The Perplexing Complexity of Failure, a local dwarven government
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@bugmenot That's not sexuality, that's [0008815] Animal breeding is prevented if animals aren't "willing to marry"
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@sloosecannon
What about the trans-dorf people? They have feelings too!
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@izzion said in The Perplexing Complexity of Failure, a local dwarven government:
@sloosecannon
What about the trans-dorf people? They have feelings too!There was someone modding in transgendered dwarves, but trans-race is a real thing that you should be scared of (because it's usually without permission).
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@ben_lubar can dwarves have shoulder aliens?
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@groo said in The Perplexing Complexity of Failure, a local dwarven government:
@ben_lubar can dwarves have shoulder aliens?
There's a lot of social stuff simulated, so probably:
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EXCUSE ME. MIGRANTS. I CAN BARELY FEED THE CURRENT POPULATION. CEASE AND DESIST.
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@Weng said in The Perplexing Complexity of Failure, a local dwarven government:
EXCUSE ME. MIGRANTS. I CAN BARELY FEED THE CURRENT POPULATION. CEASE AND DESIST.
Gee, I wonder if there's some way you could make more food using the new laborers you just got.
Well, I can think of a few.
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@ben_lubar said in The Perplexing Complexity of Failure, a local dwarven government:
@Weng said in The Perplexing Complexity of Failure, a local dwarven government:
EXCUSE ME. MIGRANTS. I CAN BARELY FEED THE CURRENT POPULATION. CEASE AND DESIST.
Gee, I wonder if there's some way you could make more food using the new laborers you just got.
Well, I can think of a few.
Slaughter laborers?
We're hunted out, we're fished out, I've slaughtered everything that nobody's in love with, and I'm trying to recover from an incident where I forgot that cooking food destroys seed stock.
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@Weng said in The Perplexing Complexity of Failure, a local dwarven government:
@ben_lubar said in The Perplexing Complexity of Failure, a local dwarven government:
@Weng said in The Perplexing Complexity of Failure, a local dwarven government:
EXCUSE ME. MIGRANTS. I CAN BARELY FEED THE CURRENT POPULATION. CEASE AND DESIST.
Gee, I wonder if there's some way you could make more food using the new laborers you just got.
Well, I can think of a few.
Slaughter laborers?
We're hunted out, we're fished out, I've slaughtered everything that nobody's in love with, and I'm trying to recover from an incident where I forgot that cooking food destroys seed stock.
Do you have stepladders? Did you make a plant gathering zone under the fruit trees?
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@ben_lubar Stepladders exist? Now you're making me regret cutting down those trees in my little protected grotto.
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@Weng said in The Perplexing Complexity of Failure, a local dwarven government:
@ben_lubar Stepladders exist? Now you're making me regret cutting down those trees in my little protected grotto.
They were added when trees became multi-tile.
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Food crisis solved: By dumping an entire year's worth of some poor dorf sitting in a crafts shop making toys (which they were offering top dollar for) onto the trade caravan. I basically came away with the entire caravan minus a few shinies.
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Dammit, a new WOW
expansionmajor patch just came out, I don't have time to spend playing both that and dorfs. And now I want to play dorfs.
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Holy shit, my tavern keepers gave birth simultaneously. WHAT KIND OF TAVERN ARE THEY RUNNING?
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@ben_lubar said in The Perplexing Complexity of Failure, a local dwarven government:
@Weng said in The Perplexing Complexity of Failure, a local dwarven government:
EXCUSE ME. MIGRANTS. I CAN BARELY FEED THE CURRENT POPULATION. CEASE AND DESIST.
Gee, I wonder if there's some way you could make more food using the new laborers you just got.
Well, I can think of a few.
Why Trump doesn't do that instead of complaining about immigrants?
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So the elves are bringing a bunch of stuff to the trade depot. I grab the 1713 kilograms of meat left from the Roc that attacked the fortress and 922 more kilograms of prepared meals in rock pots (no wood because the elves have some weird thing where they'll murder you if you try to sell them wood) and prepare to trade.
Apart from a few musical instruments and a total of 20 berries that I bought in exchange for a pile of 7 (total) hazel nuts, walnuts, and bags of oat flour, they brought these to trade:
- wooden pants
- wooden shirts
- some pieces of musical instruments I cannot assemble because I am not an elf
- some splints and crutches
- a grackle (tame)
- a great horned owl
- a giant firefly (it weighs 2143 kilograms)
- some empty cages (I hope they were empty when they left the forest retreat)
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Oh by the way, if anyone is playing on 43.05 (the current version) and you get a migration wave including a baby, save and re-load the game. The mother won't realize she dropped her baby on the way in otherwise.
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@ben_lubar said in The Perplexing Complexity of Failure, a local dwarven government:
a giant firefly (it weighs 2143 kilograms)
:o Yeah, that's a pretty giant firefly.
Next step this?
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LUBAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAR!
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@ben_lubar said in The Perplexing Complexity of Failure, a local dwarven government:
Oh by the way, if anyone is playing on 43.05 (the current version) and you get a migration wave including a baby, save and re-load the game. The mother won't realize she dropped her baby on the way in otherwise.
Consequence is babby dies and a migrant who nobody knows yet has a tantrum? Meh.
I don't tend to inspect my migrants.
Hell, I've somehow missed at least 2 migrant notifications, and I only just got the second dorf caravan (I was expecting elven caravans because I'm basically next door to an elven settlement, so I have no clue why I haven't gotten one)
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@Weng said in The Perplexing Complexity of Failure, a local dwarven government:
I've somehow missed at least 2 migrant notifications
I always configure mine to auto-pause on that so I can't miss them. Makes it easy to watch them all stream in from the map edge, re-pause, then reassign all their labors via Dwarf Therapist before they can come inside and screw anything up.
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@e4tmyl33t said in The Perplexing Complexity of Failure, a local dwarven government:
@Weng said in The Perplexing Complexity of Failure, a local dwarven government:
I've somehow missed at least 2 migrant notifications
I always configure mine to auto-pause on that so I can't miss them. Makes it easy to watch them all stream in from the map edge, re-pause, then reassign all their labors via Dwarf Therapist before they can come inside and screw anything up.
You mean you don't configure yours? It defaults to pausing on migrant waves and arrivals of primary antagonists like dragons and babies.
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@ben_lubar said in The Perplexing Complexity of Failure, a local dwarven government:
@e4tmyl33t said in The Perplexing Complexity of Failure, a local dwarven government:
@Weng said in The Perplexing Complexity of Failure, a local dwarven government:
I've somehow missed at least 2 migrant notifications
I always configure mine to auto-pause on that so I can't miss them. Makes it easy to watch them all stream in from the map edge, re-pause, then reassign all their labors via Dwarf Therapist before they can come inside and screw anything up.
You mean you don't configure yours? It defaults to pausing on migrant waves and arrivals of primary antagonists like dragons and babies.
Perhaps. It's been a while since my last fort and I tend to use whatever the new name of the Lazy Newb Pack is for easier configuration (mostly to turn off aquifers, because fuck aquifers with a cactus) and I couldn't remember if I set that or if the game did.
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@e4tmyl33t I've been meaning to try an aquifer embark again.
I was... Very new to dorf when I last tried.
I also kind of wanna do an ocean fort.
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@groo said in The Perplexing Complexity of Failure, a local dwarven government:
Why Trump doesn't do that instead of complaining about immigrants?
We're too fat, not starving.
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@Weng Every time I try an aquifer embark, I inevitably fuck it up and end up either flooding everything or not getting enough above-ground stuff built fast enough. I apparently dorf too dorfy and can't live above the surface :D
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@e4tmyl33t Since caverns went in, I tend to dig VERY slowly and carefully. Had a bad first experience. 2 years into this fort and I have a handful of rooms (mostly temporary workshop/stockpile combos) carved into the soil layer, and a bunch of wooden above ground structure. I actually have a stone supply problem.
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@Weng I usually try and grab something with a hillside I can burrow into. That usually gives me a decent underground yet easily-accessible place for a trade depot, dirt for farms, then I go down about 5 layers into the rock and start hollowing out spaces for workshops, kitchen/dining, bedrooms, etc.
Takes forever if you don't embark with damn good miners though.
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@e4tmyl33t Oh, yeah. I'm in a hillside. About a 3z hill. Considering digging UP first and hollowing out the hill.
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@Weng said in The Perplexing Complexity of Failure, a local dwarven government:
hollowing out the hill.
Wouldn't that cause the hill to collapse?
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@Weng said in The Perplexing Complexity of Failure, a local dwarven government:
@e4tmyl33t Since caverns went in, I tend to dig VERY slowly and carefully. Had a bad first experience.
I cheated and used dfhack to reveal the whole map, set up my digging designations, and then unreveal-ed the map.
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@PleegWat said in The Perplexing Complexity of Failure, a local dwarven government:
@Weng said in The Perplexing Complexity of Failure, a local dwarven government:
hollowing out the hill.
Wouldn't that cause the hill to collapse?
As long as the hill has a structural connection to the rest of the map, it won't collapse.
Collapses will probably kill everyone involved.
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@PleegWat Structure is exceptionally dwarfy. Literally any connection to the ground at large will keep gravity from noticing an object. And practically speaking, you never really hollow out vast spaces. You usually leave walls, and almost always leave floors. So there's lots of room for your suspenders of disbelief.
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@Weng said in The Perplexing Complexity of Failure, a local dwarven government:
your suspenders
You attach the hill to suspenders? But what do you attach the other end to?
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@PleegWat said in The Perplexing Complexity of Failure, a local dwarven government:
@Weng said in The Perplexing Complexity of Failure, a local dwarven government:
your suspenders
You attach the hill to suspenders? But what do you attach the other end to?
The hill, duh.
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@PleegWat said in The Perplexing Complexity of Failure, a local dwarven government:
@Weng said in The Perplexing Complexity of Failure, a local dwarven government:
your suspenders
You attach the hill to suspenders? But what do you attach the other end to?
Disbelief, duh!
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Tries to come up with another funny comeback. Draws a blank.
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I have iron.
What should I use it on?
a. Large serrated discs.
b. Weapons
c. Hats
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@sloosecannon Large serrated weapon-hats.
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@e4tmyl33t said in The Perplexing Complexity of Failure, a local dwarven government:
@sloosecannon Large serrated weapon-hats.
Done.
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@ben_lubar
DOWNBOAT FOR CHEATING!!!
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So. I have a standing order in the manager set up to butcher a corpse when there is at least 1 "butcherable unrotten nearby corpse".
Which I am led to understand is literally the same as the conditions for actually doing said butchery. It says that this condition is satisifed all the time, but the job always aborts. Is this broken?
Edit: I am reminded that the auto-butcher setting exists. Derp.
Also, jesus christ you assholes, grab the wild honeybees and put them in the damned hive already! I only have a workforce of FIVE DEDICATED BEEKEEPERS and have since basically DAY ONE.
There is literally a wild colony in the FRONT ENTRANCE
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@sloosecannon said in The Perplexing Complexity of Failure, a local dwarven government:
I have iron.
What should I use it on?
a. Large serrated discs.
b. Weapons
c. HatsTurn it into steel and make weapons and hats!
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@Weng said in The Perplexing Complexity of Failure, a local dwarven government:
Edit: I am reminded that the auto-butcher setting exists. Derp.
TIL/AR about that
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@ben_lubar said in The Perplexing Complexity of Failure, a local dwarven government:
@sloosecannon said in The Perplexing Complexity of Failure, a local dwarven government:
I have iron.
What should I use it on?
a. Large serrated discs.
b. Weapons
c. HatsTurn it into steel and make weapons and hats!
I'll make the large serrated discs out of Goblinite!
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Conditional jobs in general seem... Pretty broken.
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@Weng said in The Perplexing Complexity of Failure, a local dwarven government:
Conditional jobs in general seem... Pretty broken.
You can't cancel a job conditionally. You can only start a job conditionally. A conditional job with no limit to the number of times it's run will never deactivate.
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@ben_lubar said in The Perplexing Complexity of Failure, a local dwarven government:
@Weng said in The Perplexing Complexity of Failure, a local dwarven government:
Conditional jobs in general seem... Pretty broken.
You can't cancel a job conditionally. You can only start a job conditionally. A conditional job with no limit to the number of times it's run will never deactivate.
So a finite number in the job quantity and requeue-when-done in the conditions settings?
I guess that makes sense.
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@ben_lubar said in The Perplexing Complexity of Failure, a local dwarven government:
- a giant firefly (it weighs 2143 kilograms)
???
(A bit light, but still, I'm surprised no one thought of that yet!)
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@Weng said in The Perplexing Complexity of Failure, a local dwarven government:
So. I have a standing order in the manager set up to butcher a corpse when there is at least 1 "butcherable unrotten nearby corpse".
At the beginning of the sentence, I thought you are complaining about your job :D