I've been playing for a few days now, and I keep getting paranoid that I'm running out of food; there's nothing to hunt and the ponds are devoid of fish. I also think they're all going to die of thirst.
Has anyone ever created a "black hole" in DF? Recently i embarked on a ocean biome and started digging under the seafloor. When it was winter the sea would freeze and i'd dig up, making a tower sort of thing stretching from the bottom of the sea to the top. It consisted of about 4 floors and while building some walls the sea would unfreeze and blocks part of the wall would just turn pitch black, they'd have no names, no material, no nothing and i couldnt even destroy or remove them and they acted as solid blocks. Anyone ever had this?
[QUOTE=Ghostballs;43051265]I've been playing for a few days now, and I keep getting paranoid that I'm running out of food; there's nothing to hunt and the ponds are devoid of fish. I also think they're all going to die of thirst.[/QUOTE]
[url]http://dwarffortresswiki.org/index.php/DF2012:Plump_helmet[/url]
[QUOTE=Robust Retard;43051431][url]http://dwarffortresswiki.org/index.php/DF2012:Plump_helmet[/url][/QUOTE]
That's all I use for food and drink, well I use cave wheat also but I don't know if I'm loosing seeds.
[QUOTE=Ghostballs;43051460]That's all I use for food and drink, well I use cave wheat also but I don't know if I'm loosing seeds.[/QUOTE]
As long as you don't cook them then there will always be seeds around. Also when the first caravan comes you should buy mostly food and drink to make sure you get through the winter without them all going mad from starvation.
[QUOTE="Toady One"]I handled very basic companion orders today, in conversation and in practice. You can just tell them to wait in a place or follow you again, but the framework is the same one already used by every army, so if there were any point to issuing orders having your buddies patrol an area or occupy a city or something on their own right now, it would just take adding the conversation choices for it to be done. I might get some more out of the system for this time when I finalize site-to-site fighting, but it won't be interesting until you are able to run your own group out of your own site, which is planned for some release after this one. The same stuff will also work for fort-mode dwarves once you can send them off map, and it was nice to get the very first taste of that sort of interaction today, even if it is still down the road. It's fun to imagine your little dwarfy critters off on their own with even less control over their shenanigans, and what sort of trouble they could bring back to your doorstep, he he he. The whole world will be a sock outside during a siege. In any case, back in current release land, I'm pretty sure you'll be able to give your companions items in a day or so, so that's good.[/QUOTE]
I'm stoked for the next update, and the update after that.
I'm surprised religion isn't already in the vanilla.
You put a god in the game, make him part of the game's name, then have the opportunity to make religion be a cool feature. I wonder if there was a reason for not trying to put that in?
[QUOTE=Robust Retard;43058638]I'm surprised religion isn't already in the vanilla.
You put a god in the game, make him part of the game's name, then have the opportunity to make religion be a cool feature. I wonder if there was a reason for not trying to put that in?[/QUOTE]
It was removed in the 2012 version.
[QUOTE=Lijitsu;43058675]It was removed in the 2012 version.[/QUOTE]
So it was in the game, then they just removed it? Why would you do that?!
[QUOTE=Robust Retard;43058819]So it was in the game, then they just removed it? Why would you do that?![/QUOTE]
Same reason economy was removed
[QUOTE=Adarrek;43058901]Same reason economy was removed[/QUOTE]
To clarify: Needed too much work to fix up for the new version.
masterwork is currently broken for me, channeled a well in to my fort, wich was fine all seasons, except when winter came. Suddenly, my whole fortress was flooded due to the river freezing, wich makes no sense at all
Hey, I don't mean to be a nuisance but: how do I keep my dwarves from using the barrels to pickup things, can I make them retrieve things from their storage devices only?
Basically all my dwarves are taking bins to collect their works, even though it would make more sense for them to carry the individual work and place it in a bin. Eg: Fishdwarf running out of the base, stealing the bin from my cook, to collect a single fish.
Unfortunately you cannot. It's a commonly complained about issue, mainly when it come to seed barrels. The only suggestion I have is to make small stockpiles near where they'd be taking from and tell them to send to your main stockpile.
[QUOTE=Lijitsu;43060756]Unfortunately you cannot. It's a commonly complained about issue, mainly when it come to seed barrels. The only suggestion I have is to make small stockpiles near where they'd be taking from and tell them to send to your main stockpile.[/QUOTE]
Hope he changes it in the coming update.
Just massively overproduce rock pots and all your wishes will come true. There may be a glass equiv, but I can't really remember.
Bags are the more common enemy, I always want to reserve a few for sand storage. Good thing buying out caravans leads to a bag surplus if you are making them from the cloth and leather.
[editline]4th December 2013[/editline]
Oh, and bins. If only we could make glass or rock bins. Bins are literally god.
For those of you that don't pay attention to the WAYWO programming thread I recently made a bot that can generate thread statistics because I wanted to check if the Dwarf Fortress thread is as friendly as we often give it credit for. The sum of the ratings for the last 63 pages are:
agree: 1750, disagree: 88, funny: 3898, winner: 1328, zing: 35, informative: 116, friendly: 301, useful: 123, optimistic: 85, artistic: 61, late: 21, dumb: 21
That's an average of 0.3 dumbs per page. For comparison I ran it on the COD thread and it's got 4.86 average dumbs per page.
Good thing about DF is it is all humour, glorious victory and general agreeableness.
I don't think we've ever really had any fights, other than maybe which of two scenarios is funnier, or whether you should use bronze/bis bronze (identical other than colour) or iron for certain weapons. (currently iron has the victory for both blunt and sharp, though bronze was better for sharp in 40d iirc)
[QUOTE=Terminutter;43062724]Good thing about DF is it is all humour, glorious victory and general agreeableness.
I don't think we've ever really had any fights, other than maybe which of two scenarios is funnier, or whether you should use bronze/bis bronze (identical other than colour) or iron for certain weapons. (currently iron has the victory for both blunt and sharp, though bronze was better for sharp in 40d iirc)[/QUOTE]
I heard somewhere that silver is better than iron for blunt. And isn't steel always preferable to iron?
[QUOTE=Loofiloo;43064353]I heard somewhere that silver is better than iron for blunt. And isn't steel always preferable to iron?[/QUOTE]
ye its denser, so it hits with more force
[QUOTE=Loofiloo;43064353]I heard somewhere that silver is better than iron for blunt. And isn't steel always preferable to iron?[/QUOTE]
Silver is best for blunt weapons, and I think bolts if bolts actually worked properly. Steel is flat-out better than iron. Iron is easier to produce, though.
[QUOTE=Loofiloo;43064353]I heard somewhere that silver is better than iron for blunt. And isn't steel always preferable to iron?[/QUOTE]
Yeah, you are right. I was referring to the iron/bronze wars that used to be had, and was comparing the two metals, ignoring all others.
Silver is best for blunt. (and as for bolts, no-one really knows!) and steel + candy are better for sharp.
I'm a bloody idiot, is candy a synonym for [sp]adamantium[/sp]?
[QUOTE=Tinker Toy;43072442]I'm a bloody idiot, is candy a synonym for [sp]adamantium[/sp]?[/QUOTE]
Yes
About to start a new game after not playing for months
[QUOTE=Kylel999;43072474]Yes
About to start a new game after not playing for months[/QUOTE]
If you mind, I'd like to recommend Masterwork for your next game. It looks pretty cool from the looks of things.
Zelerudib "Primesyrup" let's do this
[editline]5th December 2013[/editline]
Settled in a heavily forested area with a brook and no aquifer. There are some boars nearby that aren't giving me any trouble. I've begun to dig into the ground to set up workshops, storage and a farm.
[editline]5th December 2013[/editline]
Oh and the mason is currently working to get a protective wall up asap
[QUOTE=Kylel999;43072871]Zelerudib "Primesyrup" let's do this[/QUOTE]
Normally I don't post this much at once, but speaking of naming forts...
I wish you could just pick from a list or type your own fort name, it's a pain going through a massive list looking for that [I]one[/I] word that's impossible to find.
I always random the name for that reason
[editline]5th December 2013[/editline]
I got a migrant wave of two farmers. One is a cook and the other seems to only have axe / fighting skills so I'm making him my militia commander and my first official soldier.
Most successful fortress yet, 60 workers(Got a migrant wave of 24 dwarves). I'm pretty sure I'm about to get wiped out; I need metalworking pronto.
My dwarves are dying of thirst, but I have plenty of booze... what gives?
It is slightly past Autumn and the dead walk. I assume it's Hallow's Eve. There is one goblin and one dwarf zombie, I'm going to send my militia commander after them.
[editline]5th December 2013[/editline]
Welp, my militia commander and a fellow marksdwarf who arrived earlier took on the zombies. They took them down but one soldier sustained a broken arm and the other a broken hand and arm. :s
[editline]5th December 2013[/editline]
Winter has come, the brook and all the ponds have frozen so I took to finding a cavern for water for the injured soldiers. I dug down a few levels and of course I found one.
Sorry, you need to Log In to post a reply to this thread.