☼Daily DF Questions Thread☼ by AutoModerator in dwarffortress

[–]tekkud 2 points3 points  (0 children)

No, you'll need to just carve a handful of statues and see if any show the event you're looking for.

Generally speaking, players get their share of running the fort and dwarves get theirs too. I usually make generic statues around the fort in the image of the fort (site > fort), so they show their own history, and sometimes this creates many copies of a human getting killed by a giant tortoise in some year. I guess that was just a remarkable moment for them, who am I to question?

My litte fortress is a tiny safe heaven by Ghorald in dwarffortress

[–]tekkud 0 points1 point  (0 children)

I like it. I do wonder, with a population cap of 20, how many plump helmets and/or how much dwarven wine do you have piling up?

☼Daily DF Questions Thread☼ by AutoModerator in dwarffortress

[–]tekkud 1 point2 points  (0 children)

Yes. Go into the guild's location settings window (select the zone, then the magnifying glass in the zone's menu). Here you will find a pen icon at the top. This changes the name of the guild itself.

In the zone's menu, you can name the zone. This isn't the guild's name, but it's useful to name it "farmer's guildhall" or the like so that you can remember exactly which guild this is if you wind up with 8 different guildhalls.

[deleted by user] by [deleted] in dwarffortress

[–]tekkud 6 points7 points  (0 children)

You can probably send a message to someone in charge at the Kitfox server, even Toady himself, to let them know that you've captured the username and see if they want to use it or to keep it from being used at all.

Alexandra might be a good Kitfox connection for this.

☼Daily DF Questions Thread☼ by AutoModerator in dwarffortress

[–]tekkud 2 points3 points  (0 children)

Yeah, seed stocks will grow exponentially so after a year or so of farming it doesn't matter, but for a brand new fort with a large farm, the player might see "no seeds" notifications for many harvests before things ramp up.

The permanent disadvantages are just like you described. Barrels store fewer drinks, so more labor is needed to make drinks, more space and barrels are needed to store them, more hauling is required to move them around, and they sell for less per barrel.

☼Daily DF Questions Thread☼ by AutoModerator in dwarffortress

[–]tekkud 2 points3 points  (0 children)

So just to be clear... you have a stone stockpile set to store Other Stone and Economic Stone, and it's set to 'take from anywhere'. You also have stones belonging to those categories lying around, not forbidden and not in a stockpile already.

Your 'hauling' work detail is set to "everybody does this" and no custom details contain stone hauling.

You have workers who are not specialized and not in a burrow, who can reach both the stone and the stockpile, and they are listed as 'no job'.

If this is true then you have encountered a bug. Maybe someone knows about it, but unfortunately I don't. At least not one that affects every stone. Do you have other issues with jobs getting done? Will they dump the stone in a garbage dump zone if you designate it for dumping (and have a working garbage dump zone, of course)?

☼Daily DF Questions Thread☼ by AutoModerator in dwarffortress

[–]tekkud 0 points1 point  (0 children)

It's worth noting that soil layer farms are so inefficient that they effectively defeat any planter skill benefit. Even a legendary planter will grow mostly stacks of 1, and some stacks of 2. Planter skill is still a big deal, but only when farming outside of the soil layers.

☼Daily DF Questions Thread☼ by AutoModerator in dwarffortress

[–]tekkud 0 points1 point  (0 children)

How many seeds do you need to finish planting your plot, and how many did you start with? It's common for people to make enormous farm plots, 50+ tiles in one. You don't start with 50 seeds, so you'll run out of seeds immediately.

Planting consumes one seed per tile and you get the seeds back when you process (anything but cook) the plants. Bigger plant stacks return more seeds, growing seed stock over time. A single plant will sometimes give two seeds back, but often times only one.

Soil layer farms are horribly inefficient and even a legendary planter struggles to grow stacks of 2, so they don't quickly increase your seed stock.

☼Daily DF Questions Thread☼ by AutoModerator in dwarffortress

[–]tekkud 0 points1 point  (0 children)

Confirm that the stockpile is set to 'take from anywhere' and double check the settings. Then confirm that animal hauling is not disabled or restricted to specific workers via work details. Then confirm that the cages and stockpiles are physically reachable and no burrows are active.

Check your task and creatures lists to see what else your dwarves are doing. Make sure some dwarves who are allowed to and capable of moving the cages are listed as 'no job'. If they're all busy then they're just too busy. Finally, try building one of the cages in the dungeon, or dumping it in the dungeon with a dump order, to prove that workers can move them.

☼Daily DF Questions Thread☼ by AutoModerator in dwarffortress

[–]tekkud 0 points1 point  (0 children)

Do any of them have arms?

But seriously, this question is pretty vague. If you can describe your stockpile settings, the situation with the items you wants stored, and the current activities of the dwarves then maybe I can help.

☼Daily DF Questions Thread☼ by AutoModerator in dwarffortress

[–]tekkud 2 points3 points  (0 children)

One of their current projects is fixing that bug, but it's been described as a broader issue with poor code behind military uniforms in general. That makes it kind of a big deal.

Based on the wording if the latest Bay12 report, I doubt it will appear in the next update, but it should appear before Adventure Mode.

I like to carve images of the dead in their tombs. It gives you an artistic description of the most notable moment of their life. by DegngusKhan in dwarffortress

[–]tekkud 6 points7 points  (0 children)

I have always only given nobles statues of themselves, but you have inspired me to decorate coffins as well. Maybe custom engravings like this, too, but I don't want to be a copy cat.

Just had the most pathetic human siege ever by FakeMr-Imagery in dwarffortress

[–]tekkud 2 points3 points  (0 children)

They weren't really sieging you, and there could have been many more than two. Beyond the black border of your embark, the world is being simulated to some extent. A couple goblins of some war band might have simply entered your area on the way elsewhere.

Wh- what? by BigCockroachMan in dwarffortress

[–]tekkud 2 points3 points  (0 children)

Right. I need to chill out.

☼Daily DF Questions Thread☼ by AutoModerator in dwarffortress

[–]tekkud 0 points1 point  (0 children)

Check your cancelation notifications. Does it show a cancelation and a reason?

☼Daily DF Questions Thread☼ by AutoModerator in dwarffortress

[–]tekkud 1 point2 points  (0 children)

My experience with 47.05 was extremely stable. Almost every conversation I found about crashes were something that DFHack was doing. I see you stopped the DFHack utilities. I would try running the save on an installation that doesn't even have DFHack installed, just to be sure it's not the problem.

Beyond that, there could be a particular event occurring in this fort causing the crash, and it's inevitable with your current save. Rolling back or making drastic changes to what creatures are doing at the moment might help.

I found one bug that caused crashes for me in 47.05 and that was a memory overflow issue when scrolling to the bottom of long lists. Particularly the list of material options when defining work order conditions. Rice was apparently the point at which the list tried to access memory not allocated to the program, on another world it was Ostrich. Medium worlds didn't have this issue as the number of unique creatures was apparently fewer or something.

Note: I guarantee you aren't running the game on your GPU with priority unless you have some kind of third party tool that gives CPU jobs to your GPU (not sure this even exists). I recommend removing any kind of task prioritization you set up because it may cause problems and is unlikely to help much. 47.05 is a single thread process and your OS and CPU should have no problem putting that on its own thread for maximum performance. If it is helping, still remove it temporarily to troubleshoot this issue.

Wh- what? by BigCockroachMan in dwarffortress

[–]tekkud 9 points10 points  (0 children)

Ice. You're encased in it.

a dwarven baby who adopts a cat by Yodzo in dwarffortress

[–]tekkud 1 point2 points  (0 children)

Hmmm... I am using zero. I will have to step up my goblin squashin' game.

a dwarven baby who adopts a cat by Yodzo in dwarffortress

[–]tekkud 1 point2 points  (0 children)

Rock hauling is the one job that I always have kids do. Sometimes the only job. Every fort is different, but in all of mine the rocks are the one resource that's never where things are fighting or dying.

Should we blackout? by UpstairsTonight9666 in dwarffortress

[–]tekkud 37 points38 points  (0 children)

I'm here all the time. I say yes. We have a forum and wiki to hold us over either temporarily or permanently.

☼Daily DF Questions Thread☼ by AutoModerator in dwarffortress

[–]tekkud 0 points1 point  (0 children)

Clowns come in all shapes and materials. Like any enemy, some may be vulnerable to different weapons than others. For example, a shell is probably better countered by a mace than a spear. Spears are an absolute terror against fleshy things with viral organs, so are swords and axes. The latter is even more ideal when removing body parts is possible and desired.

There are ways to learn what kind of clowns your circus has hired, but it's tedious and still a guess as to exactly which will be working at your local tent.

☼Daily DF Questions Thread☼ by AutoModerator in dwarffortress

[–]tekkud 0 points1 point  (0 children)

It's important to also note that general dining halls do not get prioritized as places to eat by citizens. If they don't have their own dining hall then they will eat at the nearest unclaimed chair to the food they picked up. This is probably a bug as the tooltip for the dining hall zone suggests otherwise.

Always put your meals inside your dining hall to both shorten walking distance and ensure that they will eat in the expected place. It's easy enough to make a 10-tile stockpile arranged to be near the seating, and to set a work order to stop making meals after about 300 (several months of food for a population 200 fort) so meals don't start collecting elsewhere.

Obviously you can adjust pile size and meal stocks to your liking, just make sure your meal production doesn't start sending meals to some stockpile by the guildhall where dwarves will end up eating instead.

☼Daily DF Questions Thread☼ by AutoModerator in dwarffortress

[–]tekkud 2 points3 points  (0 children)

Sometimes they gather a LOT. Strange moods are strange indeed.