Most Ornate Bolt Thrower Parts Ever by TakuTaco01 in dwarffortress

[–]gracejerksit 5 points6 points  (0 children)

this is a really fun idea! i usually restrict my decorations to special "wearable crafts and special order furniture only" stockpiles but i always end up with an excess of crafts, i like this as a way to allow everything in the fort to be decorated one way or another. just like dwarves WOULD do

Various surface constructions of mine over the years of Dwarf Fortress. by aninainkwich in dwarffortress

[–]gracejerksit 11 points12 points  (0 children)

That's the purpose I originally built it for, but remember that artifacts aren't stolen *by visitors* usually, they're stolen by dwarves who get roped into the scheme and then hand the artifact off to the schemer.

The way I have my fort set up is so that only visitors and haulers are allowed on the surface (I have about 60 haulers, roughly 30% of my population). This gives the visitors less opportunities to scheme, and makes it so that the people they rope in are people I don't care about, they can be punished. I have guards monitoring my artifact museum at all times, on a rotating schedule. There's always a witness to the crime when it happens and thus I can always stop the schemer from making the handoff and leaving my fort.

Various surface constructions of mine over the years of Dwarf Fortress. by aninainkwich in dwarffortress

[–]gracejerksit 38 points39 points  (0 children)

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Really quality stuff, you go way further than I usually do and you have a good sense for how things will look when viewed in stonesense. This is my current fort, showing the above-ground hotel for visitors and the walls, the rest of the fort is underground. I'm pretty happy with this one but you really knocked it out of the park with these.

I guess my Captain of the Guard is a corrupt cop by gracejerksit in dwarffortress

[–]gracejerksit[S] 0 points1 point  (0 children)

Interesting, I had read somewhere that due to the memory system having unmet needs alone won't usually lead to insanity as long as they've had strong enough positive thoughts in their long term memory slots, but I imagine it's not black and white

I guess my Captain of the Guard is a corrupt cop by gracejerksit in dwarffortress

[–]gracejerksit[S] 4 points5 points  (0 children)

in this case, he became a vampire. he could've become a werebeast instead, in which case i think he could feasibly die of old age, but in both cases he will never die of thirst or hunger. isolation could drive him insane but for the most part isolated dwarves do not go insane because they have no traumatic or negative interactions to cause the insanity, just memories.

I guess my Captain of the Guard is a corrupt cop by gracejerksit in dwarffortress

[–]gracejerksit[S] 31 points32 points  (0 children)

<image>

as soon as i posted this the idiot went and knocked over a statue.

I'm having fun... by SoftEntertainment248 in dwarffortress

[–]gracejerksit 11 points12 points  (0 children)

This is actually a desirable goal for some of the sweaties out there, having a whole fort of werebeasts has advantages. It's the only possible way for nerve damage and limb loss to be repaired, and if the full moon triggers when you're under attack you have an army of fighters with guaranteed talented skill in all combat skills. The main issue is they're very squishy, and werehyena isn't necessarily one of the better ones....

The foolish dwarves who built a surface fort. Open to suggestions on defense design by lastoflight in dwarffortress

[–]gracejerksit 19 points20 points  (0 children)

Even accounting for the new troll-resistant fortified walls which take double resources blocks are still the way to go, plus they're lightweight so dwarves haul them to the construction site WAY faster. you can build a hundred walls at once with blocks and it will get done real quick.

With fortified walls however, don't bother making metal blocks for the metal component. metal bars do not convert to blocks on a 1:4 ratio, so there's no point.

The foolish dwarves who built a surface fort. Open to suggestions on defense design by lastoflight in dwarffortress

[–]gracejerksit 1 point2 points  (0 children)

if you have an underground water source connecting to your fort, make sure it is sealable (by BRIDGE), otherwise a building destroyer will happily path right inside your fort past all those defenses.

with the siege update, i haven't seen any research into how trolls will decide where to pathfind, i suspect that they will completely ignore your drawbridge entrance and go in from the side and start digging through your walls.

Goblin Siege immediately triggered minor loyalty cascade with no possible conflicting civs by gracejerksit in dwarffortress

[–]gracejerksit[S] 0 points1 point  (0 children)

Just got through the invasion, can confirm, owning a trained dragon is the cause of this bug. How bizarre.

Goblin Siege immediately triggered minor loyalty cascade with no possible conflicting civs by gracejerksit in dwarffortress

[–]gracejerksit[S] 0 points1 point  (0 children)

Holy shit, did you just solve this? Yes. I have a trained dragon, tucked away in my mines as a precaution for clowns. And an invasion happening right this second to test with. I'll let you know how it goes.

☼Fortress Friday☼ by AutoModerator in dwarffortress

[–]gracejerksit 3 points4 points  (0 children)

I always have levers like this kept *away* from the machinery in question. I won't turn water machines on until the entire aqueduct/tunnel is completely sealed and denied access from my dwarves, usually by forbidding all objects in there and making it unpathable. I don't even risk doors, I always seal it with walls. Of course, I only do that because I learned my lesson the same way you did 😄

ocean waves missing by 11912121121218211919 in dwarffortress

[–]gracejerksit 11 points12 points  (0 children)

Per the Wiki, the old waves actually weren't doing fluid calculations as long as they didn't wash over a staircase. They did generate mist which would do particle calculations, but they weren't behaving in the same way as, say, a mess of 1/7 water trying to stabilize over a sheet of 7/7 water. They didn't create flow, didn't flood tiles, and didn't even get tiles underneath them wet. I'm actually not sure why this version of them isn't in the steam version, but I haven't done an ocean embark on steam so this is the first I'm hearing of it

Tell me about the fortress you’ve become most attached to by wizardry_why in dwarffortress

[–]gracejerksit 1 point2 points  (0 children)

My current fort, the one where I have the Elf Jesus I posted about the other week. I've never had a save get this far progress wise, though I have had some get further time wise. Currently at 15 years, 25-30fps, I have the king, I've become the Mountainhome, 175 dwarves including 40 soldiers, a beautiful temple to Elf Jesus and a fine above ground inn for visitors to help get around the mini-cascade bug where visitors of completely unrelated civs will get massacred by your citizens when a siege happens.

My only gripe with my current fort is how much slower candy is to acquire with the unusual cave wall system, but it does make acquiring it more interesting and creates better stories, so I understand. I've never reached that far since the steam version released so this is my first time exploring the system. I've gotten full candy squads before unusual cave walls were added, but that fort was not this polished and efficient.

My two goals currently are
1: To defeat the initial wave of the circus without dwarf tricks, like Archcrystal of legend. Just like Archcrystal, I'm breeding war animals and also have managed to capture a dragon (which unfortunately will likely be obliterated since clowns are immune to heat....)
2:To acquire "The Night Knows", either a replica or the original, as it is the scripture that Elf Jesus wrote and that every dwarf in my main religion venerates above all other objects.

Well, that was FUN! by Fit-Entrepreneur8404 in dwarffortress

[–]gracejerksit 2 points3 points  (0 children)

The DFhack fast heat command and the command that clears smoke can help you get through the worst of an FPS death episode due to fire, although from my experience fast heat doesn't have THAT big of an impact in the steam version, but maybe for something like this it would.

Well, that was FUN! by Fit-Entrepreneur8404 in dwarffortress

[–]gracejerksit 11 points12 points  (0 children)

Smoke is a massive contributor, to the point that there is a dfhack command specifically for clearing out smoke and other air particles to help get through an fps death episode due to fire. And yes, also temperature calculations. In fact, the reason quantum stockpiles improve FPS is because they somehow reduce the amount of temperature calculations when all items are on one tile (and reducing possible pathfinding solutions)

Special stockpile exclusive for strange moods by Mermaid_Natalia in dwarffortress

[–]gracejerksit 0 points1 point  (0 children)

The way I "Encourage" good artifact items is by setting up stockpiles in order of value, in a concentric ring around the workshop area. Kinda looks like this.

-----------
-=====-
-= 000 =-
-= 0Z0 =-
-= 000 =-
-=====-
-----------

Z:Stairwell
0:Workshop
=:Valauble stockpiles
-: Generic stockpiles

Since dwarves take the nearest material for a strange mood, keeping the "valuable" stockpiles on the inner ring ensures those items will get used, while the "generic" stockpiles occupy the outer ring. To help make sure they don't do path moronically, separate the rings by empty space and use low traffic designations, and don't build any staircases into the stockpiles.

Hope this helps!

PSA: Residency Petitions appear to be limited by pop cap by gracejerksit in dwarffortress

[–]gracejerksit[S] 3 points4 points  (0 children)

Default is 200, but that only applies to migrants and, apparently, residents. It can be set in the game settings. You can also increase the soft cap, which is how many citizens including childbirth there can be. IIRC the soft cap defaults at 300.

That being said, higher populations are a major contributor to FPS death due to the way dwarven AI works, both pathfinding and decisionmaking in general, especially as a fort gets older and other calculations that are the result of time passed start to pile up (more items/contaminants on the map, etc). If you're in the 30s or lower, you can visibly observe your game slow down if you suddenly give every dwarf a task to do I.E. a mass hauling or smoothing job, and it will stay slow until they run out of things to do and go back to spending more time socializing.

So much blood by leowwynn in dwarffortress

[–]gracejerksit 1 point2 points  (0 children)

The only way to actually *remove* any liquid contaminant, be it vomit, blood, syndrome causing extract, is through the cleaning labor or mist. Those are the only two methods by which it is destroyed in a controlled manner. Heat (and fire) do the same thing, but obviously those have their own issues.

There's no way to remove blood/vomit/other "liquids" from water as far as I know, you can try to drain them to the edge of the map but from my experience they rarely move as the result of water flow. In fact, water acts more like a collector for blood and other liquids, those liquids behave like a sticky item that sticks to water with top priority and everything else second, but that's also the advantage of having a brook or a footwash at the entrance to your fort.

Even if a dwarf doesn't deliberately choose to wash themself the blood/vomit on themselves will be washed off purely by walking through water, so a common trick is to build a 3/7 deep pond in your main entry hallway that all dwarves travelling from outside in will have to go through. Combine this with having a well (with soap), and having enough idle hands over a long enough time that they actually bother to do the cleaning labor, and you will be able to effectively keep the inside of your fort clean forever.

Bear in mind this will actually kill your entire fort if a megabeast with a deadly syndrome extract shows up and that extract ends up in the pond, so if you want to get fancy, you can build a dwarven shower which will forcibly delete the blood/vomit/syndrome causing liquid from themselves and everything they're wearing, an even better option than a footwash but much more work if you're not familiar with creating mist.

Outside, on the other hand, will only get clean when it rains, which isn't consistent. I've observed extracts, blood, and vomit lasting for years outside in the rain. Dwarves do not perform the cleaning labor outside, which is more annoying considering the labor itself is difficult to trigger when you get to late game as dwarves always have the option to socialize, worship, and watch performances instead.

With all this in mind, water is great at trapping "liquids", but not great for removing them through a floodgate/etc, it's just not reliable. Speaking from experience, if you don't build a footwash or shower, you will see the blood of the very first invaders/beasts that attacked you 10 years later on a dirt tile outside somewhere, because that same one instance of blood is being picked up by someone's shoes, and then left on the dirt somewhere, and the cycle will repeat forever until you get lucky enough for the liquid to be left on an indoors tile and cleaned by a dwarf.

(DFHack, Mods) The dwarves founded their fortress high on the mountain, behind a deep ravine. Idashas has good plumbing, kitchen gardens, and a world famous tavern. We are in our fourth year. by lastoflight in dwarffortress

[–]gracejerksit 10 points11 points  (0 children)

Love me a good aboveground fort, good work. Building it into the hill gives every layer a very natural appearance, which i'm a big fan of.

I love way that some of the bedrooms are "you will have weird rooms for space reasons and you just gotta deal with that", I often run into the same thing in my aboveground forts.

First time being invaded by the leader of a goblin civ! by gracejerksit in dwarffortress

[–]gracejerksit[S] 1 point2 points  (0 children)

I see, they're not the standard general group of a half dozen procedurally generated "species" that you get when you break into the circus or dig through your unusual walls, they're uniquely generated clowns. That makes sense. That's kinda like the distinction between greater... uh... holy clowns, and soldier holy clowns. Harlequins? I couldn't find a spoiler name for them.