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Topics - Urist9876

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DF Gameplay Questions / Lever workshop job: Pull lever
« on: September 08, 2021, 08:10:05 am »
I wanted to add a conditional job for level pulling.
Unlike normal workshops, there are no entries for a lever in its workshop order queue.
Maybe I messed something up? Or is it impossible to add "Pull lever" to a lever's work shop orders, so it can be executed conditionally?

I wanted to disable a track stop with a lever, once a certain number of items was reached. Obviously another lever pull conditional when items low again, linked to the first job. If this is currently impossible, would it be hard to change the raws so a lever works like a normal workshop in this regard?

Any other ways I could do something similar?

2
DF Dwarf Mode Discussion / How do you handle silk threads?
« on: September 08, 2021, 05:02:34 am »
Annoyed with my weavers walking all the way to the caverns from the top side looms, I tried to make it a bit more efficient.
So I made a few looms close to the caverns. Now dwarves starting their job there do not have to walk that much.
Next was to disable the general work order to loom all threads (o-W-disable autoloom) and set a job to collect webs in the workshop profile (I used a job to collect 10 with the condition 10 are available and in the other shop collect 10 when 30 available).
Bonus: you can set those looms to low skilled weavers, reducing the risk for your experienced weavers dying in the caverns.
Much better, but still a lot of walking from the shop to bring the threads up. Time to add a mine cart.
I linked the web collection looms to a stockpile, set it to accept from links only and set that up as the start of the mine cart route. Near my topside looms I have another stockpile where the mine cart is set to dump its contents once a month or when full (which is very unlikely to happen with silk thread).
I probably should add some limits to the production, as I am getting hundreds of silk threads.

3
DF Dwarf Mode Discussion / Traction bench in jail?
« on: September 06, 2021, 07:35:06 am »
Just as decoration?

4
DF Dwarf Mode Discussion / Musical forms and hapiness
« on: June 08, 2020, 07:47:24 am »
My dwarves are currently dancing, singing and playing an instrument in the tavern.
Lots of dwarves participate. When they stop, another group continues the merry making.

I do zero stress management in this game. I just limit the work a bit. Over 80 dwarves, three years in. Worst stress level +150. Several < -10k. They go out in sun and rain and hate it. Then they go dance and all is well*). It will get a lot worse and I might have to do things. For now, due to a lucky draw on the performance, things go well beyond expectations.

I am lucky this time: the number of participants depends on the musical form. I guess the more the better. Also the behaviour for lots of dance and music is somewhat random. Sometimes dwarves are more into poetry. Is there anything that helps developing new music forms or dances?

In most fortresses music making and dancing seem to decline over time, as poets and storytellers do more and more performances. Is this what you observe too?

Handling musical instruments seems to need a lot of micro management. Currently I will first observe what instruments are simulated and make those first. I put buildable instruments just outside the 5x5 dancing area. It seems to work there. Then I'll make some easy to craft instruments to fill up the chest in the tavern and repeat the procedure for temples. Dwarves seem to be happier when using instruments instead of simulating.

Some musical forms and dances are developed to worship a specific god and will be performed in temples. They happen rare, but trigger a lot of good thoughts. I started a very young world (5 years). Few music forms are developed so they made a dance for worship too.

Lastly I'll craft some big instruments that are not used and use them to decorate temples and inns - hoping they might be used someday. Most of the time I start over after about 20 years. Maybe I'm not patient enough to see it happen?

*) Dwarves getting good feelings from skill increases for dance, music, musical instrument, singing and most like merry making and watching performance. Somewhat similar to military training, but maybe even better.

5
I had an adventurer with a few followers.
One of the followers I lost in a abandoned fortress. Later she rejoined when I found her in front of the bedroom where a forgotten beast was hiding.
After that her group behaviour was already a bit odd: very aggressive to other followers.

Next I retired my adventurer and played fortress mode for a bit. Then I continued adventure mode.

I unretired my adventurer and decided to have a look at the new party mode. Previous followers now became members of my party.

Now that previous followers keeps asking: "what happened?", when I talk to her I can "free" her like prisoners in a goblin fort. However next day it all repeats. She keeps reverting to prisoner status. She doesn't want to be brought to her home or family members.

Does anyone has a clue what went wrong and how to solve that issue? It might be she became a prisoner while I played fortress mode and upon making the party she never lost her prisoner status. Is it a bug?

The two other followers do not behave this way.

6
DF Suggestions / Library as part of other locations
« on: April 24, 2020, 08:55:05 am »
Right now libraries are their own location types.

With increasing number of locations that could have text produced, but do not have a mechanism for it (temples, guildhalls) it might make sense to be able to make a library part of another zone, more or less the same way as now can be done with bedrooms for inns.

The current library zone would have to get another name, something like forum or university and with a library attached to it work similar as it works now.

Temples could have libraries assigned to produce texts about that specific religion and associated poetry and music.

Guildhalls could have part of their knowledge written down. Creating a medical library should help those fortresses that rarely have to use their medical skills to gain a little skill nonetheless.

Potentially it would also allow for creating dedicated zones for the study of a specific area, like geography.

7
DF Adventure Mode Discussion / Bone Carving mass production
« on: April 13, 2020, 03:17:40 pm »
By using a stack of sharp items you will create multiple crafts of the same type at once when bone carving in adventure mode.

Easiest is to pick up a stack of bolts or arrows.

Downside is it only counts as one craft for gaining bone carving experience.

At the point that you often produce masterworks and everything else is basically trash this speeds up things.

8
DF Dwarf Mode Discussion / Stress overload to reduce long term stress
« on: August 20, 2019, 03:10:10 am »
A while ago a youtuber (GenJeft) posted his fortress on the DF download site with a link in this forum.

It happened to be an abandoned fortress with the corpses of several sieges laying scattered all over the place. Eventually the fortress was ran over and almost every dwarf killed before it got abandoned. They were also scattered all over the place. On top of that many coffins were empty with their previous contents scattered as well.

My first reclaim attempt went completely wrong. Dwarves got insane after seeing that many corpses.

My second attempt failed because many ghosts started to kill my starting seven, leaving the rest in such bad mental shape that I gave up again.

In my third attempt I immediately started to engrave slabs and took great care of filling every need I could. Then I started to notice something: the thoughts of the dwarves about past events started to change. First they were "horrified to see a goblin die"x 10. Later the messages changed to less extreme thoughts. Now, a couple of years after, some have the "didn't feel anything after seeing a goblin die"  thought.

A couple of versions back this was the way to go: induce so much horror they do not care anymore. Now it seems a version of this is still possible, if you counter the negative thoughts with loads and loads of good thoughts.

One of the reasons it might have worked out is the fortress was well established before succumbing to an invasions. All furniture was masterwork. It wasn't too hard to get a lot of positive thoughts.

Maybe related, maybe random, one of my dwarves got caught in a rain and started to love nature. While profanity to dwarven ethics, this treelover did not care about rain after anymore too. If it was not random, it might have had to do with the fortress being entirely lit in the inside because it was constructed in a huge dug hole. Dwarves had zero cave adaptation.

http://dffd.bay12games.com/file.php?id=14432 The great stoneware fort. This is a fun fortress to try stress related issues. Don't be alarmed if your computer freezes while loading the fortress. It takes a while to process the ten thousands of items littering around. After sending them of with a caravan or destroying them right away it becomes playable.

9
DF Adventure Mode Discussion / Hacking a minecart track
« on: May 27, 2019, 04:38:20 am »
One of the perils an adventurer has to endure is lag.
Forts and other busy places can slow the game down a lot.

For several reason my adventurers had have to return to these laggy places on a regular basis.

So I created a special minecart track entrance to the fort. The tunnel ended near the edge of the map. It started at the booze stockpile. Which was fairly close to other stockpiles my adventurers frequented.

Next I made a copy of the fortress and retired. Copies are not for save scumming. Copies are required because switching modes and using hacks will not produce a stable game. Game crashed a couple of times. Backups saved to day (most of it).

Next I played as adventurer starting in my own fort. Keep changing peasant/local hero till you spawn at the right place.

With the adventurer I created a site, right next to the fortress. Now it was time to start digging again. With gui/advfort in the dfhack console you enable the possibility to dig with your adventurer. Once it is enabled, use ? for options.

Digging is quite easy. Don't forget to get a pickaxe from the fortress. Track carving will have to be done in both ways, e.g. both from north to south and south to north. Digging an up ramp was a bit harder. Eventually it worked.

Now I had a site next to the fort where I could ride a minecart right into the heart of the fort, fill it with booze, quires, logs or whatever takes too long or is too hard as an adventurer. It was glorious.

In fortress mode, I hardly use the ride minecart option. In adventure mode it is great fun.

As for safety: minecarts do ride on bridges. The minecart tunnel had a bridge to close if needed. I did not play long enough in fortress mode again to see if anyone comes through.
You could try and use wooden minecarts. But better have an adventurer that dodges well or push a minecart while riding again just before ramps. Getting stuck just before a ramp and fiddling around with minecarts that roll back at a ramp are !fun!.

I do not know how far you can extend this craziness. Game crashed again when trying to install a lever in adventurer mode. Going to try and extend machinery across sites. Likely will not work but.. for !science!

Possibly you can link multiple forts this way, using adventurer sites in between. If anyone comes up with some great scheme using this, please post. I'd like to know the extend of what is possible with this.

10
DF Community Games & Stories / Zefon Geshudginet the monster slayer
« on: May 04, 2019, 06:01:36 am »
Zefon Geshudginet which translates to Zefon Fortresscrewed was a monster slayer.

As a typical monster slayer he fought cave crocodiles, troglodytes and other menaces from the caves.

Also as a typical monsterslayer he got wounded. Grave wounds covered his body. But he was more lucky than most. Just in time he got rescued and brought to a hospital. Now his face and neck are covered with stitches. Stitches with pigtail thread. Stitches with cave spider silk.

Somehow Zefon could not remember where he left his weapon. That happens more to monster slayers who lose their weapon in a fight. Special magic from outside the dwarven realms bestowed new armor on him.

He continued the fight. Now as a wrestler. With no surprise he got wounded again. On his elbow. Stitches with pigtail thread. Stitches with cave spider silk. And again on his back. Stitches. And again... more stitches.

After a time of seemingly madness, the overseer retired. Life of the dwarves continued as normal and a year passed. But their luck was short lived. The overseer unretired, with new crazy demands.

Zefon was (travelling) at the time, but returned as fast as he could. Soon he went on to be a wrestling monsterhunter. The overseer took little notice. Monsterhunters come and go - often not in a good way.

To the surprise of the overseer Zefon Fortresscrewed petitioned again to join the fortress. Miserable from being unable to craft, miserable from being unable to acquire something, miserable from many unfulfilled needs.

Time will tell if Zefon is better off now. Or is Fortresscrewed.


11
DF Dwarf Mode Discussion / Setting up archery the right way?
« on: February 21, 2018, 07:20:32 am »
I thought it would be fun to setup some sort of underground tower overlooking the entrance path. I did not expect it to work that good.

Normally when I deploy archers I have to be careful they don't go melee their opponents. But it looks if you make the path long enough archers will prefer to get new ammo instead of hammering with crossbows.

The setup I used was a winding road around a central room. This central area was only accessible from below. Every level the road went 1 down with ramps. Everything above the roads except for the first layer was carved out as well. Fortifications were carved on every side that overlooked the road. It is 8 stories high.

To prevent trolls sticking their arms in the wall was 2 thick. Downside is that it does not look great to carve fortifications on two sides and that all archers need to have lots of training before they shoot through double fortifications.

The archers were assigned to the top level fortifications using a burrow and a schedule to guard that burrow. On that burrow was the bolt stockpile. Using this setup I have only seen archers with not enough skill trying to get into melee.

If they decide to go the wrong way they would first have to climb all the stairs down in the central room and then the winding road around it up: plenty of time to kick them out of an archery squad and see them running back into safety.

If needed I'll add pictures but I hope this is enough info to make your defense positions in such a way they prevent some nasty game mechanics.

12
DF Dwarf Mode Discussion / Wrestling as start for military training
« on: January 26, 2018, 12:07:32 pm »
In the df wiki wrestling training is described as somewhat dangerous as it can cause injuries while sparring.
So I avoided wrestlers until now.
In this fort I have ran wrestling training over 10 years and only 1 minor injury so nothing to worry about.
What made it interesting is the huge stats the wrestlers gained after this training: incredibly strong, absolute indefatigable.
It looks like if you have the time it is very advantageous to start with wrestling training and only much later hand them weapons to train with those.

Anyone has similar experience? I might just have been lucky with the dwarfs that I choose for my wrestling squad (several were trained as wrestler when they immigrated to my fort).

13
DF Gameplay Questions / River emptied by residents
« on: February 25, 2016, 08:52:45 am »
I turned off fishing on my dwarves. I didn't want to empty the river too fast.
But uncontrollable residents continued fishing. Way faster then my cooks could handle.
Many fish rotted away and now the river is empty.

It's great when poets and the like help hauling. As for the other jobs its a mixed blessing.
Other jobs I've seen done by residents include planting seeds and harvesting.
If you want those jobs only be done by a legendary dwarf and have visitors becoming resident things might mess up.

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