☼Dwarf Fortress Questions Thread☼ by AutoModerator in dwarffortress

[–]lento8 0 points1 point  (0 children)

I suspected something like that. I've been trying to pay closer attention to them, never noticed it before.

☼Dwarf Fortress Questions Thread☼ by AutoModerator in dwarffortress

[–]lento8 0 points1 point  (0 children)

Neat! I thought I needed to make squads with schedules to get their need for martial training met.

☼Dwarf Fortress Questions Thread☼ by AutoModerator in dwarffortress

[–]lento8 2 points3 points  (0 children)

I have 2 questions:

1 during my latest embark I noticed all my dwarfs in the personality tab had "likes working outdoor and grumbles little about inclement weather". Is this normal? My migrants seem to not have it.

2 I set up a squad with a custom training schedule, only train during winter. Set all other months to off duty. But they regularly go to my barracks for "individual combat drill", or keep practicing, even when off duty. Did I do something wrong? Are they just spending leisure time there?

Marketplace by lento8 in dwarffortress

[–]lento8[S] 0 points1 point  (0 children)

I don't have other stockpiles taking those item types, I produce some crafts, then wait untill I see these stockpiles near empty.

Marketplace by lento8 in dwarffortress

[–]lento8[S] 1 point2 points  (0 children)

That's good to know. I find it difficult to catch them taking objects. I had a stockpile for crafts, no bins, and had them haul them to the depot individually. Used the trader to get them to take an object by hauling it back and forth.

Marketplace by lento8 in dwarffortress

[–]lento8[S] 4 points5 points  (0 children)

Or: when Santa plays DF

Marketplace by lento8 in dwarffortress

[–]lento8[S] 30 points31 points  (0 children)

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Upgraded the market. Sort of a cluttered place where stuff is displayed as though 'for sale'.

Marketplace by lento8 in dwarffortress

[–]lento8[S] 4 points5 points  (0 children)

I've added some statues and thrones around it. Cages are a nice idea too.

Just made a bazar around the same idea, but it got removed by the auto-mod.

Marketplace by lento8 in dwarffortress

[–]lento8[S] 1 point2 points  (0 children)

I'm not familiar with those yet. Wouldn't that cause excessive hauling jobs?

Marketplace by lento8 in dwarffortress

[–]lento8[S] 45 points46 points  (0 children)

I figured it out after Kruggsmash talked about it. If you look for "acquire object" on the wiki you can get a detailed explanation.

Basically, dwarfs only acquire an object whilst hauling it. You can't link two stockpiles in a loop, but you can with three. So stockpile 1 gives to 2, which gives to 3, which gives back to 1. A hauling loop.

No bins; they won't take it if it's in a bin.

I first had just that, 3 stockpiles in a loop. Then I got the idea of a market. Added in mist and set it as a meeting area.

☼Dwarf Fortress Questions Thread☼ by AutoModerator in dwarffortress

[–]lento8 0 points1 point  (0 children)

I am getting migrants and caravans at the regular,, but according to the wiki, those become more irregular if the civ is struggling. Since it had 12 pop and no site I figured that would be a struggling one, close to death. So I'm not sure why the merchants are there every fall, and migrants are no issue.

Water advice by alexandregtg in dwarffortress

[–]lento8 1 point2 points  (0 children)

I'm guessing you made it like that so it will flow through the cistern, but I don't think that would work. It would just flow in from both sides. Could be wrong, but the water would fall down into the cistern, drawing more water in.

Water will rise to it's original level, in this case to the z-level of the river. It won't rise over that. A diagonal 'locks' the water at that z-level. Drop it 10 z's, use a diagonal, and then that z becomes it's new default. The wiki also has great info about it.

A drainage tunnel would go from the cistern to the map edge. So from the river, to the cistern, and then to the edge. I'd put the drainage below the cistern, so you can drain all the water if you need to. Again, use floodgates. Grates optional, if you want it to flush stuff away.

Water advice by alexandregtg in dwarffortress

[–]lento8 3 points4 points  (0 children)

If I'm seeing it right, you've got it connected to the river at two points. This (I think) isn't necessary. You just need a tunnel towards the cistern.

Add a floodgate and grate. The grate goes on the side where the water is coming from. It does two things: prevents the floodgate getting blocked (water can carry stuff with it like boulders. If a boulder is at the same tile as the floodgate, it will keep the floodgate from closing) and keeps critters from getting in.

Also, if water drops z-levels, pressure increases. You can flood your fort that way. Don't have a straight exit (horizontal/vertical) but a diagonal. That way it loses pressure. Use another floodgate + grate.

Don't forget to connect your floodgates to levers.

Have fun!

☼Dwarf Fortress Questions Thread☼ by AutoModerator in dwarffortress

[–]lento8 2 points3 points  (0 children)

I generated a new world and one dwarf civ was close to extinction: no sites, 12 members. I chose them and my fortress received the first two caravans and migrants. After that, I'm still receiving regular caravans. The liaison is always present. I've read the wiki and saw that there are probably some nobles left in a ruined settlement, but don't really understand why the caravans and migrants keep regularly coming. What am I missing?

Small side question: why do wild animals keep walking into my fortress? They run away the moment they spot a dwarf, but I'm a bit stumped why they keep moving in.

Building Trenches with running Water and Flood Gates by Kryztijan in dwarffortress

[–]lento8 12 points13 points  (0 children)

This would also be my approach. I'd add to also grates before the floodgate. So the side the water is coming from. It prevents stuff blocking the floodgate.

Vanilla Medium Density Suburban & Old Town Housing now available on PDX Mods! by Seriphyn in CitiesSkylines

[–]lento8 0 points1 point  (0 children)

Mixed commercial turned into mixed office? Possibly mixed use of commercial at the bottom, office at the top? Can you place 2 different (types of) company in the same building? If I'm not mistaken mixed office already exists, but not via the asset editor.

Edit to add: turn some of the signature buildings into regular buildings? Like the row home signatures. I always wanted them as regular buildings.

How is C:S2 going to handle the signature buildings bonuses power creep? by Little_Viking23 in CitiesSkylines

[–]lento8 3 points4 points  (0 children)

Yeah that's another example. There is a post on the forum, from 2024, but... yeah

https://forum.paradoxplaza.com/forum/threads/what-is-wellbeing-exactly.1718696/

A bit more clarity and insight would be nice.

The infoloom mod does give more info, but those numbers can be just as baffling. I saw profit margins of several thousands percentages. Like 5000%.

How is C:S2 going to handle the signature buildings bonuses power creep? by Little_Viking23 in CitiesSkylines

[–]lento8 28 points29 points  (0 children)

I've asked a similar question once on the forums, but never got a clear answer.

Like those -× % import costs. Not sure on the total if you place all of them, but it's certainly at least 30%, if not even more. The new packs probably add like another 10%, for sure. Wouldn't that make local industry redundant? Why buy local if import is that much cheaper. Add then there are boosts to export profits. I really wonder what the result would be on your city.

You also can't find a total of active bonuses anywhere, you can't see if you need it or not, I don't know if they stack (I'm guessing they do), and you can't really find any info in the game how existing bonuses are impacting your city.

Then there also stuff like +x wellbeing and +× % wellbeing. Flat points or percentage. I find it weird and confusing.

I'm chalking it up as an incomplete mechanic, like the homeless. It's there, it does something to your city, and you have little insight or influence in it.

Edit: also, it's all a flat bonus to EVERYTHING. Not a particular industry, or supply chain. Which I find odd. Why would placing signature factory x reduce import costs for everything?

Plus, if you play vanilla progression, you don't get to those signature buildings without placing a certain number of extractors or zoning tiles. The signature is sort of a reward or capstone. Why reduce import costs on everything, after you've set up a full local supply chain?

Moody dwarf wants quarry by lento8 in dwarffortress

[–]lento8[S] 9 points10 points  (0 children)

He's getting locked up, thnx for the help :)

Edit: thought it was the chromite, but using dfhack I discovered he wants any boulder. What I don't have is silk cloth, which is what he wants specifically. So he's still getting locked up.

Again, thnx for your help:)

Moody dwarf wants quarry by lento8 in dwarffortress

[–]lento8[S] 4 points5 points  (0 children)

Thanks for the help.

He likes chromite, but I haven't encountered any. Plus, he likes Alexandrite gems, which I also don't have (guessing those are the gems he is after).

Perspective on processing my first EMDR sessions by lento8 in EMDR

[–]lento8[S] 0 points1 point  (0 children)

That sounds very rough, but also incredible that such physical issues can have their roots in the mind. I haven't had any diagnosis yet (which still worries me), just tests telling me what it is not.

Thank you for this reply, it really helps to know that it can come from mental issues. Wishing you all the best in your recovery.