tankefuglOne Script To Rule Them All...Trondheim, NorwayJoin Date: 2002-11-14Member: 8641Members, Retired Developer, NS1 Playtester, Constellation, NS2 Playtester, Squad Five Blue
Anyway, I just got struck by the unicorn menace again! They killed my metalsmith, and he dropped his anvil. No other dwarf wants to pick it up now, aaargh! Even turned all my population into haulers only, but .. ach.
Build a smith's workshop. You'll need to assign someone to the proper type of work so he'll haul it over and use it to construct the workshop. Then you should be able to deconstruct the workshop and get your anvil back.
tankefuglOne Script To Rule Them All...Trondheim, NorwayJoin Date: 2002-11-14Member: 8641Members, Retired Developer, NS1 Playtester, Constellation, NS2 Playtester, Squad Five Blue
Nope, the thing is -- I can't assign anyone to build the smith in the first place, because the game claims I don't have an anvil, and even assigning a hold-everything-stockpile underneath the anvil won't make it available <img src="style_emoticons/<#EMO_DIR#>/confused-fix.gif" style="vertical-align:middle" emoid="???" border="0" alt="confused-fix.gif" />
Oh well, gonna restart, and be more careful of those damned unicorns!
By the way - if you lot really like the game and have some cash to spare, donate a coin or two to Bay12games. Seems like the donations are getting weaker and weaker and the less money he gets, the less updates the game will have.
Kinda sucks that it has to be that way, but such is life...
Okay, that sucked. I had an awesome fortress built up... and then all my dwarves starved in the first summer. They didn't even make it to winter. I had a farm set up, but while they built the plots, the harvest never came. The river lacked sufficient fish, and my initial supplies didn't last me.
Suggestions for my next fort? I'm definitely going to make a beeline for the river first thing so I can get my farms going earlier... anything else I can do to not starve?
Bring a lot more food...just bring 2 point meats - you don't really need to have that much booze with you, since your dorfs will manage fine. As long as you have some so that your initial setups go fast, you'll be fine.
My setup is always - 2 novice miners (with 2 iron pickaxes) - 1 carpenter/woodcutter of decent skill-level (carpentry is really the most important) - this also leaves you to sell the other iron axe for 100 points.
Then the rest of the setup is pretty much up to you <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />
<!--quoteo(post=1582663:date=Dec 1 2006, 01:29 PM:name=Fieari)--><div class='quotetop'>QUOTE(Fieari @ Dec 1 2006, 01:29 PM) [snapback]1582663[/snapback]</div><div class='quotemain'><!--quotec--> Okay, that sucked. I had an awesome fortress built up... and then all my dwarves starved in the first summer. They didn't even make it to winter. I had a farm set up, but while they built the plots, the harvest never came.<!--QuoteEnd--></div><!--QuoteEEnd-->
Did they plant the seeds? You should have seen something like this:
==≈≈≈≈≈ ==≈≈≈≈≈ =≈≈≈≈≈≈ =≈≈≈≈≈≈
Otherwise maybe you forgot assigning the seeds to the plot (with q). Plump helmets take little less than a season to grow.
Yup yup...plump helmets is what you should live on for the first few years...once you get farming going you will easily manage to create a massive surplus - specially when you get a few immigrants that can help you with the farming.
Any "excess" of plump spawns should of course be used for making booze <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />
Ah! Planting the seeds WOULD help, wouldn't it. It'd also help to gut the fish in a fishery. Now I need to tell my farmers to stop hauling rocks and actually plant some crops!
...anyway, I'm having some trouble with my fort kind of thing here...
Is there some way to see all of my furniture listings? Sometimes I'll think I have a statue lying around, or some sort of cabinet, but I've got to look in the individual building placement menus to see...
How do I make bread out of the cave wheat? I'd assume I need a mill, but I'm not quite sure about placing one. First, I'm not quite sure how it's supposed to be put down, and secondly I'm concerned with flooding and crocodile attacks (they already come across my bridge and somehow my dwarves manage to get mauled by them before they get to my traps).
My military also sucks...since I'm not sure where I'm supposed to get the leather or metals for armor.
...how can I stop a dwarf in 'a strange mood' from going nuts and killing 3 of my dwarves (including a poor, defenseless child)? The last time someone had 'a strange mood' he built some legendary artifact/statue thing that I can't place or do anything with, so I figured the jeweler was doing the same thing - except for about 10 days later he goes crazy, runs out of his jeweler's shop and right into a crowd of dwarves going to the dining room...There's still gore on the walls from it (sure, I've got 12 'Idlers', all of whom have "Cleaning" turned on, but apparently blood stains aren't on there list of things to do.
Is there some way to see all of my furniture listings? Sometimes I'll think I have a statue lying around, or some sort of cabinet, but I've got to look in the individual building placement menus to see...
How do I make bread out of the cave wheat? I'd assume I need a mill, but I'm not quite sure about placing one. First, I'm not quite sure how it's supposed to be put down, and secondly I'm concerned with flooding and crocodile attacks (they already come across my bridge and somehow my dwarves manage to get mauled by them before they get to my traps).
My military also sucks...since I'm not sure where I'm supposed to get the leather or metals for armor.
...how can I stop a dwarf in 'a strange mood' from going nuts and killing 3 of my dwarves (including a poor, defenseless child)? The last time someone had 'a strange mood' he built some legendary artifact/statue thing that I can't place or do anything with, so I figured the jeweler was doing the same thing - except for about 10 days later he goes crazy, runs out of his jeweler's shop and right into a crowd of dwarves going to the dining room...There's still gore on the walls from it (sure, I've got 12 'Idlers', all of whom have "Cleaning" turned on, but apparently blood stains aren't on there list of things to do.
The in-game help file needs some work. <!--QuoteEnd--></div><!--QuoteEEnd--> The bookkeeper noble can help with the furniture listings, but I've never had him, so I am unable to elaborate.
The mill needs to have either of its left/right middle tiles ON the cave river.
Nothing you can do to stop the flooding, best you can do to minimize drownings is to make safety bridges a bit downstream from the main bridge. Without knowing where your traps are, all I can say is line either/both sides of your bridge with them.
Leather, butcher animals and have a tanners workshop free, the hide will automatically be set for a tanning job, then craft the leather into the armor (or clothing) you want. Metal, mine the ore, make charcoal at a wood furnace (if you've got magma smelters up, skip this step). Smelt the appropriate bars (Copper, Bronze, Iron, and Steel can be used in armor), then smith the armor.
For the moods, figure out what the dorf needs to make his artifact (Q over the workshop, the list scrolls through somewhat slowly). Then check what he's already collected (T over the workshop) and allocate dorfpower to getting what he lacks. If getting his wants aren't forseeable, assign some war dogs to him, or station a military squad nearby.
Well, I started wandering around the cliff and things seemed to be going okay. Now the room where I placed all my thrones and tables just collapsed... What should I do before I unpause it?
Once a room collapses, there's not much more you can do anymore. Hopefully none of your dwarves were in that room, and even if they were, they don't die <i>too </i>often. Your thrones and tables may be gone though.
<a href="http://dwarf.lendemaindeveille.com/index.php/Cave-ins" target="_blank">Cave-ins</a> can be esaily avoided by never building any room that has dimensions 7x7 or greater, but its always easy to forget and accidentaly expand a bit too far. It's a good habit to always check that you have a 6x7 space before expanding.
The good thing about cave-ins is that the part of the cavern that collapses often provides the essential supports you missed in your first room. This provides a mechanism to fix the mistake you made in the first place. Just carve away the redundant tiles that were filled in and keep one or two to ensure you don't broach the limit again.
Unconsciousness is temporary, but you can check up your mason's health by looking at him with "v," and then checking his health with "w." If everything is white and the word unconscious is at the right, then he'll be up and about in a few minutes. If any body part has an odd colour, check its severity against the <a href="http://dwarf.lendemaindeveille.com/index.php/Wounds" target="_blank">scale</a>.
newest problem: my fisherman drowned. An alligator has been harassing my dwarves and I gave my fisherman an axe and turned him into a hunter to deal with it... I never saw the alligator but I'd like to make sure it dies now... any clues?
<!--quoteo(post=1586077:date=Dec 9 2006, 12:31 AM:name=Gwahir)--><div class='quotetop'>QUOTE(Gwahir @ Dec 9 2006, 12:31 AM) [snapback]1586077[/snapback]</div><div class='quotemain'><!--quotec--> An alligator has been harassing my dwarves and I gave my fisherman an axe and turned him into a hunter to deal with it... I never saw the alligator but I'd like to make sure it dies now... any clues? <!--QuoteEnd--></div><!--QuoteEEnd-->
Sadly, hunting is pretty terrible in its current state. 1 deer may be outside your door, but your hunter will insist to go and fight the skeletal elephant at the far corner of the map. There is no good way to kill a specific animal, but they generally cause little harm unless attacked by a hunter first. Your dwarves will run away from the fauna out of caution rather than real danger.
Rather than wasting a dwarf to hunt for the alligator, just ignore the problem, as the animals wander and are likely to dissapear from your part of the map soon. If you are on a dangerous map, though, it is still better to use squads and military dwarves rather than hunters. At least squards you can control (but never use station points, only patrol routes! Station points can't be removed once placed <img src="style_emoticons/<#EMO_DIR#>/sad-fix.gif" style="vertical-align:middle" emoid=":(" border="0" alt="sad-fix.gif" /> )
Finally, if you insist on hunting, equip the dwarf with a crossbow rather than an axe. The way the game is currently designed, the crossbow is the equivalent of a high powered sniper rifle. The only problem is that when bolts are spent, the crossbow becomes a rather poor blunt instrument, so be sure to have a stock of bone bolts in your fort if you intend to hunt.
Thanks Transmission, I'm just afraid that the alligator caused the drowning.
Also, the dwarfs seem to prefer to drink from the river outside my fortress rather than the wells I have about, I have 3 wells, 2 inside, one outside in the work area... oh well.
Finally, is there a way to build a farm outside? I haven't been able to find a river in the cave yet.
Killing alligators can be a bit of a pain. I'm assuming you're still within your first year. Your two strongest dwarves will be your wood cutter and miner, so you might consider making them a military squad temporarily and setting their patrol route right on top of the alligator. I'm not sure how well this will work though, so take this strategy with a grain of salt.
If they do attack, expect some injuries. Also, make sure someone has butchery and tanning so they can process the meat and hide from the alligator corpse before it rots.
Edit: Ah, you changed your post on me. I don't think the alligator caused your drowning, as you would certainly have been notified that a beast was mauling your dwarf. If the drowning occurred without any attack messages around it, your fisherdwarf may have drank one too many ales by the river. <img src="style_emoticons/<#EMO_DIR#>/sad-fix.gif" style="vertical-align:middle" emoid=":(" border="0" alt="sad-fix.gif" />
Can your fort be flooded through the mill (or other building that relies on a river/river of magma)? That's my primary concern, since I'd put it by my butchery/kitchen/plant workshop, and relatively close to my main food store.
...Is there a way to get my military dwarves tougher (without armor or just to find out if they're improving or something), they've been recruits for about 18 months now, and I know they've mauled a few warthogs who wouldn't leave my road-builders alone.
...speaking of roads, when do I get to see the elves and humans?
Well, human caravans should appear in your second year or so I think...
Elves..not sure, fourth or so perhaps - I'm not entirely sure on whether there are any requirements that you need to fulfill like trading a certain amount or something like that...
Anyway, when it comes to trading in general - when you first start out, try and get a craftsdwarf making light and dark stone goods, and when the dorfs come around, trade with them but also give'm a lot of gifts...that will hopefully boost the amount of immigrants that you will eventually get. Trading with humans and giving'em gifts will hopefully make'm more willing to eventually trade specified goods (need one of those noble dwarves as well though)
As for elves - never trade anything made out of wood or bone to these guys - even decorated stuff. They will just get pissy and call you cruel...I kinda don't like that elves are so darn extreme in this matter to be honest.
You're supposed to be at odds with elves. Kinda enforces the stereotype, on purpose. Heck, eventually, when you get a baron, the elves will send a diplomat demanding you limit cutting down trees to 100/year only (including wooden MUSHROOMS for pete's sake!) and will go to WAR with you if you refuse (or agree yet cut down more trees anyway).
Of course, if you planned ahead for sieges and have a nice fortified entranceway, war with the elves can be fun...
<!--quoteo(post=1586152:date=Dec 9 2006, 05:10 AM:name=UltimaGecko)--><div class='quotetop'>QUOTE(UltimaGecko @ Dec 9 2006, 05:10 AM) [snapback]1586152[/snapback]</div><div class='quotemain'><!--quotec--> Can your fort be flooded through the mill (or other building that relies on a river/river of magma)? That's my primary concern, since I'd put it by my butchery/kitchen/plant workshop, and relatively close to my main food store. ...Is there a way to get my military dwarves tougher (without armor or just to find out if they're improving or something), they've been recruits for about 18 months now, and I know they've mauled a few warthogs who wouldn't leave my road-builders alone. ...speaking of roads, when do I get to see the elves and humans? <!--QuoteEnd--></div><!--QuoteEEnd-->
Your mill will not cause flooding. To be honest, though, mills are kind of useless. Think about it: a sweet pod can be milled into a single bag of sugar, which can be cooked into a single unit of food. Processing that same sweet pod at a Farmer's workshop will get you five units of syrup in a barrel, each of which can be cooked into a unit of prepared food. As it now stands, milling any plant is highly inefficient; it is best to save them for brewing or processing.
As for your military, check the squad screen (m + v) and make sure they are set to stand down. When they are standing down they will wander about the fortress, socializing and making sure nothing bad is going down, but will also periodically spar in the barracks or fire on an archery target. Make sure they have armour on, though; they can get injured while sparring (one of my speardwarfs broke an arm and spent about 6 months recovering).
A question of my own: has anybody been having trouble getting their dwarves to pick up new clothing? I've been producing tons of high-quality vestments, but they are just lying around in stockpiles while my dwarves wander around in rags.
Comments
Anyway, I just got struck by the unicorn menace again! They killed my metalsmith, and he dropped his anvil. No other dwarf wants to pick it up now, aaargh! Even turned all my population into haulers only, but .. ach.
Oh well, gonna restart, and be more careful of those damned unicorns!
Kinda sucks that it has to be that way, but such is life...
Suggestions for my next fort? I'm definitely going to make a beeline for the river first thing so I can get my farms going earlier... anything else I can do to not starve?
My setup is always - 2 novice miners (with 2 iron pickaxes) - 1 carpenter/woodcutter of decent skill-level (carpentry is really the most important) - this also leaves you to sell the other iron axe for 100 points.
Then the rest of the setup is pretty much up to you <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />
Did they plant the seeds? You should have seen something like this:
==≈≈≈≈≈
==≈≈≈≈≈
=≈≈≈≈≈≈
=≈≈≈≈≈≈
Otherwise maybe you forgot assigning the seeds to the plot (with q). Plump helmets take little less than a season to grow.
Any "excess" of plump spawns should of course be used for making booze <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />
...anyway, I'm having some trouble with my fort kind of thing here...
Is there some way to see all of my furniture listings? Sometimes I'll think I have a statue lying around, or some sort of cabinet, but I've got to look in the individual building placement menus to see...
How do I make bread out of the cave wheat? I'd assume I need a mill, but I'm not quite sure about placing one. First, I'm not quite sure how it's supposed to be put down, and secondly I'm concerned with flooding and crocodile attacks (they already come across my bridge and somehow my dwarves manage to get mauled by them before they get to my traps).
My military also sucks...since I'm not sure where I'm supposed to get the leather or metals for armor.
...how can I stop a dwarf in 'a strange mood' from going nuts and killing 3 of my dwarves (including a poor, defenseless child)? The last time someone had 'a strange mood' he built some legendary artifact/statue thing that I can't place or do anything with, so I figured the jeweler was doing the same thing - except for about 10 days later he goes crazy, runs out of his jeweler's shop and right into a crowd of dwarves going to the dining room...There's still gore on the walls from it (sure, I've got 12 'Idlers', all of whom have "Cleaning" turned on, but apparently blood stains aren't on there list of things to do.
The in-game help file needs some work.
Is there some way to see all of my furniture listings? Sometimes I'll think I have a statue lying around, or some sort of cabinet, but I've got to look in the individual building placement menus to see...
How do I make bread out of the cave wheat? I'd assume I need a mill, but I'm not quite sure about placing one. First, I'm not quite sure how it's supposed to be put down, and secondly I'm concerned with flooding and crocodile attacks (they already come across my bridge and somehow my dwarves manage to get mauled by them before they get to my traps).
My military also sucks...since I'm not sure where I'm supposed to get the leather or metals for armor.
...how can I stop a dwarf in 'a strange mood' from going nuts and killing 3 of my dwarves (including a poor, defenseless child)? The last time someone had 'a strange mood' he built some legendary artifact/statue thing that I can't place or do anything with, so I figured the jeweler was doing the same thing - except for about 10 days later he goes crazy, runs out of his jeweler's shop and right into a crowd of dwarves going to the dining room...There's still gore on the walls from it (sure, I've got 12 'Idlers', all of whom have "Cleaning" turned on, but apparently blood stains aren't on there list of things to do.
The in-game help file needs some work.
<!--QuoteEnd--></div><!--QuoteEEnd-->
The bookkeeper noble can help with the furniture listings, but I've never had him, so I am unable to elaborate.
The mill needs to have either of its left/right middle tiles ON the cave river.
Nothing you can do to stop the flooding, best you can do to minimize drownings is to make safety bridges a bit downstream from the main bridge. Without knowing where your traps are, all I can say is line either/both sides of your bridge with them.
Leather, butcher animals and have a tanners workshop free, the hide will automatically be set for a tanning job, then craft the leather into the armor (or clothing) you want.
Metal, mine the ore, make charcoal at a wood furnace (if you've got magma smelters up, skip this step). Smelt the appropriate bars (Copper, Bronze, Iron, and Steel can be used in armor), then smith the armor.
For the moods, figure out what the dorf needs to make his artifact (Q over the workshop, the list scrolls through somewhat slowly). Then check what he's already collected (T over the workshop) and allocate dorfpower to getting what he lacks. If getting his wants aren't forseeable, assign some war dogs to him, or station a military squad nearby.
What should I do before I unpause it?
<a href="http://dwarf.lendemaindeveille.com/index.php/Cave-ins" target="_blank">Cave-ins</a> can be esaily avoided by never building any room that has dimensions 7x7 or greater, but its always easy to forget and accidentaly expand a bit too far. It's a good habit to always check that you have a 6x7 space before expanding.
newest problem: my fisherman drowned.
<!--QuoteEnd--></div><!--QuoteEEnd-->
Irony, thy name is Dorffort. Next up is your lumberjack's death via falling log and your mason's death at the hands of a rockslide.
An alligator has been harassing my dwarves and I gave my fisherman an axe and turned him into a hunter to deal with it... I never saw the alligator but I'd like to make sure it dies now... any clues?
<!--QuoteEnd--></div><!--QuoteEEnd-->
Sadly, hunting is pretty terrible in its current state. 1 deer may be outside your door, but your hunter will insist to go and fight the skeletal elephant at the far corner of the map. There is no good way to kill a specific animal, but they generally cause little harm unless attacked by a hunter first. Your dwarves will run away from the fauna out of caution rather than real danger.
Rather than wasting a dwarf to hunt for the alligator, just ignore the problem, as the animals wander and are likely to dissapear from your part of the map soon. If you are on a dangerous map, though, it is still better to use squads and military dwarves rather than hunters. At least squards you can control (but never use station points, only patrol routes! Station points can't be removed once placed <img src="style_emoticons/<#EMO_DIR#>/sad-fix.gif" style="vertical-align:middle" emoid=":(" border="0" alt="sad-fix.gif" /> )
Finally, if you insist on hunting, equip the dwarf with a crossbow rather than an axe. The way the game is currently designed, the crossbow is the equivalent of a high powered sniper rifle. The only problem is that when bolts are spent, the crossbow becomes a rather poor blunt instrument, so be sure to have a stock of bone bolts in your fort if you intend to hunt.
Thanks Transmission, I'm just afraid that the alligator caused the drowning.
Also, the dwarfs seem to prefer to drink from the river outside my fortress rather than the wells I have about, I have 3 wells, 2 inside, one outside in the work area... oh well.
Finally, is there a way to build a farm outside? I haven't been able to find a river in the cave yet.
If they do attack, expect some injuries. Also, make sure someone has butchery and tanning so they can process the meat and hide from the alligator corpse before it rots.
Edit: Ah, you changed your post on me. I don't think the alligator caused your drowning, as you would certainly have been notified that a beast was mauling your dwarf. If the drowning occurred without any attack messages around it, your fisherdwarf may have drank one too many ales by the river. <img src="style_emoticons/<#EMO_DIR#>/sad-fix.gif" style="vertical-align:middle" emoid=":(" border="0" alt="sad-fix.gif" />
...Is there a way to get my military dwarves tougher (without armor or just to find out if they're improving or something), they've been recruits for about 18 months now, and I know they've mauled a few warthogs who wouldn't leave my road-builders alone.
...speaking of roads, when do I get to see the elves and humans?
Elves..not sure, fourth or so perhaps - I'm not entirely sure on whether there are any requirements that you need to fulfill like trading a certain amount or something like that...
Anyway, when it comes to trading in general - when you first start out, try and get a craftsdwarf making light and dark stone goods, and when the dorfs come around, trade with them but also give'm a lot of gifts...that will hopefully boost the amount of immigrants that you will eventually get. Trading with humans and giving'em gifts will hopefully make'm more willing to eventually trade specified goods (need one of those noble dwarves as well though)
As for elves - never trade anything made out of wood or bone to these guys - even decorated stuff. They will just get pissy and call you cruel...I kinda don't like that elves are so darn extreme in this matter to be honest.
Of course, if you planned ahead for sieges and have a nice fortified entranceway, war with the elves can be fun...
Can your fort be flooded through the mill (or other building that relies on a river/river of magma)? That's my primary concern, since I'd put it by my butchery/kitchen/plant workshop, and relatively close to my main food store.
...Is there a way to get my military dwarves tougher (without armor or just to find out if they're improving or something), they've been recruits for about 18 months now, and I know they've mauled a few warthogs who wouldn't leave my road-builders alone.
...speaking of roads, when do I get to see the elves and humans?
<!--QuoteEnd--></div><!--QuoteEEnd-->
Your mill will not cause flooding. To be honest, though, mills are kind of useless. Think about it: a sweet pod can be milled into a single bag of sugar, which can be cooked into a single unit of food. Processing that same sweet pod at a Farmer's workshop will get you five units of syrup in a barrel, each of which can be cooked into a unit of prepared food. As it now stands, milling any plant is highly inefficient; it is best to save them for brewing or processing.
As for your military, check the squad screen (m + v) and make sure they are set to stand down. When they are standing down they will wander about the fortress, socializing and making sure nothing bad is going down, but will also periodically spar in the barracks or fire on an archery target. Make sure they have armour on, though; they can get injured while sparring (one of my speardwarfs broke an arm and spent about 6 months recovering).
A question of my own: has anybody been having trouble getting their dwarves to pick up new clothing? I've been producing tons of high-quality vestments, but they are just lying around in stockpiles while my dwarves wander around in rags.