• Dwarf Fortress v14 - Clean Socks Save Lives
    4,081 replies, posted
Titans are incredibly dangerous, I've had that same problem as well.
[quote]I'm setting up independent monument burial sites for people, so that in addition to the catacombs down below, they can also build pyramids and things, like we used to have. It should be entertaining. I've also got arm and head animation mostly working -- I set up two lines of necromancers in the arena and gave them adamantine swords. The forces clashed, and then a roiling pile of severed limbs and heads and bodies jumped into the fray until one of the sides was victorious, with their new little buddy parts wandering around aimlessly near them.[/quote] [quote] buddy parts [/quote] this is going to be the best update ever.
Add me to the list I've been playing this for the past 2 months.
Add me to the list, I've been around since before military was mostly fixed.
Why won't my dwarfs build things? I've had a craftdwarfs workshop and a butcher shop queued up for ages and no-one has got around to building it. I've got the materials, they can get there, they have masonry enabled for making it out of stone, what else do I need?
Do any of your dwarves have butchery and any form of crafting labor enabled?
No, actually. I only just noticed the stone crafting and wood crafting labours there. Well now I feel stupid. [editline]18th May 2011[/editline] Yep, there they go, off to do it immediately. So it doesn't make a shop unless there is someone with that labour enabled?
How are you enabling labours? I highly recommend Dwarf Therapist
I'm using Dwarf Therapist, I just didn't notice the crafting labours all the way over there and thought they were controlled by the masonry and woodworking ones. All fixed now and I have many rock pots ready to be crafted.
Too bad I'm not addded to the list.
Why are my dwarfs not hauling wood? I have a wood stockpile, I have wood hauling enabled on all of my dwarfs except for a few woodcutters, and I have it enabled through the 'o'rders menu.
[QUOTE=NotoriousSpy;29909629]Why are my dwarfs not hauling wood? I have a wood stockpile, I have wood hauling enabled on all of my dwarfs except for a few woodcutters, and I have it enabled through the 'o'rders menu.[/QUOTE] They might be busy. [editline]18th May 2011[/editline] [QUOTE=NotoriousSpy;29909629]Why are my dwarfs not hauling wood? I have a wood stockpile, I have wood hauling enabled on all of my dwarfs except for a few woodcutters, and I have it enabled through the 'o'rders menu.[/QUOTE] They might be busy. [editline]18th May 2011[/editline] [QUOTE=NotoriousSpy;29909629]Why are my dwarfs not hauling wood? I have a wood stockpile, I have wood hauling enabled on all of my dwarfs except for a few woodcutters, and I have it enabled through the 'o'rders menu.[/QUOTE] They might be busy.
just got a good artifact: [img]https://photos-1.dropbox.com/i/o/Ni5MXQZ7EZoAmAuqeaRqUHqpn6FdryWE9YlxLYSBQEA/29626006/1305828000/5986dee[/img] [img]https://photos-2.dropbox.com/i/o/5Kbps8sgRiBVVAxK9LarzQZmjM-mxmA1d_vkFIsSNJc/29626006/1305828000/a81da06[/img] fairly appropriate name and item combo, if you ask me.
Orkel, can you send me the link to the fix you have put up before? It would be great :smile:
[QUOTE=GeneralFredrik;29910875]Orkel, can you send me the link to the fix you have put up before? It would be great :smile:[/QUOTE] it should go in the OP if it isn't already.
[QUOTE=Maximo13;29910255]They might be busy.[/QUOTE] I have around fifty idlers.
[QUOTE=NotoriousSpy;29911393]I have around fifty idlers.[/QUOTE] Is the stockpile reachable for the Dwarves? How many logs are in the stockpile? How much wood is outside waiting to be picked up?
[QUOTE=Pokey McFork;29911038]it should go in the OP if it isn't already.[/QUOTE] Yeah because it wasn't there :(
Huh, it appears I want added to the list. Would you please?
heh, my wooden village went into a tantrum spiral (note to self: never forget to brew drinks). i decided to just abandon and reclaim but now there's a shitload of angry ghosts rising up and haunting my dwarves :ohdear:
[QUOTE=Canuhearme?;29911454]Is the stockpile reachable for the Dwarves? How many logs are in the stockpile? How much wood is outside waiting to be picked up?[/QUOTE] The stockpile is next to all my other stockpiles. There are no more in the pile, when someone makes a barrel they run all the way outside. About 100 logs, according to accurate stocks.
Added to the list the people who asked. [editline]18th May 2011[/editline] [QUOTE=GeneralFredrik;29910875]Orkel, can you send me the link to the fix you have put up before? It would be great :smile:[/QUOTE] [url]http://horobox.co.uk/u/Orkel_1305640283.rar[/url]
Sometimes I let animals kill my enemies/my friends/myself just so they can be historical figures. P.S. I've heard all of these awesome cave spelunking stories, but I can never find a cavern. Do they appear on the map? And I went into a forest retreat, but no elves. I'd like to be added to the list too. Thanks.
There are caverns on every map. Just dig around and you'll find.
Devlog [quote]The entity positions have a new tag that says that a historical figure that died holding the position is important enough to be given a special sending off, assuming the entity does that kind of thing in the first place. The ones that build separated outdoor tombs (humans alone at this point) use the monument sites and place as many mausoleum structures as will fit, so the sites should be an interesting assortment of things. If it doesn't place a special outdoor tomb for whatever reason, it tacks a tomb in whatever catacombs or dungeon area is available, otherwise they get thrown in with the other historical figures. I was considering doing that thing where the ruler commissions their own tomb while they are still alive, but I thought it would be confusing to have empty tombs sitting around until we have active construction sites in the game, so right now all of the tomb structure are built after people die. Next I need to set up the specific site maps and disturbance events.[/quote]
[QUOTE=Orkel;29913733] [url]http://horobox.co.uk/u/Orkel_1305640283.rar[/url][/QUOTE] What exactly does this fix change?
Just got a 'perfect' gem from a mood. I didn't even know that could happen. attempted a danger room, instantly killed my militia. whoops.
[QUOTE=Spuzz;29928572]What exactly does this fix change?[/QUOTE] Off the top of my head, I can remember -Fixes kobolds -Changes brains into inner brain and outer brain; inner brain has to be damaged to kill, outer brain damage causes extreme nausea and pain -Toughened up skulls The above brain/skull changes make less "punches X into the head, jamming skull into brain, X is dead" events, which without the fix are pretty much the only way fights ever end as in vanilla game, even sneezing on someone's head causes the skull to jam into the brain -Makes bolts/arrows, whips, scourges etc not overpowered, in the vanilla game they are bugged as hell And the optional art/init folders, they basically make the default non-square ASCII into square ASCII, and changes the game's overall colors to be more natural instead of eye rape. Not sure if there are other fixes. Might be.
Punches through skulls should be fixed by next update.
[QUOTE=Antary;29929800]Punches through skulls should be fixed by next update.[/QUOTE] Where'd you hear that?
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