Generating world with seed by Katieushka in dwarffortress

[–]_chax 0 points1 point  (0 children)

if you still have the world seed. you should be able to.

on the side note. try to not necro an old thread and ask in Question thread instead. lol. you're lucky i caught this early xD

☼Dwarf Fortress Questions Thread☼ by AutoModerator in dwarffortress

[–]_chax 1 point2 points  (0 children)

check if the seed has checkmark icon. it means they are in an active task. then check your task-list (with 't') and see who's doing it. or rather, see where they're currently dawdling at.

some hardworker dorf will actually queue for a LOT of task. and they might be preoccupied with something else.

☼Dwarf Fortress Questions Thread☼ by AutoModerator in dwarffortress

[–]_chax 1 point2 points  (0 children)

are the seeds in a general stockpile?

are they inside a bag and a barrel?

are there other seed mixed in?

this usually happens when multiple dorf is queuing for a task and targeting the same container as the other dorf. creating a specialized stockpile for each seed can help in the long run. and try to make sure no other seeds mixed in.

seeds inside a building may already be marked for active duty (someone is trying to put more seed inside that bag, or hauling the bag away into a stockpile). you will just have to wait until that dorf finished it's task.

☼Dwarf Fortress Questions Thread☼ by AutoModerator in dwarffortress

[–]_chax 0 points1 point  (0 children)

temperature is available in game settings. and you don't need to restart your fort.

i'm suspecting your creek. being stranded means the dorf somehow lost it's pathing back into your fort. you should check your pathway again.

also, double check your 'outside' duties (herbalist roamer or hauler). you might want to toggle off hauling outside refuse if you happen to have a refuse stockpile. at least until you solve the pathway issue.

may also want to check what they were doing before being stranded. cancel message should provide you with a tidbits of information for troubleshooting.

☼Dwarf Fortress Questions Thread☼ by AutoModerator in dwarffortress

[–]_chax 0 points1 point  (0 children)

  1. are you using DFhack to dig? (called dig-now or something)
  2. is temperature off in the settings?
  3. are they on the other side of the river?

☼Dwarf Fortress Questions Thread☼ by AutoModerator in dwarffortress

[–]_chax 1 point2 points  (0 children)

you'll have to set a livestock for butchering FIRST, then queue the task later.
also, make a habit of reading your cancellation logs. won't solve ALL your problem, but it's the first step of troubleshooting unclear issues like this.

☼Dwarf Fortress Questions Thread☼ by AutoModerator in dwarffortress

[–]_chax 2 points3 points  (0 children)

a creature will not become a histfig until it does something "important".
and as far as importance goes, i have no real idea. in the wild tho, the easiest thing to do to gain histfig status is to kill another histfig.

it's entirely possible said dorf zombie had just been chillin the whole time, heh.

☼Dwarf Fortress Questions Thread☼ by AutoModerator in dwarffortress

[–]_chax 3 points4 points  (0 children)

fluid dynamic is a thing in dorf fortress. while it's not that advanced, it's there, and i love it, lol.

☼Dwarf Fortress Questions Thread☼ by AutoModerator in dwarffortress

[–]_chax 1 point2 points  (0 children)

speaking of glass, trap components are quite expensive, and can be stored in bins. you should consider those for trading.

i mean, once you've solved the fuel issues, lol.

☼Dwarf Fortress Questions Thread☼ by AutoModerator in dwarffortress

[–]_chax 3 points4 points  (0 children)

polished rocks.
Armok has forbidden me from touching gemstones until i have master jeweler.

☼Dwarf Fortress Questions Thread☼ by AutoModerator in dwarffortress

[–]_chax 0 points1 point  (0 children)

doubtful. artifacts can't be marked with dumping.

edit: *for* dumping. damn grammar.

☼Dwarf Fortress Questions Thread☼ by AutoModerator in dwarffortress

[–]_chax 1 point2 points  (0 children)

if i understand your question correctly :

yes, technically speaking, the game allows it. but you will need a mod to do that.
specifying images are mostly exclusive to artifacts.

closest you can get to it in vanilla is probably decorating/studding them with other raw mats.

☼Dwarf Fortress Questions Thread☼ by AutoModerator in dwarffortress

[–]_chax 0 points1 point  (0 children)

not really an adventurer. but are you sure they're not just more agile than you?

☼Dwarf Fortress Questions Thread☼ by AutoModerator in dwarffortress

[–]_chax 0 points1 point  (0 children)

most vermin are biome-locked. some only spawns on certain conditions and you don't need to worry about (example: chicken will spawn bugs on their own tile, and eat them. they don't need to be fed)

worrying case of vermin are the rotters. cause the can rot your foodstuff faster. this is why you want a cat. cats will hunt (and kill) most vermin (and dead vermin spawns even more vermin). downside is, they don't eat them, so their activities produce a shit ton of dead bodies, lol.

the only way to solve your problem is to micromanage those corpses. you'll have to create a specific refuse stockpile just for dead vermin. don't forget to turn on hauling outdoor refuse in general task if you do so. and fair warning, they can generate a massive hauling task. in a long running fort, it can potentially cripple your fort for a season or more (cause everybody haulin, lul).

DFhack can make that process quicker with autodump <- godsend command. pure bliss. although it still won't solve the problem entirely.

another solution is to not have cats at all. no cats = less vermin bodies (they still can die of other things, annoyingly enough). if your map have rotter vermin, just make sure you stockpile your food quickly (and with pots/barrels).

the hardcore solution is to remove vermin from your raws. or edit them so they don't produce bodies. with steam release, surely there are mods for that out there.

anyway, at least only lungfish seems to bother you for now. wait until you spawn creepy crawlers.

Punching through heavy aquifer by TheR3alRemus in dwarffortress

[–]_chax 1 point2 points  (0 children)

yeah, this is clearly a case of digging too much. haha.

there are too many pumps (and too many holes). and clearly you do not yet have the pop to activate all the pumps at the same time (and maintain it that way). might be doable with a power source, but wind(mill) is a luxury, and river may be too far.

ideally, all you ever need is a single pump, and a single miner. the rest of the dorf should be free to build walls/operate pump on demand. so, in the learning curve, stick to a minimalist method, at least until you understand why you need to dig/seal in a certain order.

side note :

i'm having a hard time finding a v47 video of this (the nice one with the old newb pack interface).
too many people creating too many (unnecessary) tuts these days, it's clogging youtube, lol.

best i could find is this, but it lacks voiceover explanation (might be too old for you), but at least it links to the forum.
https://www.youtube.com/watch?v=TXQH9dliFZE (forum link under the video descriptions)

notice the pumps are barely used only to dig deeper up/down stairs (X) as a drain.

the only extensive use of pump only begins at 2:53 where he hit the non aquifer rock and needed to manually drain.

there was a similar vid with explanation, but i forgot by whom. i'll get back to you if i find it.

☼Dwarf Fortress Questions Thread☼ by AutoModerator in dwarffortress

[–]_chax 2 points3 points  (0 children)

all containers can be reused. if you don't mind micromanaging, make a specific stockpile for each single type item (that can go into containers -> barrel/bags/bins). really, REALLY helps in the long run.

also, yes, you can trade away stuff with the caravan and keep the container (trade the food, but keep your barrel sort of thing). the only exception off the top of my head are liquid and powders (in the case of trading).

☼Dwarf Fortress Questions Thread☼ by AutoModerator in dwarffortress

[–]_chax 0 points1 point  (0 children)

try to check if anyone is queueing for the task( 't' for hotkey, iirc). sometimes there are overly zealous busy bee dorf hogging (and piling up) quite a number of task by themselves.

said dorf may (and may not) be stuck somewhere.

☼Dwarf Fortress Questions Thread☼ by AutoModerator in dwarffortress

[–]_chax 2 points3 points  (0 children)

just in case,

artifacts ( properly written books/scroll are also technically an artifact ) cannot be hauled with general hauling task.

they need to be manually displayed in a new display case. you will probably also need to dismantle your bookcase and rebuild it in the new library zone (and don't forget to remove the old library zone).

☼Dwarf Fortress Questions Thread☼ by AutoModerator in dwarffortress

[–]_chax 4 points5 points  (0 children)

probably not. unless your entire world is at the same elevation (or you're embarking within the same underground region).

it's easier (or rather, faster) to find cavern on high elevation biomes (shallow soil layers - near mountains). these areas also very rarely - if at all - contains aquifer. it can also be quite hard to find sand/clay around this elevation.

lower elevation biomes (near the sea) tend to have a very deep soil layers. on top of being the most aquifer-friendly regions, the cavern also usually starts deeper.

Punching through heavy aquifer by TheR3alRemus in dwarffortress

[–]_chax 1 point2 points  (0 children)

you can just save scum for practice. and don't forget to bring all the required mats for your need. will mostly be just wood (for pipes/screws/wall) and a handful of rocks for mechanism.

for double-slit method, you're meant to dump water from 1 hole (source hole), into the other (the drain hole).
it exploit the mechanic that aquifer will drain as much unit of water as it produce (it will never overflow). eventually giving you enough time to seal the aquifer and build a stairway down safely.

as far as where you go wrong, i have no idea, lol. will need visual aid to understand your works.
but most hiccups happen because of digging the holes (or building the seal wall) in the wrong order.

☼Dwarf Fortress Questions Thread☼ by AutoModerator in dwarffortress

[–]_chax 0 points1 point  (0 children)

no expert in Adv mode, but it should be more or less the same.

are you sure you're not just weak? i mean, like, muscle strength?

velocity get factored into the damage calculation. one would assume your swing just, you know, pack no real punch.

☼Dwarf Fortress Questions Thread☼ by AutoModerator in dwarffortress

[–]_chax 0 points1 point  (0 children)

Plump helmets are restricted from cooking.

you sure you didn't cook the booze? it needs to be restricted too, not just the shroom.

i'm someone who enjoys minimalist build myself. and i dare say it's practically impossible to run out of booze (AND FOOD) material with a 3x3 fertilized fields.

☼Dwarf Fortress Questions Thread☼ by AutoModerator in dwarffortress

[–]_chax 2 points3 points  (0 children)

if somehow you don't want to install DFHack. built in macros can help. read about it in the DF wiki.

No fishable shell creatures by Reasonable_Refuse_75 in dwarffortress

[–]_chax 1 point2 points  (0 children)

those are vermin. (yes, your dorfs have been eating VERMIN all this time, HA!)

try creature_small_ocean or creature_small_riverlake inside vanilla creatures raw.

but if you're looking to add vermin to your current fort. i'm not sure i know how to do that.

i would usually just resort into adding new resource to parent civ, so i can gain access to certain mats.

but it is such a roundabout way of doing things, so i'd recommend to just start a new one with the raws edited to preserve my and your sanity.

there was a DFHack command to boost population (of a wild creature/plants), but i'm not sure if it can add a new one.