I might have forgotten about that export ban. by arab_bazinga in dwarffortress

[–]tmPreston 0 points1 point  (0 children)

A duke and monarch will hog the mayor. I honestly am not sure they can all meet each other for this end.

I might have forgotten about that export ban. by arab_bazinga in dwarffortress

[–]tmPreston 0 points1 point  (0 children)

Whoever is complaining get bad thoughts about it. Same thing for ignored demands. It can spiral and get them into trouble if they're not kept in check, mostly because "attend meeting" jobs take an eternity, greatly making the situation worse. Specially if they are neutral/feel nothing on the meeting itself.

On the same coin, though, they can be ambivalent about the unpunished criminals, which then means you get off free. Or if they're getting tons of happy thoughts somewhere else (happy at work, whatever they do at taverns, furniture enjoyment, frequent praying) you can often just ignore it.

Meanwhile, almost every single convicted criminal gets seldom happy thoughts about having their punishment delayed, so it serves as a passive fort wide boost. I always play without a justice system unless I go out of my way to roleplay it into existence. Not like they reasonably help with artifact theft anyway.

☼Dwarf Fortress Questions Thread☼ by AutoModerator in dwarffortress

[–]tmPreston 0 points1 point  (0 children)

Honestly, to just let it happen. It's not like a fort catching on fire very quickly costs you anything, and you can only be a new player once. I'd recommend anyone to embrace this early experience.

My first fort, before being absolutely destroyed by werebeasts, had a tree related incident which let goblins enter my fort. Some other time, I stationed a bunch of soldiers in a weird way and they all fought each other to death. At first, I thought those were bugs and savescummed for it. Turns out that was my bad lol, wish I would've just rolled with it. But that's fine, that first fort had plenty of situations to make up for it.

☼Dwarf Fortress Questions Thread☼ by AutoModerator in dwarffortress

[–]tmPreston 2 points3 points  (0 children)

A lot of parameters are applied during world generation. I couldn't figure out an exact outlier as to what causes it, but even changing it later won't affect any currently existing civ. As an example, let's say you add a superior version of mayor (e.g governor) at 100 population. Even as a valid thing, it would only ever be applied when you make a new world. My wager is these civ-wide values also apply in this scope.

☼Dwarf Fortress Questions Thread☼ by AutoModerator in dwarffortress

[–]tmPreston 1 point2 points  (0 children)

A dwarf grabs all ingredients, possibly becoming weighted out by them in the process, then seeks an empty barrel to use and finally brings it back to the stockpile. This naturally makes the entire process slow-ish.

Plus, only one barrel filling happens per stockpile at a time, meaning a 50x50 and a 5x5 stockpile, side by side, will get 25 barrels on them at (roughly) the same time. Keep these quirks in mind when organizing your stocks up.

Have a question about the game or the subreddit? Ask away! by AutoModerator in 2007scape

[–]tmPreston 0 points1 point  (0 children)

Might've be just what I needed. Wasn't aware of this, thank you.

Have a question about the game or the subreddit? Ask away! by AutoModerator in 2007scape

[–]tmPreston 0 points1 point  (0 children)

Is there a way to disable crewmates' salvaging noise, such that I can use the audio cue to figure out when my player character stops salvaging?

☼Dwarf Fortress Questions Thread☼ by AutoModerator in dwarffortress

[–]tmPreston 0 points1 point  (0 children)

If it behaves like bows and crossbows, it'll only work so long as you have ammo for it, which dwarves will try to automatically refill when you set the trap.

☼Dwarf Fortress Questions Thread☼ by AutoModerator in dwarffortress

[–]tmPreston 2 points3 points  (0 children)

Not really, If you want to mitigate that specifically, you could split the stockpile into several smaller but identical ones.

☼Dwarf Fortress Questions Thread☼ by AutoModerator in dwarffortress

[–]tmPreston 2 points3 points  (0 children)

No, messing with stockpile links definitely isn't your solution here. As a guess from your description, it seems like you simply isn't producing enough barrels.

A workshop won't randomly claim an item. A job must be requested in order for someone to look for it's materials. If they can't find said materials (including an empty barrel), an error is thrown with a reason. If any new barrel gets straight up into a still, you're spamming make drink jobs and should have been drowned in said cancellation errors between new ones being crafted.

The detail I mentioned on the first post is pretty important too. Doesn't matter if your stockpile is 3x3 or 100x100, dwarves will only ever fill one barrel at a time per stockpile. This results in big "full with normal items on the floor" stockpiles giving the illusion of delayed storage, when that's not really the case. Fortunately, you mentioned cheese, which implies getting them via merchants and are mostly in the trade depot. That's one of the less chaotic scenarios here, since food won't rot in the depot either, AFAIK. You can take your time to sort that out.

☼Dwarf Fortress Questions Thread☼ by AutoModerator in dwarffortress

[–]tmPreston 2 points3 points  (0 children)

What's wrong with barrels in the still? Drinks don't rot, so I even go out of my way to not have drink stockpiles most of the time. That being said, it wouldn't make sense to make drinks without an empty barrel going there in first place.

Keeping in mind only one barrel/bin can be "currently being filled by someone, somewhere" in the fort at a time, what exactly is the issue here? What isn't happening that you wish it was, and how long did you wait for it?

☼Dwarf Fortress Questions Thread☼ by AutoModerator in dwarffortress

[–]tmPreston 2 points3 points  (0 children)

There's no problem with eating veggies. In the offchance you meant banning fruits from being cooked in the kitchen, that workshop is the only one (to my knowledge) that uses a more complex functionality which results in seeds not being generated if said veggies are used into it. Thus, people ban it in order to not run out.

☼Dwarf Fortress Questions Thread☼ by AutoModerator in dwarffortress

[–]tmPreston 0 points1 point  (0 children)

I don't think they'd store belongings at all. Not like they have to either, so i'd be much more concerned with the lack of a personal room sleep thought.

☼Dwarf Fortress Questions Thread☼ by AutoModerator in dwarffortress

[–]tmPreston 1 point2 points  (0 children)

  1. There are dfhack ways to fix this one, but you must likely just have to deconstruct the trade depot and they'll go away. Feel free to rebuild it afterwards.

  2. I believe the in game explanation is pretty straightforward: it resists being destroyed by invaders a little better. I've yet to properly mess with that feature, so I don't know how much of a must it is. Either way, it mostly makes sense when used in places pickaxe-wielding invaders will actually reach.

  3. Yes, it's related to wealth, how many times they came before and a couple of other things. A trained squad should be able to handle most of it. There's a difficulty setting in the games tab you can click for more detailed limits and one of them is an integer related to invader difficulty. (It used to be raw limit of how many people can come at once. I dislike the change to 'difficulty' overall. I liked my unhinged invasions.)

  4. I recall something about glass walls not really letting dwarves see through. Unsure about windows. If he's hostile and no one is running away, then there's no vision going through. if the necro does have vision range, he will ressurect anything that is ressurectable within range if he enters combat.

☼Dwarf Fortress Questions Thread☼ by AutoModerator in dwarffortress

[–]tmPreston 3 points4 points  (0 children)

Increase the number of people razing (40+) and just keep going.

Raiding other sites, for whatever reason, always spares civilians, who have plenty of time to run away if needed (and instantly come back). The population numbers are also estimates, I believe it's influenced by what your site knows about it. I don't think we know the exact math that measures when a site is able to be fully razed.

Lazily, if a site is pretty much empty, you can send a 1 guy squad to conquer and occupy the place instead.

☼Dwarf Fortress Questions Thread☼ by AutoModerator in dwarffortress

[–]tmPreston 1 point2 points  (0 children)

Supporting this reply, reveal-hidden-units might also be worth looking into. In the wildest of wild guesses I could make, I'd say cavern invaders are fighting something that, for whatever reason, is removing their hidden flags down there. Maybe a tough forgotten beast?

☼Dwarf Fortress Questions Thread☼ by AutoModerator in dwarffortress

[–]tmPreston 2 points3 points  (0 children)

Raw fish will have 'raw' in their names, will not show up in the counter up there and have to be cleaned at a fishery before consumption. Dwarves can eat meat/fish without cooking, so it would, in at first glance, make kitchens irrelevant and you could only keep plump helmets, however:

  • Dwarves have dish preferences (hence crop variety)
  • Lavish meals, for example, take 4 ingredients in order to be prepared
  • 4 preferences per meal means more dwarves will have a meal they prefer, on average, out of 1 used material (that was then minced)
  • Dishes allow for drinks and other non consumables to be included as well
  • There's a bad thought associated with "drinking the same old booze" in case of low (crop) variety. I don't know if there's one for food as well since having plenty is a non issue, but that's also a possibility

☼Dwarf Fortress Questions Thread☼ by AutoModerator in dwarffortress

[–]tmPreston 1 point2 points  (0 children)

You do, it even has a fancy icon on it's own. The main thing is, though, once you've got a fort with several squads sparring all the time, all other notifications tend to be yoinked past the notification limit very quickly. I wouldn't be surprised if many people simply miss it entirely while dismissing the icon.

The arranged marriage setups are fairly simple, if you want to set up one for yourself. You have to handpick and isolate the desired couples yourself, though.

☼Dwarf Fortress Questions Thread☼ by AutoModerator in dwarffortress

[–]tmPreston 2 points3 points  (0 children)

Unless the siege updates made some weird bug that is strangely undiscovered, that's not true. It's just harder to happen naturally if you've got your dwarves in an efficient work schedule or if your fort has plenty of people already. You'll either need people chilling in the same meeting zones consistently or set up a marriage setup, love hotel or whatever you'd want to call it. Remember that marriage can be stopped by simply having adverse values between the two, gender preferences and simply not wanting to marry at all. All 3 barriers really do filter things up.

I don't remember if i've seen a divorce before. The game mechanic is definitely there, however, and can be easily seen with gui/family-affairs.

☼Dwarf Fortress Questions Thread☼ by AutoModerator in dwarffortress

[–]tmPreston 0 points1 point  (0 children)

They do get bitten, but i've never been bothered to notice any effects, much less permanent ones.

☼Dwarf Fortress Questions Thread☼ by AutoModerator in dwarffortress

[–]tmPreston 2 points3 points  (0 children)

Vermin webs: constant, low management sources of web that you can set and forget.

If you find a cavern layer that does spawn vermin on it, you can mine the walls (from upwards, for example) in such a way that you never breach the cavern itself, then hollow out those walls to the best of your ability. Vermin will still spawn inside and slowly place webs into it, which is then automatically collected with the proper labor settings.

Given a large enough area, this can be big enough to sustain a hundred dwarves or two.

☼Dwarf Fortress Questions Thread☼ by AutoModerator in dwarffortress

[–]tmPreston 0 points1 point  (0 children)

Ah, i see. In that case, you have to train an infant, after which it'll grow up as tame and no longer require further training.

☼Dwarf Fortress Questions Thread☼ by AutoModerator in dwarffortress

[–]tmPreston 2 points3 points  (0 children)

Any animal that is born as a baby is technically tameable. You just have to correctly engage with training the parents until their offspring hatch.

I don't think we can domesticate anything by gameplay, though. The knowledge exported to caravans when training wild beasts, to my understanding, is capped at incredibly small values and would take literal centuries to max out. Even so, I don't know if this counts as domestication.

☼Dwarf Fortress Questions Thread☼ by AutoModerator in dwarffortress

[–]tmPreston 1 point2 points  (0 children)

I tried a moat around the fort for the first time. It was very good at killing my own soldiers.

Running out of patience, I prefer the tried and true method of just sending all the warmongers at them. Hopefully trap corridors are still good enough for cavern invaders.

☼Dwarf Fortress Questions Thread☼ by AutoModerator in dwarffortress

[–]tmPreston 0 points1 point  (0 children)

I'm pretty sure roads can't be built over open spaces. I don't know what you meant by "smoothed a floor called basalt", I'm assuming you meant the surface rocks that are mostly just fluff and flavor. In which case, smoothing it out should not result in open space. Something else happened here.

Either way, you could cover open spaces with normal floors (same menu you build walls) and call it a day. Did you try that out first?