DF Dwarf Mode Discussion / Re: Sound sleeper.
« on: February 17, 2008, 04:49:00 am »Eventually I had to dispatch a miner to take the imp out.
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Eventually I had to dispatch a miner to take the imp out.
Press "z" to bring up the fortress status and then look in the top right. You should see a day, month, year, and season listed.
Usually, humans show up during summer and dwarves show up during autumn/fall. Humans can take a while to show, though.
Make sure you have a trade depot built, and that it's somewhere easily accessible.
Also, why do my miners sit there doing nothing as well? They have picks, unlike poor forgot-to-bring-an-axe over there, and stuff to mine, but they just sit there, looking sad.
The most common reason for this is that they can't get to the area you want them to mine. Make sure that there are proper sets of stairs built so they can get to the appropriate altitude to mine. Stairs have to be made in pairs, or they won't function.
[ February 17, 2008: Message edited by: MOOMANiBE ]
However, I created a separate world to see if it would happen there, and so far my two tests have yielded no similar results. I'll try one more time, just for the heck of it.
I have the magma going in on the same z-layer as the ocean waves, but the waves and the magma don't really interact properly at all. The magma turns the z-level below it into obsidian, effectively creating an artificial beach head, but the ocean waves that come in simply "hit" the magma and turn into mist, rather than steam, as if it was a solid object. The magma seems to be entirely unaffected by the waves, and rather than hardening it simply sits spreads right out into the ocean as if the waves weren't there.
You'll notice the dwarves' professions get cut off on the left. My best idea on solving that would be to abbreviate the profession names; Miner would be Mnr, Peasent Pst, Carptenter Crp, etc. I would have added those to the mockup, but I was trying to do it quickly and I couldn't find the right font x_x;;
Primarily, we need a "Furniture" subcategory of some kind. We have a submenu for workshops, right? It seems wasteful to clutter up the root build menu with Armor Stands, Beds, Seats, Coffins, Doors, Cabinets, Weapon Racks, Statues, Tables, and Archery Targets.
If randomized, this could also allow for more feasible settling of varied areas while still finding interesting things to do, as opposed to the sort of "find a lava vent" or "find a named mountain" thing we seem to have going now.
Edit: Important as well, is that it allows for mid-level gameplay. That is, medium rewards for medium risk, which is very very rarely seen at this point.
[ November 05, 2007: Message edited by: MOOMANiBE ]