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    Tuesday, April 14, 2020

    Dwarf Fortress First Big Update to VETTLINGR TILESET since 47.04 hiatus. FLOORED EDITION 1.4

    Dwarf Fortress First Big Update to VETTLINGR TILESET since 47.04 hiatus. FLOORED EDITION 1.4


    First Big Update to VETTLINGR TILESET since 47.04 hiatus. FLOORED EDITION 1.4

    Posted: 14 Apr 2020 03:11 AM PDT

    How to find a waterfall for your embark

    Posted: 14 Apr 2020 08:35 AM PDT

    Incredibly beautiful embark, 47.04 LNP

    Posted: 14 Apr 2020 06:47 AM PDT

    The PeridexisErrant Windows Starter Pack has updated to 0.47.04-r03!

    Posted: 14 Apr 2020 12:25 PM PDT

    Trying something new: a series of tutorials boiled down to 5 minutes each. Here's how to Start Your First Fort!

    Posted: 13 Apr 2020 12:12 PM PDT

    Sent a crazy dork out to explore some random ruins to get some respite from his murder rampage of tantrums. Turns out the guy can swim across an ocean.

    Posted: 14 Apr 2020 08:46 AM PDT

    Somehow this "expertise" doesn't convince me...

    Posted: 14 Apr 2020 09:24 AM PDT

    My entire fort are criminals. Our crazy baroness likes socks, and a merchant just left the map with load full of x-pig-tail-sock-x

    Posted: 14 Apr 2020 11:50 AM PDT

    Apparently, even if mandate is not in effect in the time of trade, but is in effect when goods leaves the map, everyone is still going to be punished. And everyone was hauling socks for weeks this autumn. I was just going to run justice, we have nice prison in the middle of the best tavern and everything ... but not for the whole fort. Not talking about how that would stop all works for one year.

    Luckily I checked justice screen again right before sheriff's appointment ... so no justice for my fort right now, I need to think about how to make amnesty here :)

    submitted by /u/ppetak
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    Damn high people prone to great ambition

    Posted: 14 Apr 2020 11:46 AM PDT

    Here's a video all about stairs, how to dig them, how to build them, how to remove them, and how to stop Urist McIdiot from running across the surface to dig a downstair when there's a perfectly safe underground method.

    Posted: 14 Apr 2020 03:07 AM PDT

    Graphical Wizardry is Afoot

    Posted: 14 Apr 2020 11:35 AM PDT

    https://www.youtube.com/watch?v=Gy38ULuhJKA

    How many of you had a Blind Cave Ogre sneak up on you?

    submitted by /u/RNGstrategist
    [link] [comments]

    Nice, but also not nice

    Posted: 14 Apr 2020 11:13 AM PDT

    safely automating cooking/seed management

    Posted: 13 Apr 2020 10:11 PM PDT

    I have a couple of points of confusion about cooking/seeds. I have a few goals:

    • I want most of my food to be prepared meals
    • I don't want cooking to cause me to run out of seeds
    • I want to automate this

    I understand not everybody wants to automate things, but these are my goals.

    I feel like I must be missing something, but there doesn't seem to be any way, even with dfhack, to actually accomplish these goals.

    Consider the humble plump helmet. First, let's establish how things work. Plump helmets only drop seeds if eaten or brewed, not if cooked. If you want your dwarves to only eat prepared meals, then the only way to make more seeds is to brew alcohol from them. Fair enough.1 So we start with a handful of seeds, grow some plump helmets, brew them, and repeat until we have a decent stock of seeds. Once we have enough seeds, we can grow helmets to be cooked into meals until the supply of seeds gets low. Then we go back to brewing them and not cooking them. Repeat. Manually, this is possible, though tedious.

    How can we automate preparing meals while keeping the supply of seeds between some bounds (n, m)? Well, in the base game, we can enable cooking plump helmets and disable cooking seeds (under the z menu) then set up two different production orders like:

    • cook meals if PH seeds > n
    • brew alcohol if PH seeds < m

    Assume these would be the only jobs that prepare meals and brew alcohol. This works if we only have one kind of plant we care about protecting. If we want to allow cooking k different plants, we can do the first part safely:

    • cook meals if Plant_1 seeds > n and Plant_2 seeds > n and ... and Plant_k seeds > n

    We could do the second part safely if we could create jobs for each plant like:

    • brew Plant_1 alcohol if Plant_1 seeds < m
    • brew Plant_2 alcohol if Plant_2 seeds < m
    • ...
    • brew Plant_k alcohol if Plant_k seeds < m

    However... it doesn't seem possible to write these kinds of orders in the base game. For some reason, going to "details" on a "brew drink from plant" job doesn't allow you to set an ingredient. In writing this up, I realized you could simulate this by creating a separate still for each plant, having each still pull from only a single stockpile dedicated to that one ingredient, and then only allowing those stills to satisfy each of the jobs... but that seems kind of ridiculous. I guess it could work though...

    What about with dfhack? Well, there's something called "seedwatch", but it doesn't really solve anything. The main problem is not being able to get automate brewing more seeds of a specific kind when we run out, which this plugin doesn't address. There's also no option to prevent cooking the seeds themselves, which is something that can be avoided with the first job above.2

    Autofarm seems nice for keeping your plant stocks high, but it also doesn't address the creating-more-seeds part of the equation.

    I have to admit, I am a relatively new player. Am I missing a way to automate this? Is there a simpler way of thinking about the problem?


    [1] Though it would be simpler if creating seeds was separated from eating/brewing, as it is with cooking, and there was a dedicated processing job to create seeds from a plant, but whatever.

    [2] It seems like the plugin would be more useful if you could express "enable cooking ingredient X if there are between (n, m) Xs" instead of how it works now which is "enable cooking ingredient X and seeds of X if there are between (n, m) seeds of X". The most expressive thing would be "enable cooking ingredient X if there are between (n, m) Ys", which would allow what I want and be able to express what the plugin currently allows.

    submitted by /u/ellisonch
    [link] [comments]

    I think I know who it was that Astesh got into argument with...

    Posted: 13 Apr 2020 04:34 PM PDT

    That's a big pile of dead hippies and assorted humans

    Posted: 13 Apr 2020 08:28 PM PDT

    A Tour of Dragonfountain: A Multicultural Artist's Commune Inside A Volcano

    Posted: 13 Apr 2020 05:31 PM PDT

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