[QUOTE=Orkel;45479502]Fat dwarves eating causes lag[/QUOTE]
Toady wrote that in the devlog in a very politically correct manner
[quote=Toady]stopped hyper-obese digesting dwarves from constantly recalculating insulation/mass data (ag)[/quote]
"stopped fat dwarves from sandwiching your CPU cycles between their plump helmets"
All this talk of Adamantium tissues reminds me of that one fucking badass story where that dwarf got turned into an indestructible adamantium walking skeleton or something. Had all his skin melted off by a megabeast but kept on fighting due to his tendons and bones being adamantium or some shit.
God I love this game.
[QUOTE=ScottyWired;45484679]Need wood to make charcoal.
Need charcoal to make metal.
Need metal to make axe.
Need axe to get wood.
:suicide:
[editline]24th July 2014[/editline]
Oh thank fuck the caravan arrived but it brings news of "Osmuz Spinclutch", a goblin king of the "The Kindled Seducation", conquering 40+ towns in the last year.
[editline]24th July 2014[/editline]
wait where's the caravan? I had the conversation with the dude and never saw the wagon arrive
welp, here's to another year without beds. Or industry in general.[/QUOTE]
Deconstruct your wagon and use it to make a carpenter's workshop and then a wooden training axe.
If you have traps blocking the 3x3 path to your depot, no wagons will come. Wagons cannot go over traps anymore. Pack animals can, but dwarves don't use them.
[QUOTE=Lijitsu;45488420]Deconstruct your wagon and use it to make a carpenter's workshop and then a wooden training axe.
If you have traps blocking the 3x3 path to your depot, no wagons will come. Wagons cannot go over traps anymore. Pack animals can, but dwarves don't use them.[/QUOTE]
Merchants will still unload their goods, however.
[QUOTE=WastedJamacan;45488543]Merchants will still unload their goods, however.[/QUOTE]
If they have pack animals, yes. But dwarves don't use pack animals, so the dwarven caravan won't come if it's blocked. The liaison still will.
I have generated a world with only kobolds, gnomes, and goblins and massive amounts of Megabeasts and Titans and such.
This will be [URL="http://dwarffortresswiki.org/index.php/DF2014:Losing"]fun[/URL].
[QUOTE=Lijitsu;45488651]If they have pack animals, yes. But dwarves don't use pack animals, so the dwarven caravan won't come if it's blocked. The liaison still will.[/QUOTE]Yes they do. Dwarves use both pack animals and wagons depending on what they're transporting. I've observed that if you request a shit ton of heavy things like stones and logs there will be more pack animals, oddly enough, probably because the pack animals carry the regular goods while the wagons carry the heavy stuff.
Elves are the only nation to have never ever used wagons. Pack animals are universal, but dwarves rarely use them because everything normally fits onto three wagons. It's been this way for as long as I can remember, though it would be fucking [i]great[/i] if there was that bug from like 2007 that made wagon pullers also be pack animals. Caravans would show up and you'd get this massive fucking list of items that you could claim using various bugs and exploits.
[QUOTE=Lijitsu;45488420]Deconstruct your wagon and use it to make a carpenter's workshop and then a wooden training axe.
If you have traps blocking the 3x3 path to your depot, no wagons will come. Wagons cannot go over traps anymore. Pack animals can, but dwarves don't use them.[/QUOTE]
I think I missed a few details, haven't played since that post.
My wagon is deconstructed, I'm in my second year and missed the second caravan. I don't know where my first axe went. It's [I]gone.[/I]
But good suggestion, I'll find something else I can deconstruct.
[QUOTE=ScottyWired;45489576]My wagon is deconstructed, I'm in my second year and missed the second caravan. I don't know where my first axe went. It's [I]gone.[/I][/QUOTE]
Are you certain it's not forbidden?
I have this problem where Dwarf Fortress just can't load up a generated world, it just grinds to a halt when loading the last part (I think)
It loads fine on my girlfriends laptop though which is no where near as powerful so I don't get it.
Also the starter pack launcher comes up with an error, it lets me continue but It doesn't show any mods in the list.
Toady is attempting to balance the insanely OP arrows and bolts for the upcoming patch.
[QUOTE=Orkel;45490580]Toady is attempting to balance the insanely OP arrows and bolts for the upcoming patch.[/QUOTE]
Didn't realize they were OP.
first time playing dwarf fortress, other than that time i lasted five seconds and drowned a year ago
blood was everywhere, it was terrifying and inevitable, and
[img]http://imagizer.imageshack.com/img536/2803/133256.png[/img]
[QUOTE=bitches;45491067]first time playing dwarf fortress, other than that time i lasted five seconds and drowned a year ago
blood was everywhere, it was terrifying and inevitable, and
[img]http://imagizer.imageshack.com/img536/2803/133256.png[/img][/QUOTE]
what tileset is that?
[QUOTE=mrx5001;45491860]what tileset is that?[/QUOTE]
[url=http://goblinart.pl/vg-eng/df.php]Mayday[/url]
[QUOTE=esalaka;45490004]Are you certain it's not forbidden?[/QUOTE]
I only have a novice bookkeeper so I wouldn't know how to find it. Had a brainflash at school and remember I've got like a single bed to deconstruct.
[QUOTE=ScottyWired;45493213]I only have a novice bookkeeper so I wouldn't know how to find it. Had a brainflash at school and remember I've got like a single bed to deconstruct.[/QUOTE]
You can't get the wood back, deconstructing the bed will just give you a bed item.
[QUOTE=ScottyWired;45493213]I only have a novice bookkeeper so I wouldn't know how to find it. Had a brainflash at school and remember I've got like a single bed to deconstruct.[/QUOTE]
Skill level isn't important, it's what you set the counts at. At any rate, you only have 1 axe so it'll be accurate if he's done his job at all. Go to your stocks screen to make sure it's not forbidden and actually still on your map.
[editline]25th July 2014[/editline]
And then you can set to dump from the same screen so if it's on a reachable tile your dwarves will grab it and haul it to your quantum stockpile.
what did I do to deserve this?
[IMG]https://dl.dropboxusercontent.com/u/111996868/2014/dwarfes/nowood.JPG[/IMG]
I'll try the collapsing tree method
[editline]25th July 2014[/editline]
nope, tree just phases out of existence if you dig under it
[editline]25th July 2014[/editline]
I was too late.
My food economy collapsed, no wood to make buckets for water either. Everyone got dehydrated and went berserk. The only adult survivor was the now-mayor who was upstairs making a masterpiece zinc crutch.
[IMG]https://dl.dropboxusercontent.com/u/111996868/2014/dwarfes/itsover.JPG[/IMG]
But amazingly, in the field, a single plump he--
[IMG]https://dl.dropboxusercontent.com/u/111996868/2014/dwarfes/itsover2.JPG[/IMG]
:suicide::suicide::suicide::suicide::suicide::suicide::suicide::suicide:
This was a vile beast, it slaughtered the mayor and three other babies. It killed twenty animals before it went searching for the final baby. I checked the logs- 18 were decapitations, the other 2 were pulping the head into gore. The brave baby, the last of his kin, charged blindly into the miasma. He never came out.
[IMG]https://dl.dropboxusercontent.com/u/111996868/2014/dwarfes/itsover4.JPG[/IMG]
RIP The Dwarven outpost Doorwall 250-251
[QUOTE=Orkel;45490580]Toady is attempting to balance the insanely OP arrows and bolts for the upcoming patch.[/QUOTE]
Noooooooooooo
One of my recruits killed a zombie.
I'm so proud *sniff*
some new bugs fixed in the next version. Bolded the most important.
[quote]- 0007048: [Typos/Grammar] Typos in language_words.txt (Toady One) - resolved.
- 0006997: [Typos/Grammar] Missing space in legends mode string (Toady One) - resolved.
[B]- 0005346: [Material Properties] Obsidian swords always blunt, due to low SHEAR_YIELD (Toady One) - resolved.[/B]
- 0006985: [Material Properties] Some wood densities not applied properly (Toady One) - resolved.
- 0004139: [Typos/Grammar] typo in View Building Items manual page (Toady One) - resolved.
- 0007051: [Typos/Grammar] Typos in the raws (Toady One) - resolved.
- 0007581: [Dwarf Mode -- Environment] Tree growth is too fast. (Toady One) - resolved.
[B]- 0005991: [Dwarf Mode -- Jobs, Building Construction and Destruction] Dwarf tries to build wall standing on the construction site (Toady One) - resolved.[/B]
[B]- 0002922: [Init Options] Population Cap not working (Toady One) - resolved.[/B]
- 0006627: [Dwarf Mode -- Immigration] Immigrants arrive/become hostile (Toady One) - resolved.
- 0002291: [Dwarf Mode -- Interface, Unit View] Deceased creatures in unexplored underground layers visible in unit view (Toady One) - resolved.
[B]- 0005516: [Projectiles] Absurdly Powerful Bolts/Arrows (Toady One) - resolved.[/B]
[B]- 0006870: [Combat -- General] Bolts, crossbows and other ranged weapons have excessive SHOOT_FORCE values, leading to ranged combat issues (Toady One) - resolved.[/B]
- 0006262: [Throwing/Shooting] Rounding Error in Calculation of Projectile Velocities (Toady One) - resolved.
[B]- 0004406: [Dwarf Mode -- Jobs, Activity Zones] Hospital zone does not respect cloth maximums (Toady One) - resolved.[/B]
- 0007439: [Dwarf Mode -- Interface, Unit View] Invaders still listed as missing after their corpses have been retrieved (Toady One) - resolved.
- 0006534: [Dwarf Mode -- Interface, Unit View] Wild animals and invaders appear as "missing" on missing/dead tab (Toady One) - resolved.
- 0000747: [Dwarf Mode -- Jobs, Farming/Farmer's Workshop] Planting of seeds allowed even if too late in the season (Toady One) - resolved.
- 0006822: [Typos/Grammar] Misspelled words in the executable (Toady One) - resolved.
- 0004533: [Typos/Grammar] You practice your Leatherworkering. (Toady One) - resolved.
- 0001975: [Dwarf Mode -- Nobles] The "king has arrived" dialog (when you become a mountainhome) needs to be made gender specific. (Toady One) - resolved.
- 0004943: [Creatures] Creatures with body part 2HEAD_ANTLER, butchered part becomes generic 'horn' (Toady One) - resolved.
- 0006933: [Combat -- General] When an antler is shattered, it refers to it as a horn. (Toady One) - resolved.
- 0006482: [Dwarf Mode -- Invasions] Campfire renewal logic checks coordinates incorrectly (Toady One) - resolved.
- 0006378: [Creatures] Ducks and geese have wrong category for rooting around (Toady One) - resolved.
- 0006581: [Technical -- General] Incorrect Version Listed in the Help Menu (Toady One) - resolved.
[B]- 0003295: [Dwarf Mode -- Trade] Elves don't have diplomats/liaisons (Toady One) - resolved.[/B]
- 0004390: [Creatures] Random creature spine body part lacks [CONNECTOR] tag (Toady One) - resolved.
- 0006298: [Creatures] King cobra men use wrong creature variations (Toady One) - resolved.
- 0001097: [Typos/Grammar] Minor grammar bug in personality, picture included (Toady One) - resolved.
- 0006826: [Typos/Grammar] Typo in dragon description (Toady One) - resolved.
- 0000048: [Dwarf Mode -- Trade] Elves bring tame tigermen in cages because they have [PET] and [PETVALUE:x] (Toady One) - resolved.[/quote]
Whenever a Kobold caravan leaves my fort it registers the traders as thieves, so every item they carry with them floods my announcements (and soundsense) with news of EVERY item that was stolen.
[editline]25th July 2014[/editline]
[quote=Toady[/quote]- 0005991: [Dwarf Mode -- Jobs, Building Construction and Destruction] Dwarf tries to build wall standing on the construction site (Toady One) - resolved.[/quote]
Oh good god finally. Now building above ground forts won't be AS annoying.
[img]http://i.imgur.com/Ofi6eCA.png[/img]
one of my logs ended up in space
[editline]25th July 2014[/editline]
i have 2 buckets in my hospital, but i keep getting 'cancels give water: needs empty bucket'. they use the buckets when they clean patients, but refuse to use them to give water. anyone know why?
[QUOTE=Shortyish;45499708][img]http://i.imgur.com/Ofi6eCA.png[/img]
one of my logs ended up in space
[editline]25th July 2014[/editline]
i have 2 buckets in my hospital, but i keep getting 'cancels give water: needs empty bucket'. they use the buckets when they clean patients, but refuse to use them to give water. anyone know why?[/QUOTE]
Likely that those buckets are reserved for purely cleaning purposes, you need "free" buckets for giving water.
The hospitals have a tendency to do that.
Do cooks get mad when people eat their masterpiece meals?
[img]http://i.imgur.com/Jbjnfg3.png[/img]
rip wagon, you will be missed
Okay, I'm trying to train a raccoon.
Its not working.
My animal trainer just ignores the fucking thing. He has NO other jobs. He's only an animal trainer. Its uncaged, 'trained,' and in a training zone, yet he won't do anything.
[QUOTE=Jrose14;45502126]Do cooks get mad when people eat their masterpiece meals?[/QUOTE]
Mine don't, but they churn out so many masterpiece meals it might just not make a difference.
So I had an interesting thing happen just now.
Let me start off by saying that I've become somewhat of an expert at controlled demolitions in Dwarf Fortress. I can even get the dust to spray in such a way that dwarves get injured only so much so they can be healed to train my medical team. Still, this is Dwarf Fortress and things do not always go according to plan, in fact, plans usually have to conform to whatever the game throws at you. So I was collapsing a magnificently designed structure that would, in theory, injure eight dwarves with severe injuries from falling three z-levels but would not out-right kill them. This was a simple endeavor and everything should have happened exactly like it happened all the other times I did it, except this time was special.
One of my dwarves, a stalwart hammerer who was honing his JUSTICE ARMS in the mines happened to be walking by. Bashing in rocks like the skulls of dwarven criminals can work up one hell of a thirst, you know. Unfortunately for Kol Telingathel he chose the exact moment the Mine Collapse and Dust Projection Simulator was activated and he too got to experience that wild ride known as Fun. Unlike most who would slam into the nearby cliff and promptly die from having their guts forced out of their anuses, Kol was special. Kol didn't die, he didn't even hit the cliff, but instead he was cast up on to the watch tower's roof that happened to be [i]on top of the cliff.[/i]
In case that wasn't clear: cave dust threw my hammerer eleven z-levels up and ten tiles to the west, and he's perfectly unharmed aside from a bruised hand.
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