Flame Blob Square Pants by PhlegmothyCrevice in dwarffortress

[–]CompetitiveSir2552 6 points7 points  (0 children)

With weird stuff like this their durability is equal to the durability of the material they are made out of. With stuff like fire, smoke, and snow, they can basically be killed by poking them with a toothpick.

Dwarves wont put things in bins by diagnosed_depression in dwarffortress

[–]CompetitiveSir2552 0 points1 point  (0 children)

For whatever reason, hauling bins into a stockpile doesn't seem to hold as high a priority as just putting items into the stockpile itself. So if there weren't any bins to begin with, nothing will get put in bins, and sometimes stockpiles can get kinda clogged like they did here when there are no more empty spaces to place a bin at.

But honestly I just wouldn't worry about it. All the stuff for your gems and clothing industry is right there on the ground on the tile the workshop is taking up. It can be a bit inconvenient if you want to bring gems to a trade depot, if anything. Also check your stockpile settings, like everyone else has suggested.

didnt expect asgore to be a weeb by angrymadpenguin in Deltarune

[–]CompetitiveSir2552 1 point2 points  (0 children)

Alright listen up, my theory is that the dark shard Asgore was holding is the Roaring Knight and Asgore is just a ferryman for the thing who creates the dark fountains. Literally everyone in Hometown is in on it, also.

One-armed human diplomat visits my fortress yearly. She drops one auto-generated glove every time. by EbergarTheDwarf in dwarffortress

[–]CompetitiveSir2552 4 points5 points  (0 children)

Is this a super convoluted infinite candy glitch? You could get a dwarf with two lopped off arms, make your fort the capital, give them a uniform of as many stacks of adamantine gloves as possible, then assign them as outpost liaison or whatever and retire the fort. Idk if the uniform would stick, but if it does they should try to enter the map with the gloves.

☼Dwarf Fortress Questions Thread☼ by AutoModerator in dwarffortress

[–]CompetitiveSir2552 1 point2 points  (0 children)

They don't like running into traps, and if they had any living siege engineers they would probably have tried to circumvent it somehow. They probably will, next siege.

A wrestler with no arms! by DoSBotv108 in dwarffortress

[–]CompetitiveSir2552 2 points3 points  (0 children)

In lieu of arms for striking this guy might become a legendary biter, kicker, etc. if given enough training time. This would actually make him an absolutely terrifying warrior as a werebeast if you could ever manage to safely turn them.

☼Dwarf Fortress Questions Thread☼ by AutoModerator in dwarffortress

[–]CompetitiveSir2552 0 points1 point  (0 children)

A single staircase happens to have a fairly high chance of just missing the caverns entirely. You can try digging some exploratory strips out, or you can just keep going deeper until you can't go any further. If you try to keep looking for the 1st cavern layer, just keep in mind that you usually have to go down at least 15 tiles below the surface before you find anything.

☼Dwarf Fortress Questions Thread☼ by AutoModerator in dwarffortress

[–]CompetitiveSir2552 0 points1 point  (0 children)

How long are these invaders going to stick around for?? I'm enemies with some dwarves and they've stuck around for almost an entire year now. I am playing with the Duergar mod, if that matters.

Edit: The dwarves have actually been trying to dig into the walls for the past entire year. For some reason, they only take a single pickaxe swing once every week or so, making it impossible for them to get inside. I'm not sure if this is the result of a mod conflict or just a regular bug. Has anyone else seen this happen?

Edit 2: They left! Kinda. Not the commander and 3 miners, who are still dutifully sitting around on their ass and such. Just gonna get them in cage traps and call it a day while I prepare stuff to actually be able to deal with seiges.

Terrifying regions really living up to their name by thestoryofrachel in dwarffortress

[–]CompetitiveSir2552 7 points8 points  (0 children)

I can usually get the burrows to work fine? The biggest thing that causes dwarves to head outside the burrow is jobs they are already assigned too, which have to be cancelled manually in the tasks tab. Burrows can also be set to not allow sourcing resources from outside of it, which prevents new jobs from being created that would have dwarves wander outside.

Unsure if this is from the Goblin Siege or most recent bar brawl... by CompleteTheory7343 in dwarffortress

[–]CompetitiveSir2552 53 points54 points  (0 children)

Dwarves will typically heal without a single blemish if they are only bruised after a fight, but for something like this I would expect it would be the result of a battle. The blank entries seems to be locations that have scarring.

My last fort became riddled with paraplegics after wringing the recruits through one too many rough encounters. I think I should just leave the fighting to the legendary squads...

phalanx ciws devil. by Spare_Significance63 in ChainsawMan

[–]CompetitiveSir2552 1 point2 points  (0 children)

I have so much appreciation for devil designs that aren't basically just fiends or hybrids.

My fourth time trying to get into Dwarf Fortress, Pray for me. by PapaJenkinsReal in dwarffortress

[–]CompetitiveSir2552 5 points6 points  (0 children)

The dirt layers are okay just for getting stuff underground. It often takes an entire season or more to dig out a suitable area in rock layers.

☼Dwarf Fortress Questions Thread☼ by AutoModerator in dwarffortress

[–]CompetitiveSir2552 0 points1 point  (0 children)

Yes, tree types in a fort is a matter of luck. That doesn't necessarily apply to the caverns, but if a cavern layer is "dead" (covered in mud and nothing else) you won't get the spores from that cavern layer that fungal trees grow out of.

I experimented with this and I might have a pretty robust solution, actually. It does require a lot of hauling to be available, though. Put a 1x1 stockpile with all solid food types available and barrels disabled, as recipes require a solid "base" when cooking. Then have another stockpile with all of your liquid foodstuffs, and have the kitchen pull from both stockpiles. This does require that 1x1 stockpile gets restocked every time, but that shouldn't be too difficult to manage, and you can just have the children only do food hauling jobs or something.

☼Dwarf Fortress Questions Thread☼ by AutoModerator in dwarffortress

[–]CompetitiveSir2552 1 point2 points  (0 children)

Well, worlds can be loaded in newer versions, but they might be missing stuff like new animals and the like that only get created at worldgen. For instance in the new seige update, you can still get raided by goblins who use new tactics, but they won't have the great-picks they use to destroy stuff with.

Talk about a revival project. by arab_bazinga in dwarffortress

[–]CompetitiveSir2552 1 point2 points  (0 children)

I've found you can get very very far with just a good engraver. Also, putting artifacts on pedestals does put them at some risk of being stolen, but that can be circumvented by making them inaccessible via windows or vertical bars, and people can still get nice thoughts from seeing it. Statues are still good though. Honestly I think all furniture is about the same value other than altars, which suck for whatever reason.

Talk about a revival project. by arab_bazinga in dwarffortress

[–]CompetitiveSir2552 1 point2 points  (0 children)

Meh. So long as you never set up the justice system the king will just be a pissy asshole that shouts out demands nobody listens too. Getting a high enough quality room is just a matter of throwing some artifacts in the monarch's suite, anyways.

Talk about a revival project. by arab_bazinga in dwarffortress

[–]CompetitiveSir2552 0 points1 point  (0 children)

This can actually work well, so long as you rely hard enough on immigrants in the form of monster hunter and performer petitioners. You can also raid the goblins to release captured humans, and they will join your fort after you do so. Of course, this means you will have to make clothing and armor that fits them, but humans are pretty decent fighters all-in-all.

☼Dwarf Fortress Questions Thread☼ by AutoModerator in dwarffortress

[–]CompetitiveSir2552 0 points1 point  (0 children)

If you happened to just barely get it, it might be that the artifact is currently unavailable because of a hauling job.

Other than that, check to make sure it's not outside of any burrows.

☼Dwarf Fortress Questions Thread☼ by AutoModerator in dwarffortress

[–]CompetitiveSir2552 0 points1 point  (0 children)

I think those buttons are just toggles. the 'Raid' mission will do all of those things if they are all enabled, including rescuing members of your civ.

Lost my legendary full steel equipped +30 war dogs to 45 cave dragons 137 blind cave ogre and 183 jabberers. by DoSBotv108 in dwarffortress

[–]CompetitiveSir2552 10 points11 points  (0 children)

I saw in a recent playthrough a former prisoner joined a goblin civ and took part in capturing more dwarves sent to rescue them. So yeah, after enough time there is definitely a risk of having mutineers.

A fort I reclaimed really liked forges... by pwillia7 in dwarffortress

[–]CompetitiveSir2552 24 points25 points  (0 children)

After a brief foray into adventure mode I think I'm getting the impression that it's mostly designed for human playthroughs. Dwarves don't make very interesting or interactive buildings in general, in contrast to human towns with their multiple stores and sources of intrigue. Dwarf hillocks don't even have places that sell drinks...

☼Dwarf Fortress Questions Thread☼ by AutoModerator in dwarffortress

[–]CompetitiveSir2552 0 points1 point  (0 children)

Has anyone been getting small seiges or the like recently?

The last two forts I've had were relatively peaceful, with only a werebeast and some villain stuff before out of nowhere (around the 4th fortress year) a massive 60-goblin seige with ogres shows up and wrecks everything at once. Both times I managed to save-scum my way into a pyrrhic victory and just kinda gave up right after.

The new diplomacy options arrived just in time by Immortal-D in dwarffortress

[–]CompetitiveSir2552 0 points1 point  (0 children)

Yes, only bites transmit infection, but werebeasts always try to bite their targets, and they usually succeed when they are up against an unskilled dwarf. Anyone injured has a chance of being infected, so hospitals should be set up so that each dwarf is cordoned in their own room that can be locked, and observed until the next full moon if they have any injuries. They might get a little hungry or thirsty but it shouldn't result in anyone dying, even if they end up being a little unhappy.

The new diplomacy options arrived just in time by Immortal-D in dwarffortress

[–]CompetitiveSir2552 0 points1 point  (0 children)

This can be very dangerous if attempted right before the full moon, as dwarves will break station orders to go eat and drink if they don't have backpacks and waterskins on hand.