When you craft them, they go directly into your personal inventory. The game can't use stuff in your inventory for building. You need to drop them first, then they'll be available. If you've done that and just not said it, then it's a bug of some kind. We can expect those to happen. They'll probably get fixed up somewhat in the next couple of releases. If you haven't done it, then do so next time you play and your problem should be fixed.
So I started a new fortress in the current patch. A Fortress, not an Adventurer Site. This one's being an exercise in adapting to the situation. First, I was expecting fairly level ground. Instead I get a big hill in the middle of it. So I go from restarting my old Castle to digging into the wall and making a normal fort. Though I probably could have continued on with the castle idea, come to think of it. Just take the top of the hill. Too late for that now.
Next, my woodcutter got her leg smashed up by falling logs. Thankfully it wasn't until she cut down a shitload of trees for wood, so I don't need to replace her quite yet. She needs traction. So, over the course of the rest of Spring and late enough into Summer to have migrants, I took care of her step by step. Got a bucket made to give her water. Got a bedroom dug out, furnished, and defined as a hospital to get her inside. Set someone to doctor her, and got each piece of needed equipment until she got treated. Only thing I haven't started doing is soap, so there's still a good chance she's going to die of something. But at least I have a small facility for handling up to three patients.
My first migrant wave only had two people in it, and I absorbed both of them into the effort by making one a clothier and the other a dedicated doctor.
Make the hill into a labyrinth and build houses around it. Maybe even make a minecoaster or the access to the village lead a few time through the hill (or both, intersecting a few times).
Decent idea but if I do much Fortress mode I'm probably taking a step back to 42 and continuing my Castle there. That thing's a few in-game years old and already facing gobs. If I go with 43 again I'm probably sticking with Adventure mode.
Latest release from yesterday. Wooden training axes no longer chop down trees. This is annoying in some ways, but not really that bad. It doesn't even exclude the ability to survive a no points embark, you just need to know what you're doing and have some luck on the wildlife front.
edited 22nd May '16 9:50:42 PM by Journeyman
So apparently there's a new Battlefailed fort happening with the 0.42 version. I'm taking my turn now, and things have been...interesting.
All sorts of ways that can go, you know? Interesting in what way?
Also, the next version looks like armor will no longer be unbreakable. It'll get damaged in battle, possibly broken. We don't know how far that system's going to go yet. Looks like you'll want to do general parameters for uniforms instead of specific sets from now on.
Interesting in that I started out with four living dwarves and an elf and 90% of the fortress either flooded or lost to the undead hordes.
edited 14th Jun '16 4:29:39 PM by CaptainCapsase
Wow you inherited a ton of fail. I am guessing the fort is pretty much done.
Who watches the watchmen?Believe it or not, I managed to salvage the situation. I have to give kudos to whoever started out, since we had salt water and an aquifer to deal with, and a full terrifying reanimating biome with husking mists. Which just so happened to turn a Titan into the husk, hence virtually the entire population being dead. The titan is now trapped in a labyrinth, and I suspect one of my successors will doom us all trying to weaponize it. Or will succeed at weaponizing it to fight demons from hell.
edited 14th Jun '16 4:33:30 PM by CaptainCapsase
Bravo in salvaging it. Any links to the thread so we can read they fun in progress?
Who watches the watchmen?I already posted it...
http://www.bay12forums.com/smf/index.php?topic=157724.0
edited 14th Jun '16 6:41:03 PM by CaptainCapsase
Sorry I can't brain today.
Who watches the watchmen?When the current wave of fixes stabilizes, we really should roll out our own succession fortress. It'll get interest built back up in the game somewhat. As far as solo play goes, I'm not worried too much about playing the game alone until we get a major economy update that lets us affect the homeland's available goods. Until then, animal training won't ever get you a domesticated species you can bring in future embarks.
I want to play a succession game. I've never done one before, and it would probably force me to learn all the stuff that I keep putting off because it's hard and complicated.
I haven't actually played this game in a very long time... a succession game might get me back into it. Briefly.
she her hers hOI!!! i'm tempeJourney: What exactly do you mean by current fixes stabilize out of curiosity?
Who watches the watchmen?Whenever LNP dfhack and other utilities get updated I'm assuming.
I could be down for a succession game. I too have been... putting things off.
"Coffee! Coffeecoffeecoffee! Coffee! Not as strong as Meth-amphetamine, but it lets you keep your teeth!"I can't remember was the fort continuing on sans player control a thing now or we still stuck with abandoning them if they get too laggy?
Who watches the watchmen?Retirement is a thing, so they continue on.
And by stabilize I mean "The Great Toad sinks back down into the sea of long term development and stops with the quick bugfixes that we have to update to use." I do believe this next one is supposed to be the last one, so we might want to start thinking about what conditions we want in our fortress area.
Got ya. As for conditions. That might depend on how well the game plays after fixes in terms of lag. For example we used to have to have the no breaching hell rule otherwise the demon swarms death lagged the forts not necessarily destroying them outright. Even breaching caverns was risky because of possible lag spikes. Also how active our player list is could determine time lengths and all that. One thread went on for a good long while before we finally gave up the ghost on it.
edited 17th Jun '16 9:05:42 PM by TuefelHundenIV
Who watches the watchmen?We can do a bunch of forts in one world and leave them alive. They won't fare much better than worldgen forts without us, though making sure our forces are Legendaries ought to help with that somewhat.
It just kind of depends on what we want to do with this fort. If we have a set goal for the world around us, then we need to figure on conditions that make it possible. And we need to know the limitations of the game. You can't change the resources the home civ has in Fortress mode. It's why you can never fully domesticate a species and embark with them without modding beforehand. Though you CAN change things around through Adventure mode. If we do multiple games across a single world, we don't have to limit ourselves to succession fortresses. I've seen succession adventurer games, and they do work.
ETA: And whatever we do, we want a lot of armor grade metal on hand. The next update adds armor damage to the game as a balance measure. It's about time it was added.
edited 17th Jun '16 9:23:52 PM by Journeyman
oh. oh no. Artifact armor and weapons breaking. THE TANTRUM SPIRALS
"Coffee! Coffeecoffeecoffee! Coffee! Not as strong as Meth-amphetamine, but it lets you keep your teeth!"
I've crafted like the doors; ordered their construction, but nothing happens. The doors vanish and aren't built.