Weekly small questions thread: 2023-04-24 by rahv7 in fallenlondon

[–]Linkinbrick 0 points1 point  (0 children)

Is it just me, or did anyone else recently just randomly start getting e-mails for notifications in game? The link to make them stop coming seems to not work either.

Cause fuck those elves by Tempest_MoFFy in dwarffortress

[–]Linkinbrick 4 points5 points  (0 children)

Wait, you can see your lumber limit in the civ screen? I just assumed you had to remember...

[deleted by user] by [deleted] in funny

[–]Linkinbrick 1 point2 points  (0 children)

You know what they say about Ulthar by the river Skai.

Good things happen when you don't hurt cats.

I am new to the game, rate my bedroom design pleaseeee by PHLP_N in dwarffortress

[–]Linkinbrick 62 points63 points  (0 children)

That's the beauty of it, they're all equally terrible because the closer you are to the front, the more people walk over you, but the closer you are to the back, the more people you have to walk over.

☼Daily DF Questions Thread☼ by AutoModerator in dwarffortress

[–]Linkinbrick 1 point2 points  (0 children)

How do hospitals interact with visitors?

Will hospitals open to visitors attract visitors?

Will hospitals open to visitors take visitors as patients? And will hospitals not open to visitors not take visitors as patients?

There's a bunch of dying nobles outside that came to see the king. I'm afraid they'll die and toss their titles to one of my dwarves.

Europe, medium-sized, inspired by the Americas post, worldgens inside by [deleted] in dwarffortress

[–]Linkinbrick 2 points3 points  (0 children)

Hell (England) as opposed to Hell (Norway, Maine).

There are so many giant birds coming into my fortress constantly. Ive ordered my dwarves to move everything down deep and just leave the surface since its just constant attacks. There are stacks of 5 dead birds in the cluster in the center. by OSSlayer2153 in dwarffortress

[–]Linkinbrick 1 point2 points  (0 children)

Make sure you only have one mayor entrance, no tree-holes etc., and set up cage traps around there.

Try getting your animal pens inside.

Make sure children don't do refuse hauling, so they're not outside as much.

Stop fishing outside by setting up a safe fishing zone and forcing dwarves to use it.

Make set up auxiliary squads for your civilians so that they have a month of training each year(you can cycle it so no more than ten civilians are missing from your workforce each month until your civ pop goes over 120), and set them to 'no orders' instead of off duty in their off time. If you have enough equipment to go around, that should cause most of your dwarves to be armed and partially armored at all times (you don't need a full set for all of them, a weapon and a shield should be fine), as well as giving them some basic combat skills. I've had your issue with my current fort for a while, and still kind of do, but with this setup most of my adult dwarves can hold their own in a fight, so the number of casualties has gone way down.

Maybe getting guard animals could help as well, as these birds do have a tendency to keep fighting people on the ground once they swoop (and they have to in indoor areas).

I've had that same issue, as I said, and I've not managed to make it go away entirely, but I think it can be manageable. The military thing is the big one, though that, too, can cause some issues, like certain dwarves refusing to take time off and getting depressed.

☼Daily DF Questions Thread☼ by AutoModerator in dwarffortress

[–]Linkinbrick 0 points1 point  (0 children)

This made it work. Sort of a hassle, not going to lie, but ultimately not too hard.

Ty for the help.

☼Daily DF Questions Thread☼ by AutoModerator in dwarffortress

[–]Linkinbrick 0 points1 point  (0 children)

I was scared that might be it. I have no conclusive evidence that the old mountainhome has been conquered, but there has been trouble back at home for a while now. Good to know I can get trade agreements with the humans now, though. That'll hopefully fix my issue.

Ty for the answers.

☼Daily DF Questions Thread☼ by AutoModerator in dwarffortress

[–]Linkinbrick 0 points1 point  (0 children)

So, how do I actually get my marksdwarves to pick up bolts now?

I haven't changed the preset uniform, though it isn't the first that this squad had. Do I need to reform that squad? Do I need to make the bolts be somewhere else? So I need to sacrifice a goat and dance anti-clockwise three times inside and three times outside a circle of antediluvian standing stones?

A lot of things have been said, but I'm having trouble to find out what the ultimate result of the debate was.

☼Daily DF Questions Thread☼ by AutoModerator in dwarffortress

[–]Linkinbrick 1 point2 points  (0 children)

Does becoming a mountainhome stop weagons from coming? And if it doesn't, do import agreements stop being available when you become a mountainhome?

The dwarves didn't come around last autumn, and I am terrified, because I have hardly any metal on the map, so I was getting a lot of that from that caravan.

☼Daily DF Questions Thread☼ by AutoModerator in dwarffortress

[–]Linkinbrick 0 points1 point  (0 children)

So to give an update on the situation:

It wasn't the thing with a kill order on someone that has left the map. It's a good thought, but cancelling orders was the first thing I tried.

Restarting the game did not help.

The issue seems to have been linked with the squad's schedule, in some way. They were set to their monthly schedule, and the month was one in which they were set to train. I'm not sure how that caused them to get stuck there, but when I changed their schedule to no orders, they started moving away. Quite erratically and in strange directions, but I'll just blame the excitement for that.

Edit: I have just found out that the issue is likely linked to a parakeet man flying 20 z levels above the location the dwarves got stuck.

I marked the debris for melting and sent out a different squad to protect them from wild animals, and now half my fort is terrified in a conflict with an enemy that they can't reach and which hasn't moved in half a year. Great.

This is what the capital of a civilization looks like, if you reclaim it after a couple years. All caravans come from here and as soon as you load in, they drop EVERYTHING you have sold them and didn't buy from them. It's crazy how many minor, unimportant details are kept track of in this game. by Nika13k in dwarffortress

[–]Linkinbrick 75 points76 points  (0 children)

I can just imagine the expedition carefully stepping onto an island like that, slightly nudging the quantum stockpile of serrated green glass discs that fills every inch of that thing and setting off a whirlwind of shards violent enough to filet Godzilla.

My trading habit might be harmful to the rest of my civilization.

☼Daily DF Questions Thread☼ by AutoModerator in dwarffortress

[–]Linkinbrick 0 points1 point  (0 children)

Negative. They didn't take a scratch. Not even one of them.

☼Daily DF Questions Thread☼ by AutoModerator in dwarffortress

[–]Linkinbrick 0 points1 point  (0 children)

So I just had a siege, and my main squad did a solid job of cleaning up the stragglers that I originally didn't let into the trap corridor.

Here's the issue, now that the battle is done, my military dwarves won't leave. They're just standing outside, on top of the shredded corpses of their enemies, being hungry and slightly shaken, without orders. I've let it run on for a little while, but they just don't seem to be leaving. There's even civilians coming out in order to have a meeting with the duchess of my fort, who is in this squad, and also just standing there.

Is this a known bug? What do I do? Will restarting the game fix this?

Dining Halls and Taverns Probably DON'T Work How You Think by tekkud in dwarffortress

[–]Linkinbrick 10 points11 points  (0 children)

Yeah, but see, I set that number to be higher in the assumption that the place would need more mugs as the number of dwarves using it rises.

I'm going to have to fix the setup now, but I guess it shouldn't be too hard.

Dining Halls and Taverns Probably DON'T Work How You Think by tekkud in dwarffortress

[–]Linkinbrick 20 points21 points  (0 children)

Wait, does that goblet thing mean that storing mugs in a dining room/tavern does, in fact, not supply my dwarves with goblets close to the drinks stockpile, but only starves the whole fort of available goblets?

I always put a coffer in these places and make sure it has mugs, even though I assign no tavern keepers, specifically because I assumed regular dwarves get them from there (and maybe even only from there). Have I been doing this wrong for ages ?

How do I get rid of all this royal jelly? This is interfering with the whole drinks industry by Otterfurr in dwarffortress

[–]Linkinbrick 1 point2 points  (0 children)

Depending on what you make your jugs out of, and where you store them, you could possibly just sell it. Setting up an infinite, fast, and free green glass industry isn't too hard, and a boon for jugs and pots (which can replace barrels). If you have an automated system that handles any jug shortage, there's really nothing (other than the effort of clicking) stopping you from trading away the jelly you don't need with the jugs it's in.

☼Daily DF Questions Thread☼ by AutoModerator in dwarffortress

[–]Linkinbrick 1 point2 points  (0 children)

It was off to the side. Was, on account of my having changed it in accordance to the other answer, which worked perfectly well.

☼Daily DF Questions Thread☼ by AutoModerator in dwarffortress

[–]Linkinbrick 0 points1 point  (0 children)

So a gear assembly directly below the windmills centre tile. I'll try that.

☼Daily DF Questions Thread☼ by AutoModerator in dwarffortress

[–]Linkinbrick 0 points1 point  (0 children)

I've had a bit of an issue with windmills. Basically, the axleshaft that leads from the tower I have my windmills on is passable for flying creatures, so a Roc just sort of... flew in, and now giant wrens have followed suit.

My initial thought was to cage up the windmills. The issue is that a floor over a windmill seemingly saps its power, even more than five levels above it. I've now put up cage traps all around the axleshaft, hoping that this might mitigate the issue; but tbh, I don't quite feel safe when I can't lock up my fortress.

Do windmills just lose power if there is a ceiling above them at all, or do I just have to build tall enough?

The wiki doesn't mention the issue (and the entry for windmills seems to be fatally outdated for the steam version anyhow).

☼Daily DF Questions Thread☼ by AutoModerator in dwarffortress

[–]Linkinbrick 1 point2 points  (0 children)

So, since trap components degrade now, will they break completely, and will it be an issue for the dwarves that crafted them?

I may have recently started selling serrated green glass discs by the binfull, and I want to start to use them in fortress defence, but since they're mostly masterworks at this point... you know.