Hrnac
2661
Thanks for posting that video. The mouse interface will be a boon for those of us who have missed the DF boat.
-Hrnac
Help please.
So I am playing along with the very helpful tutorials. I managed to reach the 7th tutorial.
Suddenly a dwarf goes insane. Now he is standing near the dining hall inside of a food stockpile. This interrupts all eating and delivery tasks. After a while he dies. Then there is his corpse. Soon miasma spreads all over. The other dwarfs all starve to death from not eating or go insane from this traumatic experience (I am next). Help.
Do you have any dwarves set to burying duty? Do you have a graveyard spot designated? Your only option is to bury him asap, get working on a burial receptacle, graveyard, and designating him for burial.
There shouldn’t be a problem now he’s dead. Other than your dwarves being a bit miserable. You’ll want a graveyard stockpile to move the body, though.
Is the miasma still spreading? You could mine another door to the food supply in the northwest corner of the pantry room.
In the future, if you’ve got a crazy dwarf, this is where private bedrooms or walled-off workshops come in handy. Once they wander in somewhere, lock the door behind them and don’t unlock it until they’re dwarf bones.
When I was playing, I always made a point of having a single entrance to workshops that could be claimed by strange moods. If it was clear the dwarf in question wasn’t going to get what he needed, I’d build a cage trap in the workshop entrance. When he snapped, if he went berserk he’d get caged immediately.
Thanks for all of the advice. I didn’t know any of those things. My problem is that all of the dwarfs in the dining hall near the berserk dwarf, have all become strangely paralyzed. At the bottom I keep getting this message. "Dwarf x cancels eat interrupted by metal-smith (the crazy one). So I can’t do anything.
I had to go back to a previous save. Dwarf Fortress claims another one. I couldn’t even successfully complete the tutorials.
Losing a fortress because you didn’t understand some aspect of the game is pretty much par for the course with Dwarf Fortress. As a result, I think it appeals mostly to those of us who enjoy starting new fortresses regularly, because we have some new approach we want to take with the early stages. Personally, I tend to get bored with a fortress around the time my military is fully equipped with steel and the front hall is completely secure against attack.
I finally caved in (hur hur hur) and got the 0.31.12 with DFG tileset and my band of Whitebeards will be embarking soon.
Wasn’t it possible to export a detailed geographical map of the local region one is playing in? I remember seeing something like that awhile ago.
Actually, scrap that, using Stonesense and my own photoshop i’m making a HUGE composite image of my starting area!
3 hours later I’ve made a composite image which is 18MB large; behold, the embarking location:
full view for the details.
With the new farming model, how many plots are required to feed a, say, 80 dwarf strong fortress? (assuming I’m planting solely plump helmets)
LOL - nice use of time :)
Unfortunately I’ve hit a serious game breaking bug: I can’t assign people to mining or wood chopping 'cause they won’t pick up axes or mining picks. sadface
Gotta love how Toady spends so much time on dwarven nervous systems and overlooks ridiculous bugs like these.
I searched through the DF Mantis database, and didn’t see anything like your issue, Sir Digby. There were a few instances of not picking up picks or axes, but they seemed related to the arsenal dwarf position and were fixed when he was removed.
Are you sure there’s nothing like burrow assignments or forbidden picks/axes that might be causing it?
Are you using Dwarf Therapist? Because if you are, the bug is probably from that and not Toady’s fault. There was a known bug with picking up picks and axes that happened with DT.
I’ve never had that problem with stock DF.
Yeah, i’m not blaming Toady for DT, that would be silly, i’m blaming him for spending his time further developing the intricacies of dwarven metabolism instead of focusing on say, interface, menus, mouse support, you know, stuff that makes the game more fun to play and less of chore…
Mind you, I love DF, it’s probably my all time favourite game, but sometimes it feels like it could even be better if it was more accessible, had a less clunky interface and the utterly complicated military scheme of this new version… urgh…
After years of hearing it, I still don’t understand why people are upset about bugs and broken features in a game that is in alpha.
I don’t understand the complaints period. I agree that the interface could use improvement, but there are still major portions of the game that are going to be ripped out, reworked, then crammed back in. Reworking the interface now and then having to rework it again later once there are major changes would be a waste of time.
Also, be patient. I’ve been playing DF on and off for a couple of years now, and I can maneuver through the menus and interface very quickly without any problem. I play with the default ASCII graphics and have no problem recognizing what’s going on. I have most of the hotkeys memorized. All it takes is playing the game to slowly get used to it.
It’s pretty clear that Dwarf Fortress will always be in alpha. That’s part of the mindset - just like the game, there’s no real goal in Dwarf Fortress development. It’s Toady’s sandbox, and he adds whatever he feels like fiddling with, regardless of whether it’s important to the game or not. The frustration stems from the 2 steps forward, 1 step back nature to the coding, since he regularly breaks things that were working before.