still get too fast to manage without constant pausing sometimes. :S
...
You... you know that you can set up multiple tiles to be dug at once, right? And that you can queue up jobs in workshops to be repeated indefinitely?
Yes, and you can even use the Manager screen to have hierarchies of actions being repeated beyond what you can queue via repeating orders in workshops.
It's just a difference in play styles, I guess. My fortresses tend to look absolutely nothing like most other players' fortresses. I don't iterate anything, I go out of my way to avoid having any two things look the same, I decentralize and I make things complicated instead of simple and I guess this is part of the "price" I pay.
Sorry, I won't mention it again. Everyone plays the game their own way, I'll just accept that and not try to wrap my mind around how you guys do it. I'm just slower, s'oh well. ^^q
Delicious Toad! on
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Ninja Snarl PMy helmet is my burden.Ninja Snarl: Gone, but not forgotten.Registered Userregular
Argh, so pissed off at this game right now. Due to the caravans getting glitched in my game and never showing up, nothing interesting ever happens. Rather than just abandon the fortress, I decide to get everyone killed by demons. Much more interesting and it makes me happier.
So I dig and dig and find what I need to find. Too bad that almost immediately after the demons show up, my FPS inexplicably drops from the 60-70 range to the 4-5 range. I wish I was joking. Everything is just going on as normal and then BAM, unplayable game. I tough it out for a bit, then decide it's just a waste of time to wait for the demons to get anywhere and do anything fun.
This fortress was just cursed. Not Boatmurdered cursed, just boring cursed. I couldn't even get the game to let me kill everyone. Most disappointing fortress I've ever done.
In regards to the caravans not showing up, you sure you didn't just embark in an area cut off from all other civilizations?
Yeah, my place was accessible. I had human and dwarven caravans for the first few years until one of the caravans massively glitched out. It moved at about a tenth of normal caravan speed, never unloaded to trade, and eventually just left at super-slow speed. After that, 7-8 years of no caravans. Really frustrating.
In regards to FPS, I need at least 30 FPS at all times. Anything lower than that and getting anything done takes absolutely forever. At 100 FPS, the first few years of the fortress (before all the fun stuff like sieges) go by much, much faster. Plus, if a fortress is going to fail in the first year or two, then I can find out in less than an hour.
See, I don't really enjoy the sieges so much. I like setting up intricate geographies and forts, copying them down onto graph paper, and then finding another exciting local and playing those same few early years over again. Dwarf Fortress has enough content and ways of playing it to make everyone happy!
I have a few forts going, but I am still creating worlds and looking for my perfect spot.
Which is a a area that contains a magma pipe, no aquifers, a bottomless pit, a river, sand, tons of iron, Tons of trees and Adamantine preferably in a high evil, mid to high savagery area.
Here's a world seed I found that has pretty much rivers and visible magma pipes all over check it out.
My current fort on this world has magma pipe, sand, chasm, and underground river that empties into a pit. I have grates set up at the bottom and a nice room engraved surrounding the waterfall set as my meeting area. My dwarfs are very happy.
I'm probably going to get back into this for a few days since I'm without a mouse for the immediate future (see the tech support subforum for the sordid details), and this game doesn't require one. I see on the wiki that tunnels are in, which is cool; I'll probably start my fort on one and see if I can create a toolbooth or something on it.
One question: What's a good tileset, and can someone give me a quick guide to using said tileset? I've mostly used ASCII but I did use a tileset at one point and liked it; but someone gave me their df forum with it already installed, so I'm not really sure how to set it up.
I'm probably going to get back into this for a few days since I'm without a mouse for the immediate future (see the tech support subforum for the sordid details), and this game doesn't require one. I see on the wiki that tunnels are in, which is cool; I'll probably start my fort on one and see if I can create a toolbooth or something on it.
One question: What's a good tileset, and can someone give me a quick guide to using said tileset? I've mostly used ASCII but I did use a tileset at one point and liked it; but someone gave me their df forum with it already installed, so I'm not really sure how to set it up.
Hopefully, my dwarves are struggiling to get the goods to the caravan becuse natraully they didn't put anything in the bins. *Sigh*
EDIT: Suprise suprise, the diplomat just showed up in the fortress. I have no idea how he got there. Now I need to find out who is the leader of my dwarves.
EDIT AGAIN: HOw do you know which of your dwarves is the expedition leader?
Curse-Ten on
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ArchonexNo hard feelings, right?Registered Userregular
edited April 2009
So I just had a "Die Hard" moment using the Fallout total conversion. Pure badassness is contained in the spoiler below.
I was playing as the Vault Dwellers in Fortress Mode when a siege of Super Mutants showed up. They caught my meager little band of vault dwellers outside, and a massive fire-fight ensued, with lots of disembowelments and whatnot. In the midst of the fight, the two miners, who were married, apparently, were fighting the Super Mutant Master, which is the equivalent of a demon in the conversion.
Unfortunately, they were fighting over my unfinished aboveground water reservoir, which was about four or five stories deep. Each floor was eventually going to be channeled out so that the water could fill it up, for a near infinite supply of water to my above-ground VDers. At some point, the Supermutant Master knocked the wife off of the ledge that lead to the reservoir's lowest level. Unfortunately, I had only just started to channel out the necessary areas, so the floors below that were all...Well, floors. She literally made a hole in each of the floors as she plummeted down to the lowest level, dying on impact.
The other miner was, understandably, enraged. He full on tackled the Master over the edge of the ledge, crashing through each of the floors, making a hole in each level and triggering a cave-in as they fell, the two of them duking it out as they fell with their fists. When they landed, he ended up with two bum legs and numerous other minor injuries, but he still kept crawling, eventually reaching the Super Mutant Master, bringing him to his knees, and slowly strangled the life out of him. Once the Master was dead he passed out next to his corpse.
I don't know if that's what triggered it, but the rest of the Super Mutants got the hell out of dodge once the Master was dead. Maybe it was a coincidence, but i'd like to think that they shat their pants at the prospect of fighting a Vault Dweller that just tackled a man off the edge of a four story drop, crashed through at least three floors, survived a cave-in while falling, and proceeded to murder their leader with his bare hands.
Posts
Seriously, after reading these threads for ages I know at least a few things about the resources that are important and this starting location is amazing! Three different types of stone/minerals on the z-level below and ability to plant farms on my first level. Lot's of trees and water nearby too.
*Edit* Who gets the corner office? We shall see!
An animal stockpile also holds empty cages.
e: Alright woodcutting taken care of.
Does anyone know how to move furniture that is put in the wrong places? And is there a reason why nobody is building my Craftdwarf workshop?
If the furniture has already been "constructed," (meaning put where you designated for it to be put), you can hit [q] and then [x] to remove it. It will then be hauled back to your furniture stockpile.
For the craftsdwarf workshop, the associated labors are stonecrafting, bone carving and woodcarving (I believe), so make sure you have a dwarf with those enabled, and make sure that you have the necessary materials, as well. Keep in mind that the "Make Rock Swords" command requires obsidian. You should be able to make rock crafts and such, though.
I got some migrants in my first autumn(!) and now I have enough masons that construction is getting done much faster. Soon I can start work on the first set of walls, in case the great wealth created by all this architecture attracts any early ambushes.
If I punch through a magma pipe at a z-level before where it caps out, with it try to rise up to the top z-level like water does, or will it stay in the channels I build for it? and if the answer is that it ill flood my fort (since nearly all of it at or below the top of the magma pipe) what can I do to prevent it from doing so?
EDIT: also, I can make chains out of gold so that any prisoners are too enamored with thier restraints to throw tantrums, and yet it won't break like cloth rope would, right?
Yeah, I usually have to wait until the second spring or summer for migrants. It's really annoying to spend so long with just 7 dwarves, it never feels like you have enough workers.
Magma is not pressurized and will never flow upward. It will flow over a full channel, but usually that's not an issue.
Ever heard of volcanoes?
Lava has a high viscosity and is probably not even fully a liquid, so it would not flow in the same manner as water, but it still follows all the same physical laws. It will flow upwards if there is enough pressure from above.
Right, it just takes a lot more pressure than water.
Toady will probably model it with painstaking accuracy eventually.
So I dig and dig and find what I need to find. Too bad that almost immediately after the demons show up, my FPS inexplicably drops from the 60-70 range to the 4-5 range. I wish I was joking. Everything is just going on as normal and then BAM, unplayable game. I tough it out for a bit, then decide it's just a waste of time to wait for the demons to get anywhere and do anything fun.
This fortress was just cursed. Not Boatmurdered cursed, just boring cursed. I couldn't even get the game to let me kill everyone. Most disappointing fortress I've ever done.
I got a good idea for you then! Your next fortress must be build at the second to bottom z-level and must be entirely flat, no putting anything on any other z level.
That may mean that critters are having their pathfinding efforts frustrated. Did you wall in the demons? They are considering every conceivable route to get to any of your dorfs in order to kill them, and the detailed simulation of their near-infinite levels of rage is slowing down your machine.
I understand that it works though, it's just not something I've ever been able to adjust to. I always cap my FPS to 30 at the max, and that can still get too fast to manage without constant pausing sometimes. :S
...
You... you know that you can set up multiple tiles to be dug at once, right? And that you can queue up jobs in workshops to be repeated indefinitely?
It's just a difference in play styles, I guess. My fortresses tend to look absolutely nothing like most other players' fortresses. I don't iterate anything, I go out of my way to avoid having any two things look the same, I decentralize and I make things complicated instead of simple and I guess this is part of the "price" I pay.
Sorry, I won't mention it again. Everyone plays the game their own way, I'll just accept that and not try to wrap my mind around how you guys do it. I'm just slower, s'oh well. ^^q
Yeah, my place was accessible. I had human and dwarven caravans for the first few years until one of the caravans massively glitched out. It moved at about a tenth of normal caravan speed, never unloaded to trade, and eventually just left at super-slow speed. After that, 7-8 years of no caravans. Really frustrating.
In regards to FPS, I need at least 30 FPS at all times. Anything lower than that and getting anything done takes absolutely forever. At 100 FPS, the first few years of the fortress (before all the fun stuff like sieges) go by much, much faster. Plus, if a fortress is going to fail in the first year or two, then I can find out in less than an hour.
Which is a a area that contains a magma pipe, no aquifers, a bottomless pit, a river, sand, tons of iron, Tons of trees and Adamantine preferably in a high evil, mid to high savagery area.
My current fort on this world has magma pipe, sand, chasm, and underground river that empties into a pit. I have grates set up at the bottom and a nice room engraved surrounding the waterfall set as my meeting area. My dwarfs are very happy.
[CUSTOM_NAME:Plains of Fear]
[DIM:129:129]
[END_YEAR:1050]
[BEAST_END_YEAR:250:50]
[END_YEAR:1050]
[REVEAL_ALL_HISTORY:1]
[CULL_HISTORICAL_FIGURES:1]
[ELEVATION:290:305:1600:1600]
[RAINFALL:0:100:100:100]
[TEMPERATURE:10:90:100:100]
[DRAINAGE:0:100:200:200]
[VOLCANISM:100:100:0:0]
[SAVAGERY:40:100:1600:1600]
[ELEVATION_FREQUENCY:1:1:1:1:1:1]
[RAIN_FREQUENCY:1:1:1:1:1:1]
[DRAINAGE_FREQUENCY:1:1:1:1:1:1]
[TEMPERATURE_FREQUENCY:1:1:1:1:1:1]
[SAVAGERY_FREQUENCY:1:1:1:1:1:1]
[VOLCANISM_FREQUENCY:1:1:1:1:1:1]
[GOOD_SQ_COUNTS:0:0:0]
[EVIL_SQ_COUNTS:0:0:0]
[PEAK_NUMBER_MIN:0]
[OCEAN_EDGE_MIN:0]
[VOLCANO_MIN:0]
[REGION_COUNTS:SWAMP:0:0:0]
[REGION_COUNTS:DESERT:0:0:0]
[REGION_COUNTS:FOREST:0:0:0]
[REGION_COUNTS:MOUNTAINS:0:0:0]
[REGION_COUNTS:OCEAN:0:0:0]
[REGION_COUNTS:GLACIER:0:0:0]
[REGION_COUNTS:TUNDRA:0:0:0]
[REGION_COUNTS:GRASSLAND:0:0:0]
[REGION_COUNTS:HILLS:0:0:0]
[EROSION_CYCLE_COUNT:50]
[RIVER_MINS:800:800]
[PERIODICALLY_ERODE_EXTREMES:1]
[OROGRAPHIC_PRECIPITATION:1]
[SUBREGION_MAX:5000]
[CAVE_MAX_SIZE:1]
[MOUNTAIN_CAVE_MIN:200]
[NON_MOUNTAIN_CAVE_MIN:200]
[ALL_CAVES_VISIBLE:0]
[TOTAL_CIV_NUMBER:25]
[TOTAL_CIV_POPULATION:20000]
[PLAYABLE_CIVILIZATION_REQUIRED:1]
[ELEVATION_RANGES:0:0:0]
[RAIN_RANGES:0:0:0]
[DRAINAGE_RANGES:0:0:0]
[SAVAGERY_RANGES:0:0:0]
[VOLCANISM_RANGES:0:0:0]
There's an option to disable smilies in text that you should look into.
And what if his world was, in fact, named the Smiley Lains of Fear?
What have you done then?
One question: What's a good tileset, and can someone give me a quick guide to using said tileset? I've mostly used ASCII but I did use a tileset at one point and liked it; but someone gave me their df forum with it already installed, so I'm not really sure how to set it up.
http://mayday.w.staszic.waw.pl/df.php
The regular download link contains the latest version of DF with added graphics.
Bridges don't take too long.
He probably won't go crazy and starve before you can get it built.
EDIT: Suprise suprise, the diplomat just showed up in the fortress. I have no idea how he got there. Now I need to find out who is the leader of my dwarves.
EDIT AGAIN: HOw do you know which of your dwarves is the expedition leader?
Unfortunately, they were fighting over my unfinished aboveground water reservoir, which was about four or five stories deep. Each floor was eventually going to be channeled out so that the water could fill it up, for a near infinite supply of water to my above-ground VDers. At some point, the Supermutant Master knocked the wife off of the ledge that lead to the reservoir's lowest level. Unfortunately, I had only just started to channel out the necessary areas, so the floors below that were all...Well, floors. She literally made a hole in each of the floors as she plummeted down to the lowest level, dying on impact.
The other miner was, understandably, enraged. He full on tackled the Master over the edge of the ledge, crashing through each of the floors, making a hole in each level and triggering a cave-in as they fell, the two of them duking it out as they fell with their fists. When they landed, he ended up with two bum legs and numerous other minor injuries, but he still kept crawling, eventually reaching the Super Mutant Master, bringing him to his knees, and slowly strangled the life out of him. Once the Master was dead he passed out next to his corpse.
I don't know if that's what triggered it, but the rest of the Super Mutants got the hell out of dodge once the Master was dead. Maybe it was a coincidence, but i'd like to think that they shat their pants at the prospect of fighting a Vault Dweller that just tackled a man off the edge of a four story drop, crashed through at least three floors, survived a cave-in while falling, and proceeded to murder their leader with his bare hands.