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Completed I want to be an Urist - A community Dwarf Fortress LP

Urist McLurker

Learned
Joined
May 1, 2012
Messages
238
Location
Virgintraded
Yeah, if the vampire's blood gets into the water supply, anyone drinking it will turn into one without the whole, risk of dying thing.I think you might be able to remove vampire blood out of the water the same way you would with salt, but I truly don't know about that.
It does mean locking up the booze though so they all turn to the water. I think.


About the metals, if I recall correctly it's not so much a matter of mining deeply as it is mining at the right layers which is based on actual geology.

You want to look for iron, for example, it'll be on the same z levels as you're finding things like chalk, lime-, sand-, clay-, and mud- stone, dolomite, lignite and bit-whatever.coal, I think there's a few other things too.
That's not to say you can't come across iron in other layers, but if you're finding stuff like what's listed above, you'll most likely come across iron sooner or later.
Other metals work like that too, gold for example is found in the Igneous something layer, which is why this LP has found so much gold(we're seriously rolling in the stuff) since volcanoes always start with that stone layer.
Copper I think is found in most of the layers.
Adamantine is always on a map, and you'll find them for sure very low down(further than dwarves should ever dare mine), but I think the location par from that is pretty random.

You can tell when the stone layers change by, well, the stone changing into different stone. If you're coming across dolomite and then suddenly gabbro and granite, you've changed from one stone layer to the other.
 

Krash

Arcane
Joined
Nov 26, 2008
Messages
3,057
Location
gengivitis
Yeah, if the vampire's blood gets into the water supply, anyone drinking it will turn into one without the whole, risk of dying thing.

That's the theory. Dunno if it's actually been attempted. In adventurer mode, drinking vampire blood or liquids contaminated by it certainly works.

Adamantine is always on a map, and you'll find them for sure very low down(further than dwarves should ever dare mine), but I think the location par from that is pretty random.

Adamantine spires are spread out at the rate of 1 per every 2x2 area. To be guaranteed some, you need to have at least a 3x3 embark (2x2 mostly gives one, but there's a one in five chance of nothing).
 

dextermorgan

Arcane
Joined
Aug 24, 2009
Messages
4,197
Location
Ελλάδα
So on my latest embark I almost immediately struck a cavern (-5 levels from starting point). Should I wall/floor the staircase or just leave it as is, hanging above the cavern while I sort out some cage traps an try to capture a giant spider?

Is blacksmith of any use? I got a *great* one with the first batch of migrants but I don't think I want to spend precious metal on most of the stuff he makes - should I re-purpose him?

My top levels are covered in soil, should I dig out a couple of 10x10 areas for a tree farm, now that I've struck a cave?
 

Urist McLurker

Learned
Joined
May 1, 2012
Messages
238
Location
Virgintraded
It's always best to take things slower than faster in Dwarf Fortress, not too slow, of course, but walling/flooring it off until your ready seems prudent. And while it might be safe currently, you never know what forgotten beast - that just happen to have super-duper *fly up stairs just because* ability to just ruin your day - could turn up down there. It's better to do it and not need it than don't and find out you needed it. That tends to be my motto with Dwarf Fortress.


I've found blacksmiths are useful, though my most recent adventures was in this LP where as mentioned before gold was bloody everywherel, and when you're rolling in good metal and got the king and queen 'round for tea, it comes in real useful for making them happy with their rooms by making it out of gold and stuff like that before the revolution ultimately happens. Same with other nobles too. And for the general population if you're really rolling in the good stuff. But it's only really for when you don't need the metal for anything else.

Personally I would give him a different purpose that's not dangerous but more useful, so if you do need him for metal work, he's still around.


I've never done a proper farm for trees so I don't know, but if it's doable then by all means do it, it seems like it could come in useful to me.
 

Radech

Augur
Joined
Sep 1, 2007
Messages
516
And mining soil is afaik the fastest way to level up a miner, so regardless of the outcome it's at least somewhat useful(use burrows to keep your skilled miners from mining it). You could also combine the tree farm with an indoor pasture, just don't go any bigger than goats/llamas as they will eat it up too fast.
 

TripJack

Hedonist
Joined
Aug 9, 2008
Messages
5,168
I'd say block it off at once. Caverns cannot be trusted.

Blacksmith is alright. It take a distant second behind Weapon/Armor Smithing though. A lot of the stuff blacksmiths make can be made from stone or wood instead. Usefulness is increased if you have a big surplus of metal or a big shortage of wood.
 

Krash

Arcane
Joined
Nov 26, 2008
Messages
3,057
Location
gengivitis
My top levels are covered in soil, should I dig out a couple of 10x10 areas for a tree farm, now that I've struck a cave?

I've never done a proper farm for trees so I don't know, but if it's doable then by all means do it, it seems like it could come in useful to me.

Yes, good plan. It's safer than having to cut down wood outside or in the cavern. Trees grow p. fast (I think about three years to mature).

And mining soil is afaik the fastest way to level up a miner, so regardless of the outcome it's at least somewhat useful(use burrows to keep your skilled miners from mining it).

With the new version, miners of all levels get the same amount of rock (25%) when they dig, so maxing your miners before using them is not as necessary. I'm to lazy to do it anyways.
 

Radech

Augur
Joined
Sep 1, 2007
Messages
516
With the new version, miners of all levels get the same amount of rock (25%) when they dig, so maxing your miners before using them is not as necessary. I'm to lazy to do it anyways.

Had a fortress recently where I had made a couple new miners before I started to digging out for my magma pump, after digging the stairwell I just designated the shape along all levels, and it resulted in one of the new miners digging through a cavern lake(1st cavern lvl after the rest had been dug out...) flooding the entire stack, and the four glass furnaces I had at the bottom for creating screws and pipes... - I hadn't discovered that part of the cavern before, so I'm pretty sure a more skilled miner would have noticed that the wall was damp and cancelled. - speed is another reason to train them, but that comes with time so no big deal really, it just seems like a worthwhile thing to do if you're considering tree farms anyway
 

dextermorgan

Arcane
Joined
Aug 24, 2009
Messages
4,197
Location
Ελλάδα
Yes, good plan. It's safer than having to cut down wood outside or in the cavern. Trees grow p. fast (I think about three years to mature).
It was working pretty well (trees do grow quite fast), but then I updated my game and the nerfed hauling speed threw my economy out of whack, resulting in alcohol shortage and a horrible tantrum spiral.

Been playing volcano maps lately, not having to worry about fuel is quite nice - not to mention the usual abundance of obsidian for my stonecrafting needs. I'm almost at a self-sufficient level now but still haven't touched the military.

I have another question - may involve a bug actually: I built 2 craftsdwarf workshops, one with non-economic, non-obsidian rock stockpile feeding into it where I trained my craftsdwarf to grandmaster level, before switching him into another workshop with an obsidian pile (unlinked because blades require logs as well). I've placed rotating orders for short swords and crafts there, but the asshat seems to go out of (the surrounded with obsidian) workshop and picks up random ordinary stones to make crafts?!

I should probably enable wood and link the small (previously obsidian-exclusive) workshop pile to the main wood pile, and then link it to the workshop itself.

Anyone care to offer any insight into obsidian sword weapon traps? Seems a bit overkill considering their value when made by a legendary crafter but I'm swimming in the stuff anyway... Oh, and I know it's the mechanism quality that really matters for the attack - I'm using lower tiers in stone traps and better ones in weapon traps.
 

dextermorgan

Arcane
Joined
Aug 24, 2009
Messages
4,197
Location
Ελλάδα
DF just shared this on failbook: http://gnomoria.com/

I suppose it might be of interest to people perusing this thread.

I've worked out the workflow problem I asked about earlier, but am still curious as to the effectiveness of obsidian sword weapon traps...
 

Urist McLurker

Learned
Joined
May 1, 2012
Messages
238
Location
Virgintraded
I don't have any experience in using obsidian par from any I might've used during my year, I opt to do very barren landscape challenges or a very specific kind of lifestyle which often leads me to avoiding anywhere I'd get obsidian. Personally, I would avoid it except to use in testing to see it's effectiveness.
My motto is that when it comes to defence and avoiding too much FUN, doing it half-arsed isn't going to end well so if you're unsure about it, I wouldn't risk it.
I do suggest attempting to test it out in a controlled environment if you get the chance though.

A DF-clone with a different take on the gameplay without the DF FUN graphics that I can buy on desura that's in alpha?
:smug: I can see it now, 'Let's Play Gnomoria, or I want to be a Gnome Fortress'.
Any rate, shall be trying out the demo and see how it is.
 
Self-Ejected

Ulminati

Kamelåså!
Patron
Joined
Jun 18, 2010
Messages
20,317
Location
DiNMRK
grumpy-dwarf.jpg
 

Hellraiser

Arcane
Joined
Apr 22, 2007
Messages
11,911
Location
Danzig, Potato-Hitman Commonwealth
Someone tell me how the fuck can I add/change "auto-insert" workshop orders like the "make 15 golden barrels" ones one of you added, as I cannot find anything about it on the interwebz.

Because we need shit other than golden barrels and I have no fucking idea how to stop those from building. I can't augment Virgintraded with a certain marvel of dwarven engineering that I don't want to reveal yet, without changing those. Well that and we need more fucking weapons for our meatshields and traps but our forges are clogged with "hurr durr moar barrels!".

Also who the hell wasted most of our precious wood on fucking coffins? We can make those out of stone or gold, you know shit that's abundant around the volcano of doom. Hopefully elven pansies drop by and we get some from them or the humans.

:rpgcodex:
 

Krash

Arcane
Joined
Nov 26, 2008
Messages
3,057
Location
gengivitis
u-m to get to the manager menu, then you can remove the command.

And yes, there's no greater blasphemy than wooden coffins.
 

Hellraiser

Arcane
Joined
Apr 22, 2007
Messages
11,911
Location
Danzig, Potato-Hitman Commonwealth
Good to know, now as soon as I am once again free from my corporate overlords I'll lead virgintraded to greatness. Unless it gets raped by a horde of prisoners of ice or something.

The update will be posted sometime next week.
 

Krash

Arcane
Joined
Nov 26, 2008
Messages
3,057
Location
gengivitis
Sweet, I thought you'd run off. Looking forward to it.
 

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