chequers
2761
I am happy to host your infrequently updated zipfile.
Razgon
2762
Calistas - I finally started out trying your tutorial for real this time, and…Thank you!! those are very well done, and I finally understand the game - awesome job :-)
one question- are thrones the same as chairs? building in the masons workshop pressing c lets me build thrones, and not chairs you see
Demolira
2763
Thrones are simply chairs made of rock or metal.
Calistas
2764
Thanks, Raz, glad you are enjoying the game! DF is really rewarding when it all comes together. Makes me feel the sort of satisfaction a watch maker must feel when all the bits slot into place. And then it is time for the demons and the monsters and the starting over again!
This is so… bizarre… I can’t even begin to understand what happened;
I had deleted DF some weeks ago when doing some maintenance on my home PC so I decided to play it again and so I get the Lazy Newb Pack to see how it works.
I download it, unzip, run their installer and set up the Phoebus tileset since I’d never seen it and wanted to see how it looked. This is where the bizarro begins.
I hit world creation, without setting any parameters just the regular creation, and usually it takes around 1-2 minutes but this time at around the 10 minute mark it’s still generating and around year 600.
It took almost 20 minutes to generate the world and for it to be presented as ready to save and play. I saved and started a new game.
Bizarro ensues. The world is pretty huge and is covered, literally COVERED, in cities/forts, there are 6-7 dwarf civilizations and countless cities spanning so much terrain it actually gets hard to find free land to start my new fortress. THE INSANITY!
I have no idea if it’s something odd that happened during worldgen or simply a default configuration of LNP but it sure is bizarre.
Like much of the rest of Dwarf Fortress, world creation has its quirks. I’ve read posts about starting spots with hundred-level rock spires in them, and more than once I’ve had a cavern collapse immediately upon embark because it was generated without supports. Though I haven’t encountered it personally, I’ve read that occasionally civilizations get wiped out during world gen, and you may find yourself with no dwarf immigrants because you’re the only dwarves in the world. I think you just ran into an issue where the civilization history routines went into some sort of feedback loop.
I really think some default LNP setting is messing with the worldgen, I started a new gen and i’m basically getting the same results, around year 150 and there are literally a hundred or so civilizations who are making massive megalopolis all over the place…
The readme of LNP indicates:
“-Custom World gen (Lazy Newb World)”
So this might be what’s making the worldgen so peculiar.
Wow, that would make for such an awesome setting. Final survivors of dwarf civilisation setting out to try to re-establish their place in the world. Actually, that makes me think of a question… is it possible for your fortress to produce emigrants?
Morberis
2770
You mean for them to move elsewhere? No.
You can grow your pop through children and such, but that would take years and the average fort lasts maybe long enough for one generation if that before a Giant Cave Spider invasion or mold kills them all.
Well, I hope it’s on his to-do list.
zengonzo
2772
Right after toenail clipping ballistics.
So, 2 releases from now, then.
Yay, 0.31.16 with DFG support, starting a new game.
ScottyA
2775
I have what is probably a stupid question. I have spent the last couple weeks getting comfortable with the game (haven’t played since Z-axis was added) and watching Sippycup’s tutorial videos. I feel like I actually know what is going on when I play at this point, I even feel comfortable with the military. My first game I didn’t know much about location choice and embarked in an area without a sedimentary layer. No biggie as I didn’t even realize it until a week after starting my fortress but I’m ready to start a metal industry now. My problem is finding a suitable location to start anew.
I’ve generated 5 worlds now, all large, and am unable to find a location with a river, a sedimentary layer, and no aquifer. It seems whenever I find an area with a river and a sedimentary layer there is always an aquifer. When I find an area near a river without an aquifer the sedimentary layer is either very small or non-existent. I’ve been generating my worlds through the simple creation tool, do I need to familiarize myself with the advanced creation tool and go from there? How do most people find a decent location to embark?
Any help would be appreciated!
PS. Is there any way to cycle through more than one location when using the “find location” tool thingy during the embark screen? I know there has to be more than 1 area per search but I can’t seem to find a way to cycle through them.
Marcin
2776
Hmm, I’ve always been able to find at least one location that worked. I used a brook rather than a river, which resulted in no aquifer and still a source of running water. Mind you my well is still muddy for some reason (water straight out of a pump into dwarfmade materials), but that’s a separate issue …
Lack of a sedimentary layer isn’t a big deal. I’m up to a pretty thriving fortress (I’m sure it’s very amateur by most experienced DFer standards, but this is the first time I’ve been able to survive up to 4 immigration waves (3 years in game I think?)) without those metals, simply by going copper and bronze all the way. Once you craft enough goodness you can trade for the iron … in small quantities anyway.
I gotta say that this new Dwarf Fortress is much nicer. I’m not sure why it never stuck with me (oh right, it was because of CARP) but things are now clicking along. The occasional kobold still gets in a lucky shot though, and I’m always out of stockpile space because of rocks, but those things are minor.
It’s also worth noting that if you dig deep enough, you always find a sedimentary layer. I recall in one game I was hauling up marble for steel from the cavern levels, 20-30 levels below my main fort.
As for stockpile space… I embraced the dark side. I gave up trying to be reasonable about storing rocks, and designated frequent dump sites. Usually with an attached bridge “atom smasher.” Once you designate a pit as a dump, that tile can store an infinite number of objects. Anything dumped into it (with “designate: dump”) is marked as forbidden, so it won’t be picked up unless you scroll through the mess and unmark it. Personally, I made a house rule that anything dumped was gone forever, no storing 1000 rocks in there and then retrieving them later.
Marcin
2778
Oh yeah, I don’t care about storing stone; if I need new building material I just dig some more out.
However, I can’t seem to clear out stone from dug out rooms that I want to turn into stockpiles for other stuff. Apparently you can’t store stuff on a tile that’s full of rubble, so my brand new stockpile rooms are mostly unusable. :/
nixon66
2779
You can designate those rocks to dump, and then they’ll be hauled off to that dump zone Gus mentioned, and that will clear up your floor space, and make your fortress look nice. You’ll never be at a loss for stone usually.
Squee
2780
Yeah, it’s just a bit fiddly since you have to manually set each stone in the room to be dumped. Especially annoying if the room was mined by a legendary miner who will almost always leave a stone behind on each square mined.
Unless they made it easier to clear in new versions. Haven’t played in a while.