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Author Topic: Questions about the new Stuff in 0.47.01  (Read 5595 times)

Brelf91

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Questions about the new Stuff in 0.47.01
« on: January 31, 2020, 12:39:52 pm »

Can anyone tell me, how to set up a guild hall? The farmers of my fort demand one and I don't have a clue.
Thanks in advance!
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therahedwig

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Re: Questions about the new Stuff in 0.47.01
« Reply #1 on: January 31, 2020, 01:04:35 pm »

It's a new type of location, so either make a meeting zone(i), or any given room and assign it to a new location. Here you'll be able to create a guild hall.

https://dwarffortresswiki.org/index.php/DF2014:Locations
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Brelf91

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Re: Questions about the new Stuff in 0.47.01
« Reply #2 on: February 06, 2020, 11:53:27 am »

Thx @therahedwig ! :)
A new question occured: I made an altar, but how can I put it into my temple? I searched all of "b" after it. x)
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PatrikLundell

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Re: Questions about the new Stuff in 0.47.01
« Reply #3 on: February 06, 2020, 12:05:11 pm »

You can't. It's a known bug (fixed in the next release).
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Stormfeather

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Re: Questions about the new Stuff in 0.47.01
« Reply #4 on: February 06, 2020, 12:16:28 pm »

One other thing I've noticed - if you have a petition for a guild hall, it has to be actually grand enough (with smoothing, engravings, constructions etc.) to count as a guild hall. If the location info still says something about the fact that you've agreed to a petition to build the guild hall, it's not good enough for the dwarfs yet. Ungrateful buggers.
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Brelf91

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Re: Questions about the new Stuff in 0.47.01
« Reply #5 on: February 06, 2020, 03:36:29 pm »

You can't. It's a known bug (fixed in the next release).
Lol, I didn't expected that. Well, meanwhile a table will do the trick too, I guess. :D
I don't realy know what to put in my guildhalls. Statues, some chairs and tables, maybe a cabinet?
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Shonai_Dweller

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Re: Questions about the new Stuff in 0.47.01
« Reply #6 on: February 06, 2020, 05:49:26 pm »

You can't. It's a known bug (fixed in the next release).
Lol, I didn't expected that. Well, meanwhile a table will do the trick too, I guess. :D
I don't realy know what to put in my guildhalls. Statues, some chairs and tables, maybe a cabinet?
Supposedly dorfs will start demanding stuff to put in their guildhalls, related to the kind of guildhall it is. (Fine crafts on pedestals for the craftsdwarves, crundle head on a pedestal for the hunters, etc).

However, guilds were so close to the end of development, maybe that didn't get done?
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Stormfeather

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Re: Questions about the new Stuff in 0.47.01
« Reply #7 on: February 07, 2020, 10:17:16 am »

If you're looking for other ideas to put in guild halls, I've been putting (in the whole two I had requested so far) a workshop related to the guild in question in there (although that's more for flavor than for actual value), been smoothing the floors and walls and engraving the walls, and then I've started up orders for a few statues, changing the details (I think it's under details? I forget without being in the game, sorry) so that they're created specifically to have some relation to the guildhall in question. (Basically filter under the actual name of the guild that's requesting the guild hall). Those can up the value a bit.
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bigcalm

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Re: Questions about the new Stuff in 0.47.01
« Reply #8 on: February 07, 2020, 12:13:02 pm »

I saw there had been a new release - but I've drifted away from DF and unlikely to come back unless some bugs have been fixed - has any of these been fixed since the last version ?  I'm unlikely to play unless they have been --

* Happiness issues?
* Relationships - do dwarves make friends now?
* Fill hole action?
* Cave adaptation mitigation?
* The ongoing and always-something-different-each-release 'Can't find item in bins/barrels' problems?
* Libraries getting stuck / no books being written / no scholar visitors?
* Kitchens always produce meals that are almost always the same 4 ingredients and won't cook liquids ever?
* Is there a way to sort used clothing yet?
 


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PatrikLundell

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Re: Questions about the new Stuff in 0.47.01
« Reply #9 on: February 07, 2020, 04:13:39 pm »

I saw there had been a new release - but I've drifted away from DF and unlikely to come back unless some bugs have been fixed - has any of these been fixed since the last version ?  I'm unlikely to play unless they have been --

* Happiness issues?
* Relationships - do dwarves make friends now?
* Fill hole action?
* Cave adaptation mitigation?
* The ongoing and always-something-different-each-release 'Can't find item in bins/barrels' problems?
* Libraries getting stuck / no books being written / no scholar visitors?
* Kitchens always produce meals that are almost always the same 4 ingredients and won't cook liquids ever?
* Is there a way to sort used clothing yet?

Mostly no. 1 and 2 are supposed to be addressed during the next year.
3 Don't know what you mean.
4. Stay out of the ground.
5. No. Possibly addressed within the next year, but don't bet on it.
6. Yes, at least mostly.
7. No, although you can cook liquids using stockpile trickery (or DFHack scripts).
8. No. Might be addressed within the next year, but don't bet on it.
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bigcalm

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Re: Questions about the new Stuff in 0.47.01
« Reply #10 on: February 07, 2020, 07:22:51 pm »

I saw there had been a new release - but I've drifted away from DF and unlikely to come back unless some bugs have been fixed - has any of these been fixed since the last version ?  I'm unlikely to play unless they have been --

* Happiness issues?
* Relationships - do dwarves make friends now?
* Fill hole action?
* Cave adaptation mitigation?
* The ongoing and always-something-different-each-release 'Can't find item in bins/barrels' problems?
* Libraries getting stuck / no books being written / no scholar visitors?
* Kitchens always produce meals that are almost always the same 4 ingredients and won't cook liquids ever?
* Is there a way to sort used clothing yet?

Mostly no. 1 and 2 are supposed to be addressed during the next year.
3 Don't know what you mean.
4. Stay out of the ground.
5. No. Possibly addressed within the next year, but don't bet on it.
6. Yes, at least mostly.
7. No, although you can cook liquids using stockpile trickery (or DFHack scripts).
8. No. Might be addressed within the next year, but don't bet on it.

1 & 2: Great, so no happiness fixes, so no long term forts are viable.  That immediately rules me out of playing it.
3. It should be possible to fill holes - for example, filling a pond in (perhaps to retrieve corpses, perhaps to create some flat land where you want to build).  Other similar games offer this, and don't offer me pumping up magma from the depths and contraptions.  Humans have been filling holes for thousands of years.  It's the most basic construction technique.  It is a catastrophic oversight not to include it.
4. If there is no way to deal with Cave Adaptation without making the fortress horribly inefficient or un-lock-downable, the mechanic should be removed.
5. FFS.
6. Good.
7. I mean, how hard can it be to get this right?  Kitchen selects nearest items regardless of whether it's in a barrel or not.  That's the new algorithm.  Go sort it.
8. FFS.
« Last Edit: February 07, 2020, 07:26:58 pm by bigcalm »
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delphonso

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Re: Questions about the new Stuff in 0.47.01
« Reply #11 on: February 07, 2020, 08:20:34 pm »

Improvements have been made to mood, it seems that dwarves are a bit more resilient. There is now a more complex lover system, and I think my dwarves have been quicker to make friends/enemies for it.

Floors can be built over ponds or pits. They could be filled by pumping and building walls. There are options here.

Likewise, there are ways to manage cave adaption. Fortress inefficiency is up to your design skill. Defense is the same.

Shonai_Dweller

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Re: Questions about the new Stuff in 0.47.01
« Reply #12 on: February 07, 2020, 08:37:12 pm »

You know quick fixes for stress have been available for over a year now right? Use them if you actually want to play the game and it's bothering you. Otherwise play something else (but why you'd come here to tell everyone you're not interested in playing Dwarf Fortress is a bit beyond me).

Bug fixing phase (as it says clearly in the devblog) has begun and is continuing.
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Brelf91

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Re: Questions about the new Stuff in 0.47.01
« Reply #13 on: February 08, 2020, 12:11:33 pm »

1 & 2: Great, so no happiness fixes, so no long term forts are viable.  That immediately rules me out of playing it.
What do you mean, when we talk about "long term"? I'm pretty sure Kruggsmash had forts that survived well beyond 30 years, maybe longer?
I'm pretty sure tantrum spirals are a thing of the past, if you know what you're doing.
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Alatun

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Re: Questions about the new Stuff in 0.47.01
« Reply #14 on: February 08, 2020, 12:14:05 pm »

I saw there had been a new release - but I've drifted away from DF and unlikely to come back unless some bugs have been fixed - has any of these been fixed since the last version ?  I'm unlikely to play unless they have been --

* Happiness issues?
* Relationships - do dwarves make friends now?

My fort in 0.47 is not old enough to give you a definite answer. DwarfTherapist has a new page with dwarf needs, that shows you what causes positive/negative thoughts. If you try to get rid of the "big negative issues" this could avoid the big troubles. Currently this seems to work for me.

One of the issues that is the hardest to deal with are relationship issues. Most dwarfs in my fort miss their families (this was also an issue in 0.44)
Iirc in 0.44 I did not see any changes in relationships. I've made a copy of my 0.47 site directly after embark and now I can compare. These are the relations of some of my initial group:

Lokum
  Tekkud: Friend
  Asmel: LT Acq
  Aban: LT Acq
  Ilral: LT Acq
  Rakust: LT Acq
  Sigun: LT Acq
## after 2 years ##
  Tekkud: Friend
  Asmel: Lover
  Aban: LT Acq
  Ilral: Friend
  Rakust: LT Acq
  Sigun: LT Acq
---------------------- 
Tekkud
  Lokum: Close Friend
  Asmel:Friend
  Rakust:Close Friend
  Sigun:Friend
  Aban:LT Acq
  Ilral:LT Acq
## after 2 years ##
  Lokum:Close Friend
  Asmel:Friend
  Rakust:Close Friend
  Sigun:Friend
  Aban:LT Acq
  Ilral:LT Acq
-----------------------
Ilral
  Lokum:Close Friend
  Tekkud:Kindred Spirit
  Asmel:Close Friend
  Aban:Kindred Spirit
  Rakust:Friend
  Sigun:LT Acq
## after 2 years ##
  Lokum:Close Friend
  Tekkud:Kindred Spirit
  Asmel:Kindred Spirit
  Aban:Kindred Spirit
  Rakust:Friend
  Sigun:LT Acq


At least some changes are visible. I also noticed, that there are friendly relationships of dwarfs between different immigration waves  (maybe there already were friends before - I could not check).

Quote from: bigcalm
* Is there a way to sort used clothing yet?
Nothing I've noticed so far. I was using DFHack to collect all the worn and scattered cloth. I was selling them to caravans. Also wrote a DFHack script myself that shows you which type of cloth is needed, so you can craft new cloth to replace the worn items. (This is one of the issues causing major headache IMHO). Unfortunately DFHack is not available for 0.47 up to now. Hopefully it will be available soon.

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