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Author Topic: Urist's Law -- The Inevitabilities of Dwarf Fortress  (Read 15163 times)

Altaree

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Re: Urist's Law -- The Inevitabilities of Dwarf Fortress
« Reply #75 on: July 14, 2017, 02:18:47 pm »

Pro-tip: Ctrl+Shift+N (in LNP) can rename any building--including Levers.

nice.

Oh my goodness. I didn't know. This is the best.

This is a standard dfhack thing.  Check out "dfhack.init" in the root of your dwarf fortress directory for more dfhack key bindings.
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Dan Pearson:
This is a game which calculates the volume of blood in every creature it generates so it knows how much alcohol it would have to consume to get drunk, an update which, remarkably, ended up covering people's fortresses in cat vomit.

Fleeting Frames

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Re: Urist's Law -- The Inevitabilities of Dwarf Fortress
« Reply #76 on: July 14, 2017, 03:12:32 pm »

Any new minecart system you sketch on paper will never work exactly as you thought it would. Either it will be slower, it will be faster, or maybe it will stop, drop cargo and roll backwards, over dwarf who pushed it, creating two dozen requests for idlers to come pick up corpses, clothes, items, minecart contents...or at least to clean the tiles of blood, if there's nothing to pick up.

You recall the one thing you should have fixed right after sealing the deal unfixed.

Frames over time will leave you, one by one, until it looks like somebody threw your fortress near an event horizon.

Dunamisdeos

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Re: Urist's Law -- The Inevitabilities of Dwarf Fortress
« Reply #77 on: July 14, 2017, 06:40:27 pm »

Someone is going to get caught under your lowering bridge. It is unavoidable. They probably already have.
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FACT I: Post note art is best art.
FACT II: Dunamisdeos is a forum-certified wordsmith.
FACT III: "All life begins with Post-it notes and ends with Post-it notes. This is the truth! This is my belief!...At least for now."
FACT IV: SPEECHO THE TRUSTWORM IS YOUR FRIEND or BEHOLD: THE FRUIT ENGINE 3.0

escondida

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Re: Urist's Law -- The Inevitabilities of Dwarf Fortress
« Reply #78 on: July 14, 2017, 08:15:46 pm »

There is always more garbage to get rid of.

There are always more crundles.

There is always one valuable dwarf inexplicably out for a walk outside the walls when the invasion comes.
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Eater of Vermin

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Re: Urist's Law -- The Inevitabilities of Dwarf Fortress
« Reply #79 on: July 14, 2017, 10:16:42 pm »

Trees.

They will cause you grief.

Too many, not enough, fruit-picker traps, elf attractors.  It doesn't matter, their evil mischief is varied and nefarious.

You have been warned.
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Dances with Kobolds

(Mamba in the Magma...  one, two, char-char-char!)

Rince Wind

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Re: Urist's Law -- The Inevitabilities of Dwarf Fortress
« Reply #80 on: July 15, 2017, 05:57:54 pm »

Your corpse stockpile will get filled up with teeth, while the actual corpses keep laying aound, rotting and scaring caravans.


Yes, each tooth has to be dumped individually, what do you mean carry more than one?
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Altaree

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Re: Urist's Law -- The Inevitabilities of Dwarf Fortress
« Reply #81 on: July 20, 2017, 10:17:05 am »

Creation of an artifact stepladder ensures the appearance of KEA!
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Dan Pearson:
This is a game which calculates the volume of blood in every creature it generates so it knows how much alcohol it would have to consume to get drunk, an update which, remarkably, ended up covering people's fortresses in cat vomit.

oldmansutton

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Re: Urist's Law -- The Inevitabilities of Dwarf Fortress
« Reply #82 on: July 20, 2017, 12:48:25 pm »

If punching through an aquifer using a cave-in, and there is another, multi-level aquifer underneath, your remaining filled z-levels will be one less than is necessary to breach the second, multi-level aquifer.
« Last Edit: July 20, 2017, 12:50:45 pm by oldmansutton »
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I suggest using kilokittens. As cats are 10X the volume of kittens. That way, 50 cats would be .5 kilokittens.

100 cats would be 1 kilokitten.

Eschar

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Re: Urist's Law -- The Inevitabilities of Dwarf Fortress
« Reply #83 on: July 21, 2017, 10:58:50 am »

Your garbage chute will inevitably cause the gruesome injury of random dwarves, especially if said dwarf has had no tasks which require him to be there in the last month. It was inevitable.
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Dunamisdeos

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Re: Urist's Law -- The Inevitabilities of Dwarf Fortress
« Reply #84 on: July 21, 2017, 03:54:18 pm »

There's a dwarf underneath the tree you're chopping down. He's everyone's friend. Especially the military dwarves. While you were reading this, his head was crushed by a feather wood log. Enjoy.
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FACT I: Post note art is best art.
FACT II: Dunamisdeos is a forum-certified wordsmith.
FACT III: "All life begins with Post-it notes and ends with Post-it notes. This is the truth! This is my belief!...At least for now."
FACT IV: SPEECHO THE TRUSTWORM IS YOUR FRIEND or BEHOLD: THE FRUIT ENGINE 3.0

scourge728

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Re: Urist's Law -- The Inevitabilities of Dwarf Fortress
« Reply #85 on: July 21, 2017, 06:27:24 pm »

Your dwarves WILL climb something and get stuck, probably an important one. You will most likely not notice until said dwarf is dead

Unhacker

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Re: Urist's Law -- The Inevitabilities of Dwarf Fortress
« Reply #86 on: August 03, 2017, 05:40:48 am »

If you leave a well unattended for long enough, a dwarf will jump down it and drown and you will not realize it until another dwarf jumps down and finds the body of the previous dwarf.
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Cyroth

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Re: Urist's Law -- The Inevitabilities of Dwarf Fortress
« Reply #87 on: August 03, 2017, 07:21:02 am »

Kobolds that get discovered by legendary dwarves will always stab a vital organ. No exceptions.

Even if you have only one entrance and there are 5 dogs chained in front of it, you'll always have kobolds sneaking around in your fort.
Probably aiming at your armorsmiths kidneys right now.

Visitors will always arrive inside a deadly cloud/rain if available, or next to a pack of skeletal yaks if not.

There are always children on the minecart tracks.
« Last Edit: August 03, 2017, 07:24:26 am by Cyroth »
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Demons are preferable to ravens.
A noble just suffered a genuine unfortunate accident.
Has that ever happened before?

Monomstodir

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Re: Urist's Law -- The Inevitabilities of Dwarf Fortres
« Reply #88 on: August 04, 2017, 03:06:44 am »

Any dwarf struck with the inclination to clean the fortress will ignore the vomit-carpeted main hall, those odd blood stains in the main tavern and the various ichor on the stairs in order to meticulously scrub either the newly irrigated farmland or the mud dusting the obsidian casting chamber just as the magma pump operator starts work.
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oldmansutton

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Re: Urist's Law -- The Inevitabilities of Dwarf Fortress
« Reply #89 on: August 04, 2017, 07:32:18 am »

It is inevitable that if you have any question regarding the game, PatrikLundell or Fleeting Frames will know the answer.   ;)
« Last Edit: August 04, 2017, 07:39:52 am by oldmansutton »
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I suggest using kilokittens. As cats are 10X the volume of kittens. That way, 50 cats would be .5 kilokittens.

100 cats would be 1 kilokitten.
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