That was my thought as well... it's like referring to the classic X-Men costume as red because the belt is red :P
Ok I found out why it is taking a bit longer to get the new utilities up.
So basically the most recent version of DF changed things around enough that it will take longer for the assorted utilities to be hammered out to be compatible.
We have a couple choices we can run with. First is to use 43.03 and using the memory map which is pretty simple to do. However we would be losing updates that prevent the inventory crash and a few other alterations. Since one of these is a CTD and the problems that represents, I think this might not be the best idea.
The next option is to rough it without Dwarf therapist which for some might be too much of a challenge. Journey can do it I can learn to do it again but I am not certain about the others.
The third option is to at least build the thread, leave a note we are waiting on DT and then start the fort when DT releases a compatible version. We can finish hammering out the rules and goals in the thread like turn out stuff etc and build our player list.
edited 2nd Jul '16 6:54:55 PM by TuefelHundenIV
Who watches the watchmen?I can await the second or third alternative, but if the inventory crash bug (which I did not run into) is as bad as it is, I can wait for either the second or third option.
A part of me hopes the fort shall rely upon the traps a fair bit.
"If you have any beefs with Santa, do remember to SETTLE IT IN SMASH!" Quote by EdveedThe trick to a non-Therapist run is to get on the ball early about nicknames/profession names and to stay on them. I'm supportive of two and three. Not of one. Never of one. I always roll out the latest version unless I have a serious project going in an earlier one.
Ok we are ruling out one for sure. It just sounds like a bad idea given the bug and updates in the latest one.
I might have a go personally at option 2 and see if I can get back into the swing of it. Worst case scenario we wait a little bit longer for three or someone who can handle df sans therapist can take the helm at their earliest convince.
Who watches the watchmen?I've never used dwarf therapist before.
Of course my forts are usually young. I spend days designing the trapped corridor that leads to the Trading depot, the interior powered waterfall network, and the switch operated self irrigating farmland. Then I spend days making sure that every dwarf is 100% doing something useful. Then my vacation is over. I rarely make it past year two.
So what does dwarf therapist do?
Makes it a lot easier to manage DF jobs. Makes it so all you have to do is click the right boxes and update it.
It has other features as well. Such as sorting dwarves by migration wave, names, etc.
edited 3rd Jul '16 12:48:57 AM by TuefelHundenIV
Who watches the watchmen?I never really felt the need for that much micromanagement.
I just sort of randomly picked out dwarves and assigned them to jobs I wanted done; let the rest wander chaotically around.
I might try to capture a forgotten beast and construct an arena for it. I managed that once, so it'll be interesting to try again.
Just got to make sure to label all the bridges.
The problem is your dwarves need some micromanagement to make the jobs work reasonably well. It is doable through the in game menus but DT is a lot more intuitive and informative.
I am working on finding a suitable location for the fort for now.
A tropical Shrub land with woodland, scorching temp, moderate vegetation, wilderness all around, clay, deep soil, shallow metal, deep metal, and flux stone. No aquifers.
I think we can safely breach caverns after some testing. I couldn't find any "candy" to breach hell though.
edited 3rd Jul '16 2:59:34 AM by TuefelHundenIV
Who watches the watchmen?Sounds like a plan. Count me down for turn two. Might not actually do it until NEXT Monday, but it'll get done in a reasonable time frame. I assume the standard "two weeks of real time or one year of game time whichever comes first" rule applies?
Not too long ago I had a forgotten beast die to a crundle...and just now, this happened.◊
These forgotten beasts are pathetic.
Join my forum game!One of the demons from hell in one of the previous forts was made of slush.
Who watches the watchmen?Dump some lava on the slush monster!
Soo, in one season I had 3 forgotten beasts appear in the caverns. A noxious moth, a poison-breathing nightjar, and an armor-scaled tarantula. They've ignored my fort entirely; instead they sought one-another out and proceeded to initiate a pokemon battle of epic proportions. The tarantula seemed to be rather bland over the poisonous flyers but he's managed to come out on top. Nightjar shat itself and ran like the feathered coward it was, but the moth held on to the bitter end.
While this was going on I had another weird event. I suddenly started getting interruptions and combat alerts and found a pack of 10 troglodytes in the fort- All of my cave entrances are sealed so oddly they must have come from the topside. It didn't end well for them. My dwarves jumped them and beat the ever-loving shit out of them. Two managed to get to a side room and corner a marksdwarf. She lost an ear but brained the both of them with her crossbow. By the time they tried to flee my dwarf I call THE HOUND was on them with his unholy horde of war dogs.
Yeah, all forgotten beasts are hostile to each other, and if they can path to each other (and not into your fort) you're usually better off letting them fight until there's only one left. It also doesn't surprise me that the tarantula won, having armor is a significant advantage against mere fleshy FBs with no armor. Also, FBs with poisonous gas/secretions/etc sometimes damage themselves with their own poison, leaving them at a disadvantage.
I've never heard of troglodytes appearing on the surface before. Are you 100% sure all your cavern entrances were sealed? Even one diagonal gap is enough for them to get in. In any case, cage traps work great against troglodytes.
Join my forum game!Even a diagonal gap between z-levels is enough.
she her hers hOI!!! i'm tempeI searched every z-level from lava to surface and found no visible holes unplugged. The first alerts came from the herbalists on the surface, and the surviving troglodyte fled and ran off-map. I have dogs and militia stationed every few z levels around a heavily trafficked central stairwell so unless they were hella sneaky I'd have expected an alert before they reached the surface.
I suppose if anything more FUN appears we'll be in for a show if I can't find the hole
edited 4th Jul '16 3:34:07 PM by carbon-mantis
Setting dwarves jobs through the in game menu isn't too horrid. Just have to work the menus. It is a little clunky but very doable.
Who watches the watchmen?Those interested head on over and post to let us know you are interested for sure.
Who watches the watchmen?Well, we do have a new release, where Dwarf Fortress is now with the first official 64-bit releases. As for the fixes, a couple history diverging bugs has been crushed, and apparently, some memory leak bugs as well. I will admit, this one caught me by surprise.
"If you have any beefs with Santa, do remember to SETTLE IT IN SMASH!" Quote by EdveedIs there a way to force a craft workshop to prefer certain types of stone? I suspect it has to do with stockpiles. For example, I'd like to specificaily make rock pots out of jet because jet is the lightest stone.
Stockpiles is the easiest way I can think to do that. Set a small stock pile to hold only stone of the variety you want and have the workshop take only from that stock pile. You would have to change the stockpile or change what stock pile a shop takes from to do other projects.
There may be a more flexible way to do this but I can't think of it right now. Maybe via manager settings?
Who watches the watchmen?Ah crap...strange mood. Stone and cloth...I have plenty of both? Guy isn't moving?
Might be a workshop or specific items of each.
Who watches the watchmen?
So, 4 pounds of Onion + 4 pounds of Cress Leaf + 3 drops of Potato Wine = Potato Wine Biscuits...