DF Dwarf Mode Discussion / Hematite ore?
« on: September 27, 2006, 11:31:00 am »Where should I look? between chasm and lava?
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Where should I look? between chasm and lava?
Is there a way of giving the still "priority" for the barrels over other uses? Overproducing barrels doesn't seem to be a solution either, because wood isn't plentiful enough, and there are other things that I have real need of wood for.
Basically, what I'd need (and this would help in other situations) is the ability to designate flows of goods, like "stuff from this workshop goes to that stockpile" and "only use stuff from this stockpile for this kind of usage"...
(I have an awful time keeping track of what I have)
OK, so maybe I should leave some more space to be safe, but isn't there a better way? Do you guys only dig one space at a time, detecting the river?
I also tried putting a support pillar, hoping it would be uncrossable, but I think my dwarves cross them, so that probably means water can too.
I've read that one can get wood from the tower caps that grow underground, but mine seem to remain "young", and don't seem to be fellable. Should I wait longer?
So, is there some secret tech to wood? Should I have some dwarves who only have woodcutting as their activities?
What, exactly, does a farm (say one where you grow "Plump Helmet") produce? I've been growing this for a long time now, and I can't find any "Plump Helmet" or "Plump Helmet spawn" in any of my food stockpiles - only barrels mostly filled with "raw fish" or "raw turtle".
[z] screen shows: no meat, no fish, no plant, 111 seeds, no drink, 131 "other" (that does "other" mean?); mostly my dwarves don't starve to death, only one or two so far (sometimes one seems to emit a long string of "can't find food" messages, but I cannot figure what that means; the others seem to find food OK).
So, should the plants I grow be processed somehow? Where? And where can I see the seeds?
(It's quite possible that I missed something obvious in there)
I made a field to be flooded by the outside river:
code:
...####,,, .: outside
...####,,, #: undug rock
______X,,, _: channel
...####,,, X: floodgate
...####,,, ,: field
When I activated the floodgate, the field was flooded. But then, after winter came and spring came back, when I wanted to flood the field again, I couldn't - the part of the channel that is underground seems to have dried up.
Now, when channeling the underground river, one needs two floodgates, but in this case, only one was needed - only, it looks like it was a one-time deal.
Also, the "view job" screen could display a list of the best-suited dwarves for the job (those with the highest skills), with maybe an option to "suggest" they take it. Those with the task inactive could be grayed out, but with an option to "activate the task and suggest this job to this dwarf".
Now, dwarves could be a bit grumpy and not like it too much when they were reminded to do their jobs, but that would help the player...
It would be real nice to be able to check "globally" how people feel in the fortress, and to quickly reset tasks for several dwarves at once (like, "it's Spring - disable digging for the whole lot of diggers, and enable Farming for everybody" or something like that)