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Dwarf Fortress - Addiction in ASCII - Page 74

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]343[
Profile Blog Joined May 2008
United States10328 Posts
Last Edited: 2015-09-29 20:42:52
September 29 2015 20:42 GMT
#1461
Maybe I should be posting this on the bay12 forums instead of here, but...

I have a problem. I locked up my vampire in an office and made him my manager. Now, I inexplicably get "make n wooden bucket" jobs queued up (I've seen n=1 up to n=30), and it's super annoying to have to repeatedly remove "make wooden buckets" jobs. Maybe it's because of dfhack, but I'm not using anything other than the default dfhack options (+ I tried using seedwatch once.)

I'm running v40.24. How do I fix this?
Writer
BobMcJohnson
Profile Blog Joined October 2010
France2916 Posts
September 29 2015 21:34 GMT
#1462
huh thats weird, I had never seen managers creating tasks on their own.

Your DF install is probably becoming sentient and you should burn you computer down to avoid it spreading imo
Romanes eunt domus
Aylear
Profile Blog Joined May 2009
Norway3988 Posts
September 30 2015 05:56 GMT
#1463
Uh, yeah, I'm with Bob. You're gonna need a crucifix.
TL+ Member
Isualin
Profile Joined March 2011
Germany1903 Posts
Last Edited: 2015-12-25 11:17:10
December 25 2015 11:16 GMT
#1464
Large image in spoilers
+ Show Spoiler +
[image loading]


Drawings like these make me love df even more Credit goes to kruggsmash
| INnoVation | The literal god TY | ByuNjwa | LRSL when? |
Deleuze
Profile Blog Joined December 2010
United Kingdom2102 Posts
December 25 2015 22:38 GMT
#1465
On December 25 2015 20:16 Isualin wrote:
Large image in spoilers
+ Show Spoiler +
[image loading]


Drawings like these make me love df even more Credit goes to kruggsmash


That is a great image!
“An image of thought called philosophy has been formed historically and it effectively stops people from thinking.” ― Gilles Deleuze, Dialogues II
plated.rawr
Profile Blog Joined June 2008
Norway1676 Posts
December 26 2015 10:18 GMT
#1466
Man, all I can think of seeing that image, is how having such a multi-level fort would rape my FPS.

That said, anyone enjoying the new culture updates? Been on a new DF binge with the new versions, and it's pretty interesting!
Savior broke my heart ;_; || twitch.tv/onnings
Isualin
Profile Joined March 2011
Germany1903 Posts
Last Edited: 2015-12-28 09:24:10
December 28 2015 09:21 GMT
#1467
Yesterdays development log is interesting. Toady talks about incoming changes on zombies and sparring.

I know poems, books, murals, engravings and stuff like that generate a lot of cool stories but i think toady should focus on mechanical aspects of the game before them. Training marksdwarves, getting stuck while building a wall etc is still frustrating. And the ui is getting more complex with every new addition.

As a programmer, i admire Toady's dedication to this game after so many years though.
| INnoVation | The literal god TY | ByuNjwa | LRSL when? |
Fecalfeast
Profile Joined January 2010
Canada11355 Posts
Last Edited: 2016-01-23 02:09:04
January 23 2016 01:16 GMT
#1468
[image loading]

is this a vampire or did a decorated war veteran show up at my fort that's not out of year 1 yet?

He was almost immediately voted mayor when he arrived
ModeratorINFLATE YOUR POST COUNT; PLAY TL MAFIA
plated.rawr
Profile Blog Joined June 2008
Norway1676 Posts
Last Edited: 2016-01-23 12:42:54
January 23 2016 12:38 GMT
#1469
Yeaaaa, I'd wager he's a vampire. But everyone's innocent 'till proven otherwise, right? I mean, maybe he's changed his ways and nothing bad will happen in your fort!

Let me know when he eats your legendary armorcrafter.

Edit: Actually, those are all human and elf deaths. As far as dwarves are concerned, he's not only innocent - he's a model citizen!
Savior broke my heart ;_; || twitch.tv/onnings
Fecalfeast
Profile Joined January 2010
Canada11355 Posts
January 24 2016 00:14 GMT
#1470
I promoted him to captain of the guard and he was IMMEDIATELY voted mayor (he was in my first big migrant wave this file)

I'm just going to pretend he's just a legendary war hero and hope for the best
ModeratorINFLATE YOUR POST COUNT; PLAY TL MAFIA
Kickstart
Profile Blog Joined May 2008
United States1941 Posts
November 16 2016 22:24 GMT
#1471
My foray into Dwarf Fortress is somewhat late. The game has been around for a while and most people who have been gaming for years are likely to have heard of it, I just never took the plunge until recently. With some nudging from a friend + Show Spoiler +
hi evo
I decided to give it a go.

For my first game, I followed the DF wiki walkthrough to completion. After completing the entire walkthrough having survived through a couple close calls, I decided to start fresh. The fort layout I had from following the walkthrough I wasn’t too thrilled with and I wanted to just see how I would do without following a guide! I didn’t make it that far with my walkthrough fort, but I survived through the early stages and am going into my new game having learned from the handful of disasters I faced. Namely, WEREBEASTS ARE SCARY.

I am starting fresh and writing as I play. My goals for this game are to at least survive for a couple years and get a nice fortress built. Judging by my first game, I think I can make it quite far, so let’s see how it goes~

World Creation and Embark

For this I generated a new world and decided to go for a custom embark and just try and figure out what I need to bring with me. Let’s hope that I didn’t make any fort ending mistakes! For the settings, I just went with the default midway points on all the world creation options. Behold Thadar Ledir, “The Planet of Oracles”.

[image loading]

Since this is only my second fort, with my first just being a walkthrough follow-along, I decided to go for what is supposed to be a relatively easy embark location. I went for something calm, with trees, moderate temperature, soil, clary, various minerals, and a river! Our dwarves will be making their new home in The Brave Hill.

[image loading]

For my dwarves, I made each of them proficient in one skill, 2 miners and 1 each of woodcutter, mason, grower, carpenter, and mechanic. For supplies I kept most of the default items minus quivers, modified the numbers a bit and added in animals. I brought 6 dogs for protection, 3 cats to kill vermin, and 6 turkeys because I want to attempt livestock farming! (Each group of animals is composed of 1 male and the rest females, for breeding).

[image loading]

Our group of adventurers will be known as The Guild of Hammerers, whose symbol is an image of two war hammers named The Hammers of Clobbering, and their task is to establish The Fortress of Smashing.
It seems I must watch out for some wild cougars!

[image loading]

Season 1


My map looks good, tons of trees and shrubs, the river runs across the map, and I have a hill to dig into in the south. I also notice that south of the river with my dwarves, there are 3 honey bee colonies. I have no idea how to utilize these but perhaps I will play around with harvesting them for mead production. North of the river there are 2 ant colonies which I don’t know if they are useful or not. The only wildlife I see now are all in the river, 3 alligators, 2 gars, and an alligator snapping turtle. I think the alligators and turtle can come on land so I should watch them I think.

The immediate plan is to dig a sort of entrance tunnel into the hill, then down a few layers. I need to setup farms, get supplies and animals inside, and then get defenses up and some basic production going.

[image loading]

My dwarves’ labors all look good and so the chopping of trees, mining, and digging begins, Strike the earth!

Spring has ended, and with it comes an update on The Fortress of Smashing! I dug out a rather long entrance tunnel across 2 z-layers before anything reaches my main fort, I think this will allow me to try out some different defensive measures, but I did spend a lot of time mining long tunnels instead of areas to setup industry. Right now, I have dug out 6 z-layers. Ground level and 1 below are both just long hallways where I will try and setup some defensive measures. The third floor is where I dug out a rather large area, placed my depot and a plump helmet farm, and plan to place my animals and still operations on this level. The fourth floor is where I put my bedrooms and the dining/meeting hall; I am working on digging out what is going to be a kitchen area and a food storage area and later I think I will put my noble’s area somewhere over near where the bedrooms are. Floor 5 just has a small room dug out where I am going to put a mechanics workshop and start producing mechanisms so I can get some initial defenses going. The last floor I have dug into for now, floor 6, is where I will put my general stockpile for now and move my carpenters bench to, and that will bring everything inside of my fortress!

Floor 1: + Show Spoiler +
[image loading]

2: + Show Spoiler +
[image loading]

3: + Show Spoiler +
[image loading]

4: + Show Spoiler +
[image loading]

5: + Show Spoiler +
[image loading]

6: + Show Spoiler +
[image loading]


Of course, mistakes were made! My trading depot is not accessible because caravans can’t take stairs (duh). I am going to try and remedy this with replacing the stairs with ramps, I haven’t played around with that at all because the walkthrough used only stairs and just said channeling is complicated. Other than that, I just wish I had a bit more progress done; I have no defenses, no workshops inside my fort, shit is still outside, and I haven’t begun brewing. Those things will be my top priorities for the next season.

I think I have a good foundation, but there are still many important tasks to get done! If anyone is interested in my noob shenanigans I think I will continue to update, though probably after several seasons or when something exciting or interesting happens.
DnameIN
Profile Joined July 2010
Poland146 Posts
November 22 2016 13:49 GMT
#1472
Ah, new Dwarven expedition! Yes, please, keep us updated. I wish you a lot of Fun;)
Probe1
Profile Blog Joined August 2010
United States17920 Posts
November 22 2016 13:59 GMT
#1473
Man I can't wait for Therapist to update.
우정호 KT_VIOLET 1988 - 2012 While we are postponing, life speeds by
Kickstart
Profile Blog Joined May 2008
United States1941 Posts
November 22 2016 14:02 GMT
#1474
On November 22 2016 22:49 DnameIN wrote:
Ah, new Dwarven expedition! Yes, please, keep us updated. I wish you a lot of Fun;)

Wasn't sure if anyone was reading! I have played a bit more since then and have some interesting things I might write about. Namely my disasters in playing around with channeling and ANOTHER werebeast attack!!!!
Keltor
Profile Joined February 2011
28 Posts
November 23 2016 14:53 GMT
#1475
Hey guys. I'd like to give this game a try. is the PeridexisErrant's Starter Pack in the beginning of this thread still the way to go?
Logo
Profile Blog Joined April 2010
United States7542 Posts
November 23 2016 15:00 GMT
#1476
Yep, I don't think it's running the 64-bit version of DF quite yet, but if you're starting out the features of the pack will make your life a lot easier.
Logo
Kickstart
Profile Blog Joined May 2008
United States1941 Posts
November 23 2016 19:46 GMT
#1477
Yeah I just started recently and used that pack, its good. The only utilities I use all the time are soundsense and dwarftherapist. I would suggest following along with the df wiki tutorial or some of the other tutorials out there.
fishjie
Profile Blog Joined September 2010
United States1519 Posts
August 27 2019 15:24 GMT
#1478
Bumping thread. How come this thread died off? Finally worked up the courage to start this game. I actually bought the o reilly book on it and it was excellent and well written and worth every penny. Unfortunately, I've only figured out the basics. Got bedrooms, dining halls, bars, temples, libraries, a crappy army, a crappy ranged army, farm plots, a drawbridge plus moat with walls, pastures, and pumped out a few artifacts already. I have cage traps everywhere but my defenses haven't really been tested. Also have a large large tomb area after i reclaimed my failed fortress from first playthrough where a werecoyote ruined me and resulted a lot of blood death and gore. after reclaiming, my traumatized settlers cleaned out all the strewn body parts and almost immediately psychotic entertainers petitioned to join my fortress, even though literally the stench and miasma of death had barely just cleared. lol. haven't figured out how to attract useful petitioners like soldiers unfortunately.

But now i cannot figure out the clean water system. So I need to have a windmill to power a pump to get clean water in order to have a hospital right? how do i protect my windwill? assuming it needs to be outdoors? but building destroyers would destroy it right? will they destroy the pumps too? and for clean water i need to dig by the river right? but how do i do it in a way that my diggers won't drown to death?
Logo
Profile Blog Joined April 2010
United States7542 Posts
Last Edited: 2019-08-27 15:42:01
August 27 2019 15:37 GMT
#1479
Windmills are a weak point to your fortress. You can build them up high using constructed blocks (most enemies won't be able to climb up). Buildings Destroyers can destroy both the pump and the windmill itself. You can minimize the risk, but eliminating it all together isn't entirely possible unless you have access to something like an aquifer (in that case you can use water wheels).

Another option if you want to play it safe is to have the pumps operate manually. You can have a dwarf go and operate them every so often to fill up a cistern.

So some quick advice is:

* Build your windmill on top of a platform and have the axels/gears go down into your fort. This way only flying building destroyers will be able to access the windmill.

* To dig into a river without exposing your fort too much you can dig your well then a path from the well to somewhere adjacent to the river one z-level below your

So like if you have this river at the surface: (~ for water, . for ground)
.....
.....
~~~~~
.....
.....

One Z-level below you would dig out the X here in some way (it can be mined out, made a stairwell or ramp, whatever as long as the tile is in a state where water will flow through it).

.....
.....
~~~~~
.....
.X..


Then back on the surface mark the _ tile for channeling. A dwarf will come and channel out the tile (safely) which removes the dirt at that tile and mines out the tile under it. That will then connect the passageway you dug to the river and water will flow into it.


.....
.....
~~~~~
._...
.....


Important: Water has pressure and will fill up to the same height as it started from. So this water here will potentially flood upwards unless you are using something to change the pressure. See https://dwarffortresswiki.org/index.php/DF2014:Pressure

Try not to flood all your dwarves (even though you probably will)

----

As for the thread being dead, I'm just waiting for the Steam release and/or next release in general. The game is amazing, but I've played it so much that I can game everything too well and I'm not super interested in mods. So I'm kinda holding out for new content to make things interesting again.
Logo
fishjie
Profile Blog Joined September 2010
United States1519 Posts
August 27 2019 17:35 GMT
#1480
Thanks! The river diagram makes a lot of sense. Question, if I understand your point about pressure correctly, that means I don't even need a pump to pump the river water all the way to my well, because it will just automatically flow through the tunnel I dug once I channel the adjacent tile one z level above right? Even if my tunnel is dozens and dozens of tiles long?

Also, how do I build a raised platform to put my windmill on? Construct a block, then construct a stair next to it, climb the stair, and repeat? Similarly, is that the way to dig a large shaft down (such as for a well)? Dig an up/down stair, go down, then dig out the squares next to it, then repeat?
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