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Difference between revisions of "User:GarrieIrons/log"

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:There's probably a way to melt that ice but then I believe you have to build a well, which is pretty complicated.--[[User:Maximus|Maximus]] 23:12, 10 January 2008 (EST)
 
:There's probably a way to melt that ice but then I believe you have to build a well, which is pretty complicated.--[[User:Maximus|Maximus]] 23:12, 10 January 2008 (EST)
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 +
::Yeah, my game just became a modified [[Starting builds#Hermit|hermit hut]].[[User:GarrieIrons|GarrieIrons]] 00:55, 11 January 2008 (EST)
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:::Well migration has kicked in and I'm back to 7 including one child... Yay! And one is a brewer so that might help me along maybe? [[User:GarrieIrons|GarrieIrons]] 01:21, 11 January 2008 (EST)
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 +
===The cruelest enemy: The '''Killer spouse'''===
 +
::::Huh, just when migration had kicked in and I was back to 20 and rising... I walked away from the PC for ''a little while''. When I come back '''the game was off''', and I started to get into a [[strange mood]]. This darkened when upon reloading the game - I now had a new game world and my existing game was no longer active...
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::::Maybe '''Killer spouse''' needs to be added to ways of [[losing is fun|losing]]?[[User:GarrieIrons|GarrieIrons]] 19:46, 11 January 2008 (EST)
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:::::DF is known to be incompatible with spouses.  You'll have to uninstall her.--[[User:Maximus|Maximus]] 21:05, 11 January 2008 (EST)
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::::::Huh, well my particular spouse plays more angband varients than I do (I only play vanilla) - I think she didn't know what to do after ctrl-x didn't work to "save and exit" so she may have just terminated the app. :( [[User:GarrieIrons|GarrieIrons]] 21:47, 12 January 2008 (EST)
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:::::::Well, fine, but if she starts growing a beard, I suggest you hit ctrl-x yourself.--[[User:Maximus|Maximus]] 23:49, 12 January 2008 (EST)
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::::::::The count of spouse-defeated fortresses has increased again... luckily this time she only '''abandoned the fortress'''. Which means I should be able to move straight back in with a lot of the [[mining|spade-work]] for creating [[bedrooms]] already done, as well as having found all the good ore and bituminous coal deposits.[[User:GarrieIrons|GarrieIrons]] 20:27, 9 February 2008 (EST)
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==Trading==
 +
All right, I must be missing ''something obvious'' here.
 +
I've had one dwarven caravan turn up, show me their gear, got my gear delivered to the [[trading depot]], placed my order...
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but they never sold me anything and never bought anything off me.
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Now the elves are doing the same thing... they are about to leave and we haven't exchanged anything yet.
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How is this meant to go?[[User:GarrieIrons|GarrieIrons]] 21:49, 12 January 2008 (EST)
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:You have to actually {{k|t}}rade with the caravan(s), after first moving the goods there and {{k|r}}equesting your broker/trader at the Depot. [[Your_first_fortress#Trading]]  --[[User:N9103|Edward]] 00:13, 13 January 2008 (EST)
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::Thanks, I will have a close read of that link.
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==[[Sheriff]]==
 +
All right: I'm expanding (rapidly, maybe too rapidly for my modest skills gaines thus far). My game tells me I need a Sheriff but when I try to fill the vacancy: ''No relevant skills''. Yes, I tried to RTFM on [[Sheriff]] (even fixing my spelling of the word ;) ) but it mentions what a dwarf needs to ''own'' not ''know''.
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I guessed that some kind of marsmanship may help, but even my hunters have ''No relevant skills''? [[User:GarrieIrons|GarrieIrons]] 00:28, 13 January 2008 (EST)
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:Is it just that he doesn't own enough stuff (desk etc) - if so, "skills" isn't that great a description of whats missing, is it?[[User:GarrieIrons|GarrieIrons]] 04:26, 13 January 2008 (EST)
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::I could be wrong, but I don't think there *are* relevant skills. I can't recall ever having a skill show up on my Uber-dwarf that I gave all skills to. I'll double check and edit this if I'm wrong, but I'd say that Sheriff is just one of several positions with no *truly* relevant skills. --[[User:N9103|Edward]] 07:41, 13 January 2008 (EST)
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==[[Cheese maker]]==
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Is there any use in keeping a cheesemaker if I don't find any [[purring maggots]]? Are they that hard to find (ie: if I keep my animal tamer at the traps, will he find some?)[[User:GarrieIrons|GarrieIrons]] 07:34, 13 January 2008 (EST)
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:You can also buy milk from caravans and turn that into cheese. That alone is profitable, and if you then cook it, you're looking at some 10k+ value meals for just the regular stuff if it's all cheese. --[[User:N9103|Edward]] 07:38, 13 January 2008 (EST)
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::well all right, I've bought several barrels of milk, stored in stockpiles next to my farm workshop... yet when I try to produce cheese I get "no milk close enough" type messages!
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::: in case you havent worked it out yet: Maybe its because "Dwarves will not turn milk into cheese unless you allow milk to be cooked in the z-status kitchen subscreen." --[[User:Koltom|Koltom]] 22:03, 2 April 2008 (EDT)
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==[[Goblin]] [[seige|horde]]==
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Well I survived my first seige. The goblins were nice enough to massacre a [[human]] caravan for me! so there is stacks of loot to be had, for the price of a few peasants.
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Oh well, it looks like I had better fire up the smithy and make some weapons now![[User:GarrieIrons|GarrieIrons]] 06:18, 31 January 2008 (EST)
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==Windmill to millstone==
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OK. I want to build a windmill on the top of the hill one level above an underground room in which I wish to build a millstone.
 +
 +
From my reading of [[windmill]] all I do is:
 +
#Construct a room for the millstone
 +
#{{key|b}}uild a millstone
 +
#directly above it - {{key|b}}uild a windmill
 +
 +
Yes, I have the components for each of the above. But when I do that, I get an unpowered millstone. Do I need a vertical axle, or a channel or something?
 +
:Check windmill itself. If it says total power is 0, then your map has no wind. If not, try digging a channel above millstone (remove floor between it and the windmill). Also: millstone should be directly under the center tile of a windmill.--[[User:Dorten|Dorten]] 07:18, 31 January 2008 (EST)
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::Thx, I've just tried removing and reattaching (?) the millstone just now.. failing that I'll try digging a channel under an existing windmill...[[User:GarrieIrons|GarrieIrons]] 07:22, 31 January 2008 (EST)
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:::Having removed the millstone and rebuilt it worked. I guess it comes down to
 +
:::#build the power source
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:::#build the linkages (h/v axles)
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:::#build the machine
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:::[[User:GarrieIrons|GarrieIrons]] 17:52, 31 January 2008 (EST)
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 +
::My next effort will be an attempt at a pond/moat thingy... need to get water to go from a N-S flowing brook on the west, via a channel running E-W, to a walled off earthen valley. Hopefully my rock walls will stop my mine from flooding?
 +
::This will be a nice attempt at linking:
 +
:::Water wheel to screw pump (at brook to get watter into channel at Eastern end)
 +
:::Wind mill to screw pump (at Western end of channel to get water up two z-levels into the pond)
 +
 +
::What's the chance of the water wheel filling the ditch quicker than the windmill can empty it resulting in flooding?[[User:GarrieIrons|GarrieIrons]] 07:22, 31 January 2008 (EST)
 +
 +
:::Shouldn't happen as all pumps seem to pump at the same rate regardless of power source. Do be aware of the perils of pressurized water however! Consider any levels under that of the uppermost level of the water, flooded; should the water find a way out from the bottom of that pond. --[[User:N9103|Edward]] 18:04, 31 January 2008 (EST)
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==Dead dwarves==
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So: "Ethan Deaddwarf has suffocated". But you cannot centre on a deceased inhabitant so how do I work out what happened to the poor bugger?[[User:GarrieIrons|GarrieIrons]] 06:29, 31 January 2008 (EST)
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:You can view the dwarf's corpse through the {{key|z}} stocks menu. [[User:Mephisto|Mephisto]] 14:24, 1 February 2008 (EST)
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::Thanks, I had previously only tried throught the {{key|u}} menu.[[User:GarrieIrons|GarrieIrons]] 20:28, 9 February 2008 (EST)

Latest revision as of 04:33, 17 May 2010

Beginnings[edit]

Well this game is intriguing. Far from the roguelike I was expecting having played Angband since Frog Knows... in 199?

My first fortress was more of a mud hut and I had dwarves dropping from the mangy cougar which wandered around picking them off at will.

Farming[edit]

This time at least I have some real mountains around me. But I still cannot work out how to get my farming dwarves to get out of the pit and out there picking plants or growing plants where they are able to, so that they can in turn brew something for my alcohol-deprived dwarves to drink.

Need more detail. What pit? Have you figured out how to build a farm plot yet?
Could be that you haven't designated plants to harvest? Or perhaps the dwarves in question have too much else to do, and need other labor preferences turned off? (Notably stone hauling) --Edward 23:18, 3 January 2008 (EST)
Most of my D's have all but a couple of jobs turned off ... then even though they should have work to do they end up idle...? GarrieIrons 06:58, 4 January 2008 (EST)
To get any job done, you'll need to a) build a workshop; b) turn on the appropriate labors on one or more dwarves (if they built the workshop, they'll usually have the right labors turned on); c) add whatever tasks you want done at the workshop via q-a. Set it to repeat if you want it done continuously. If you don't have the right raw materials for the job (or you run out of them), you'll get an announcement to that effect (unless you turned announcements off via orders).--Maximus 13:27, 4 January 2008 (EST)
Pit comes from my Angband background... the Fortress / hole in the ground. Once I dug the first bit I had 6 dwarves inside and one outside, fishing, but letting all the fish he caught rot on the riverbank even though I had designated a space for a fishery to be built (and nobody would build it). 06:58, 4 January 2008 (EST)
Add fish cleaning to one or more dwarves. Once the fishery is built, add "process a raw fish" on repeat until all your fish is cleaned. Fish can be eaten once it's cleaned; it doesn't have to be cooked.
If they're just letting the fish rot by the riverbank, you need to create a food stockpile. Any dwarves with "food hauling" on will move the raw and/or processed fish to the stockpile so that it won't rot. If you have empty barrels available, they'll put the barrels on the stockpile and put the food in those.--Maximus 13:27, 4 January 2008 (EST)

And I am still yet to work out how long a season takes, or how long between sleep intervals, in a world where there is no such thing as night and day.

Talk:Economics#Dwarven_consumption

Well, I have now worked out - and maybe it's obvious ;) - that I can farm indefinately indoors on a patch of Silt cavern floor. For my new problem see below! GarrieIrons 09:49, 5 January 2008 (EST)

Training animals[edit]

Can I ever learn how to train a dog? GarrieIrons 08:50, 3 January 2008 (EST)

Add the animal trainer labor to one of your dwarves, build a kennel, add a "train animal" task to the kennel. The trainer will seek out a stray dog, if you have one (it cannot be owned by another dwarf), and train it into a war dog (don't bother with hunting dogs).--Maximus 15:43, 3 January 2008 (EST)
Trying this method.GarrieIrons 10:09, 4 January 2008 (EST)

Well, Day 2 of Real Life gets me....

  1. the Dwarven Caravan.... they don't sell me any food, and I've run out!
  2. I find some ore... but everyone is busy trying to stave off starvation
  3. I think I have tried to build too many workshops. What ones do I need to become self-sufficient (ie stay alive) vs the ones I need to earn money?

GarrieIrons 10:09, 4 January 2008 (EST)

You actually don't need to earn money at all. In my current fort I've been experimenting with computing and haven't bothered to do a single thing beyond making enough food & booze to keep my dwarves alive. I haven't traded, I haven't made any industry (aside from kitchens, carpenter shops for barrels, stills, and whatever mechanisms/doors the computer requires), haven't made a military (I chose an island; the only dangerous thing around is unicorns), haven't dug any living space, and haven't made any furniture.
In fact, I haven't even bothered with farming; too much maintenance on my part. I just periodically designate the entire map for plant gathering and make sure any idling dwarves have the Plant Gatherer labor turned on. I brew all the plants into alcohol and cook the alcohol into food (1 plant turns into 5 alcohol which can be cooked to produce 5 "prepared meals"). Lately, due to surpluses, I've been cooking the seeds instead. I finally set up a butcher shop to get rid of the strays running around; I'll render the fat & cook the resulting tallow eventually to get rid of it. (To butcher livestock, z-enter to go into the Animals screen; toggle "butcher" on any that aren't owned by a dwarf.)
Despite having nothing more to offer than food, booze, and some strange machinery in the basement, the fort is in its 5th year and is at 120 dwarves, and they keep showing up.--Maximus 13:27, 4 January 2008 (EST)
Food, booze, and gadgetry. You have just managed to build a technical college. The geeks are flocking to you. --Ikkonoishi 04:42, 5 January 2008 (EST)

OK, I have managed to train War Dogs. That is one personal mission achieved!GarrieIrons 05:43, 5 January 2008 (EST)

Hunting[edit]

OK, so I have a Hunter. He is doing really well at catching prey animals. I also have a Butcher and a Butchers Yard. But no matter what I do: the hunter catches animals, and the Butcher says he hasn't got anything he can work with for either Butcher an animal, Catch an animal, or Extract from an animal. What gives?GarrieIrons 10:09, 4 January 2008 (EST)

Unless you changed your options, the butcher's shop should be set to auto-butcher any available corpses. The corpse has to be dragged back to within 20 tiles or so of the butcher's shop, however. My hunter seems willing to drag his quarry back to a big food stockpile I have. Try creating one near the butcher's.--Maximus 13:27, 4 January 2008 (EST)
OK - so if I am having a butchers shop, fishery and a kitchen - I take it each of them need food stockpiles near them?
Should my kitchen be "down in the mines" near where I want the miner to keep chipping away at it, or near where the food is bought in?GarrieIrons 22:51, 4 January 2008 (EST)
You don't need more than one stockpile. It's usually best to have all food production, processing, and storage in one central location (along with a dining room). Sometimes you might want a secondary dining room (and food storage) in a more distant location where lots of dwarves work (like magma/metalworking operations, or a barracks), to keep them from traveling large distances to and from food/drink, but it can be hard to get them to actually use the nearer dining room. Don't bother moving food near your miners -- you'll probably have them working all over the fortress. I would however put everything indoors, behind defenses. It takes a few goblin raids before you know how to defend the fort properly, but as of the latest versions they don't happen until you have scores of dwarves.--Maximus 23:45, 4 January 2008 (EST)
OK I will create a new open space for a butchery and fishery downstairs near where I have made my kitchen and dining room. I had thought it best to keep those things outside but it seems that isn't essential... 01:57, 5 January 2008 (EST)
The animal corpses themselves need to go to a refuse pile not a food pile. Always have a refuse pile near the butcher's shop. Preferably enclosed by walls and doors. --Ikkonoishi 04:44, 5 January 2008 (EST)
This would explain the miasma I just had hanging around my kitchen/butchery just now... ;) GarrieIrons 05:44, 5 January 2008 (EST)

Well, I think my hunter is working out. But I am not really sure. All I really know is, I now have a refuse room which is filling up with bones quicker than what my craft-dwarf can produce bolts on auto-repeat. GarrieIrons 09:48, 5 January 2008 (EST)

Farming, mark 2[edit]

OK, so how do I finish the life cycle from Plump helmet spawn -> Plump helmet (I'm getting this far!) back to Plump helmet spawn? ie how do my dwarves get the spawn back out of the mushrooms?GarrieIrons 09:48, 5 January 2008 (EST)

OM NOM NOM NOM. They eat them. Or you could brew them. With plump helmets you need to make sure you have a large food stockpile so they don't just rot on the field before your dwarves eat their way through the ones you already have.
If you see your stockpile filling up, create a bigger one right beside it. It's a good idea to start a barrel-making industry too, as each barrel can store up to 10 units of food. This won't give you 10x the storage, as only two plant[5]s would be stored in a barrel (vs. 1 stockpile square for each plant[5]), but a 3x capacity increase is reasonable to expect.
More importantly, you must have barrels on hand to make and store booze. In the stockpile menu, give yourself at least 5 "reserved barrels"; these will be kept empty until you fill them at the still.--Maximus 13:58, 5 January 2008 (EST)
My dwarves evendutally started farming on a very ad-hoc basis but then...

Oh, no it's winter...[edit]

What's a dwarf to drink when there's no still and the brook is frozen solid? Who'd have thought that I can turn rock into iron and not melt ice?

So thanks to thirst, it's down from seven to one... and now the mine is too big, it's over-run with thieving little bastards and full of dead bloody vermin who are stinking the place up.

At least I got everyone buried in style. Let's see how long the ranger challenge lasts?GarrieIrons 08:45, 10 January 2008 (EST)

Your best emergency response to thirst is to build a still and brew any plants you may have available. If you don't have any plants available, gather some. If all the plants are dead because it's winter, you're probably screwed. It's hard to keep them from dying if you run completely out of food or drink. Oh well, losing is fun.
There's probably a way to melt that ice but then I believe you have to build a well, which is pretty complicated.--Maximus 23:12, 10 January 2008 (EST)
Yeah, my game just became a modified hermit hut.GarrieIrons 00:55, 11 January 2008 (EST)
Well migration has kicked in and I'm back to 7 including one child... Yay! And one is a brewer so that might help me along maybe? GarrieIrons 01:21, 11 January 2008 (EST)

The cruelest enemy: The Killer spouse[edit]

Huh, just when migration had kicked in and I was back to 20 and rising... I walked away from the PC for a little while. When I come back the game was off, and I started to get into a strange mood. This darkened when upon reloading the game - I now had a new game world and my existing game was no longer active...
Maybe Killer spouse needs to be added to ways of losing?GarrieIrons 19:46, 11 January 2008 (EST)
DF is known to be incompatible with spouses. You'll have to uninstall her.--Maximus 21:05, 11 January 2008 (EST)
Huh, well my particular spouse plays more angband varients than I do (I only play vanilla) - I think she didn't know what to do after ctrl-x didn't work to "save and exit" so she may have just terminated the app. :( GarrieIrons 21:47, 12 January 2008 (EST)
Well, fine, but if she starts growing a beard, I suggest you hit ctrl-x yourself.--Maximus 23:49, 12 January 2008 (EST)
The count of spouse-defeated fortresses has increased again... luckily this time she only abandoned the fortress. Which means I should be able to move straight back in with a lot of the spade-work for creating bedrooms already done, as well as having found all the good ore and bituminous coal deposits.GarrieIrons 20:27, 9 February 2008 (EST)

Trading[edit]

All right, I must be missing something obvious here. I've had one dwarven caravan turn up, show me their gear, got my gear delivered to the trading depot, placed my order... but they never sold me anything and never bought anything off me. Now the elves are doing the same thing... they are about to leave and we haven't exchanged anything yet. How is this meant to go?GarrieIrons 21:49, 12 January 2008 (EST)

You have to actually trade with the caravan(s), after first moving the goods there and requesting your broker/trader at the Depot. Your_first_fortress#Trading --Edward 00:13, 13 January 2008 (EST)
Thanks, I will have a close read of that link.

Sheriff[edit]

All right: I'm expanding (rapidly, maybe too rapidly for my modest skills gaines thus far). My game tells me I need a Sheriff but when I try to fill the vacancy: No relevant skills. Yes, I tried to RTFM on Sheriff (even fixing my spelling of the word ;) ) but it mentions what a dwarf needs to own not know.

I guessed that some kind of marsmanship may help, but even my hunters have No relevant skills? GarrieIrons 00:28, 13 January 2008 (EST)

Is it just that he doesn't own enough stuff (desk etc) - if so, "skills" isn't that great a description of whats missing, is it?GarrieIrons 04:26, 13 January 2008 (EST)
I could be wrong, but I don't think there *are* relevant skills. I can't recall ever having a skill show up on my Uber-dwarf that I gave all skills to. I'll double check and edit this if I'm wrong, but I'd say that Sheriff is just one of several positions with no *truly* relevant skills. --Edward 07:41, 13 January 2008 (EST)

Cheese maker[edit]

Is there any use in keeping a cheesemaker if I don't find any purring maggots? Are they that hard to find (ie: if I keep my animal tamer at the traps, will he find some?)GarrieIrons 07:34, 13 January 2008 (EST)

You can also buy milk from caravans and turn that into cheese. That alone is profitable, and if you then cook it, you're looking at some 10k+ value meals for just the regular stuff if it's all cheese. --Edward 07:38, 13 January 2008 (EST)
well all right, I've bought several barrels of milk, stored in stockpiles next to my farm workshop... yet when I try to produce cheese I get "no milk close enough" type messages!
in case you havent worked it out yet: Maybe its because "Dwarves will not turn milk into cheese unless you allow milk to be cooked in the z-status kitchen subscreen." --Koltom 22:03, 2 April 2008 (EDT)

Goblin horde[edit]

Well I survived my first seige. The goblins were nice enough to massacre a human caravan for me! so there is stacks of loot to be had, for the price of a few peasants.

Oh well, it looks like I had better fire up the smithy and make some weapons now!GarrieIrons 06:18, 31 January 2008 (EST)

Windmill to millstone[edit]

OK. I want to build a windmill on the top of the hill one level above an underground room in which I wish to build a millstone.

From my reading of windmill all I do is:

  1. Construct a room for the millstone
  2. build a millstone
  3. directly above it - build a windmill

Yes, I have the components for each of the above. But when I do that, I get an unpowered millstone. Do I need a vertical axle, or a channel or something?

Check windmill itself. If it says total power is 0, then your map has no wind. If not, try digging a channel above millstone (remove floor between it and the windmill). Also: millstone should be directly under the center tile of a windmill.--Dorten 07:18, 31 January 2008 (EST)
Thx, I've just tried removing and reattaching (?) the millstone just now.. failing that I'll try digging a channel under an existing windmill...GarrieIrons 07:22, 31 January 2008 (EST)
Having removed the millstone and rebuilt it worked. I guess it comes down to
  1. build the power source
  2. build the linkages (h/v axles)
  3. build the machine
GarrieIrons 17:52, 31 January 2008 (EST)
My next effort will be an attempt at a pond/moat thingy... need to get water to go from a N-S flowing brook on the west, via a channel running E-W, to a walled off earthen valley. Hopefully my rock walls will stop my mine from flooding?
This will be a nice attempt at linking:
Water wheel to screw pump (at brook to get watter into channel at Eastern end)
Wind mill to screw pump (at Western end of channel to get water up two z-levels into the pond)
What's the chance of the water wheel filling the ditch quicker than the windmill can empty it resulting in flooding?GarrieIrons 07:22, 31 January 2008 (EST)
Shouldn't happen as all pumps seem to pump at the same rate regardless of power source. Do be aware of the perils of pressurized water however! Consider any levels under that of the uppermost level of the water, flooded; should the water find a way out from the bottom of that pond. --Edward 18:04, 31 January 2008 (EST)

Dead dwarves[edit]

So: "Ethan Deaddwarf has suffocated". But you cannot centre on a deceased inhabitant so how do I work out what happened to the poor bugger?GarrieIrons 06:29, 31 January 2008 (EST)

You can view the dwarf's corpse through the z stocks menu. Mephisto 14:24, 1 February 2008 (EST)
Thanks, I had previously only tried throught the u menu.GarrieIrons 20:28, 9 February 2008 (EST)