196
DF General Discussion / Re: Magma Smelters not working!
« on: April 17, 2013, 02:39:43 pm »
Making a bigger bar stockpile may help.
March 6, 2024: Dwarf Fortress 50.12 has been released.
News: February 3, 2024: The February '24 Report is up.
News: February 4, 2021: Dwarf Fortress Talk #28 has been posted.
News: November 21, 2018: A new Threetoe story has been posted.
Forum Guidelines
A question I myself have always wondered about...Dwarves need to consume alcohol in order to maintain their chaotic and brilliant minds.
"Why did Armok make dwarves to be physically dependant on alcohol?" Surely this is a bane and not a boon, as the other races of His worlds survive on dirty well water with nary a complaint, and yet the dwarves will go mad without alcohol in their veins.
Can anyone enlighten me?
They build human stile forts. Citys and vilages have separate tags.Does adding that tag fix the non-human sites not generating?Or add [BUILDS_OUTDOOR_FORTIFICATIONS] to dwarves in entity_default and go to a dwarven fort for steel armor.Marital trance
That sounds even more terrifying then regular martial trances.
If you're having trouble getting some armour together, you can always just make your way back to an abandoned fortress of yours in which you have conveniently left some dwarf size armour lying around. Who knows, there might also be a little room for your Dwarf to sleep in, an endless supply of booze and food and candy weapons..?
For me adding this tag for all civs is a must if I play adventure mode.
I'd guess it gives the dwarves human-like sites. I'll probably try it out, seeing as the armour should be of correct size.