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DF Gameplay Questions / Re: The DF2010 Little Questions Thread
« on: February 25, 2011, 09:58:53 am »
Tasked counts as available, owned does not as far as I'm aware.
Not sure about armor.
Not sure about armor.
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Magma is supposed to warm adjacent tiles: up, down and all 8 horizontal directions.Don't think so, it's just every tile that magma is actively touching.
Question: Are tiles directly above or below a pump warmed while the pump is pumping magma?
Question about stocks screen: there are 2 columns - white and red.White means how many you have immediate access to. Red means that they're not. Reasons can include being forbidden, issued a dump command, ordered to be melted, being used as a construction or building, or a combination of all of those.
From wiki: number available or in use normally, and number of restricted items.
What does it mean "restricted" and "available"? Which one counts owned items? What with tasked?
I am pretty certain that when you designate something like a constructed wall or floor to be built, the game assigns a single, specific piece of material to build it (i.e., not just "limestone", but "that particular piece of limestone over there, and no other"). Dwarves won't just pick up the nearest piece of limestone for the job, they'll go out of their way to get "the right piece".That's correct. When building the limestone wall, one limestone rock at location XYZ is designated to be used at the construction site xyz. Once the material selection is completed, the only way to clear it is do undesignate the construction site to clear the rock's in_use flag.
I wonder if it's because there was a mayor before almost everyone died. Expedition leaders can be replaced but mayors can't, and mayors replace the expedition leader position.All my nobles died (along with everyone but a single child, who luckily lived until a migrant wave) and now nothing appears on the nobles screen. There is no list, and I can't create a militia commander. How do I get the list back?
EDIT: The problem seems to be that I have no expedition leader. How do I get one of the migrants to accept the responsibility?
<enter> or <r> Doesn't assign an expedition leader? I've never had that happen, but I have replaced my expedition leader this way numerous times.
I use several custom professions:Collecting sand doesn't require the Glassworking labor enabled. It requires the Item Hauling labor.
New Migrant - assigned to every new migrant when he comes on the map. All hauling labors enabled, plus all labors requiring no skill to complete the labor, plus either woodcutting or mining. Recovering wounded and/or bodies disabled.
Reservist - All Hauling, Masonry, Engraving, Pump Operating, Mechanics, Recovering Wounded & Bodies enabled. (These guys will get armor ASAP, so recovering the wounded or dead during a siege is less likely to be fatal for them). Their labor stack includes lots of tasks that used to be "cross-training" skills in 40d, but which no longer grant huge XP, but old habits die hard. Giving all of my potential military recruits the "Reservist" label lets me add them to squads without having to cross-check dwarves one by one. Anyone who shows up with dodging, armor user, or a weapon skill gets added to this group. Males with no moodable skill also get assigned here.
Hauler - Only hauling tasks are enabled. I manually add skills to these dwarves so that they get one or two XP in a moodable skill, then leave them to hauling. This is reserved for females who have no points in a current moodable skill. I'm not sexist - I just don't want someone giving birth on the battlefield. The U.S. Navy will airlift a pregnant sailor off a ship so she doesn't disrupt operations, but the Dorfs will send a pregnant dwarf female into battle with a chainmail maternity dress!
Epic Crafter - Given to a dwarf who has successfully become Legendary from a Mood. Most hauling is disabled; his primary "diamond" skill is manually enabled after the fact, along with a handful of low-risk skills where low skill won't be an impediment to success. Most notably, anything that could force him to go outdoors at any time (woodcutting, recover wounded, plant gathering, food hauling, wood hauling) is DISABLED to reduce the risk that he'll be the one who triggers a goblin ambush.
Medic - all medical skills (incl. animal care) enabled, all other skills disabled.
Fleshsmith - Butchering, Tanning, Bone crafting, Leatherworking, Animal Care, Animal Training (?), Food Hauling, Cleaning, and Trapping are enabled. These guys are basically animal handlers and get dorms down by the farm.
Forge Apprentice - Furnace Operating, Blacksmithing, Wood Burning, Stone Hauling, and other jobs that are instrumental to keeping your skilled armorers and weaponsmiths stocked up on iron and steel bars. These guys get dorms near your forges, and let each one make a copper shield or copper pick to get XP in a moodable forge skill. If you use a magma pump stack near the forges, you might enable Architecture and Mechanics for these guys; if you also have magma glass forges you can enable Glassworking (really just sand gathering). Use workshop profiles to keep them from actually accomplishing any glassworking jobs.
Hi, I've set my population cap to 1, however I keep getting immigrants, essentially stopping my hermit from exiting her burrow. What's wrong?The first two or three waves of migrants are hard-coded.
I'm not addicted to magma; I just don't want to quit. That's it.Third question is what the -/+ keys are actually bound to, although I didn't do that very well. (Neither did my attempt at humor.) /doh
That's the weird thing. I haven't spent any points yet, at all. I can't add them to dwarfs, and I can't change stuff on the goods screen either. I've got the starting 270 embark points. It recognizes some key presses, like "v" or "c" and the arrows but not the -/+ keys. I even tried using another keyboard, and it won't pick up those key presses.
The only thing I can suggest to rid yourself of such an horrible addiction is, of course, MAGMA!To expand on that a little bit, since currently there are no wagons, caravans don't need a three-tile-wide corridor free from anything. They'll waltz right through a door without a hitch or complaint. Hence the suggestions for using drawbridges to secure/isolate the Depot.ALL other access needs to be closed off?
Correct.
Was hoping to get this question in before someone answeredBarrels typically hold a max of ten units, yes. Exceptions off the top of my head are seeds, quarry bush leaves and alcohol. The first two are stored in bags which are then stored in barrels. The third is dependent on how big the plant stack was when it was brewed. A five-stack will produce 25 units of alcohol from what I've read elsewhere on the forums.
Do barrels only hold 10 prepared foods (for instance, 10 roasts or 7 roasts and 3 stews) All those barrels I've wasted holding only one item.
It's mostly dependent on how DF defines Large, Medium, and Small subregions. Running a few quick tests on a pocket region, setting large evil to maximum (and all others to none) didn't get any results, but setting small to max did. Which probably means that the standard pocket region doesn't have any large (sub)regions. (Note that the only things I've changed are the Evil/Good settings, nothing else.)Desired number of good/evil square count in S/M/L sub-regions?That. If you want massive evil areas, raise the third number, Large regions. If you want craploads of evil pockets in the midst of other biomes, jack the Small region number up.
Are you sure about that? My understanding was that the numbers here determine how large (in tiles) in respective region is, meaning that in a game with 9999 under the small area parameter, a small area will be 9,999 tiles...
Catapult shots don't hurt dwarves or tame animals.So I could line a dozen of them in a hallway, firing at will, while doing my regular tour of duty without worry of harming my dwarves?