- Training dogs - free them from their cages. Make sure that they don't have owners.
- Releasing tame creatures - once they are in a built cage - [q] there and remove the "+" sign against it. Freeing is not instant and a dwarf will go and release the animal eventually.
- Butchery - vermin are unusable (purring maggots and spiders are somewhat usable but nearly useless anyway), intelligent creatures are unbutcherable by default ethics dwarves. Butchery may be a little bugged currently - try setting "dwarves gather refuse from outside" in [o]options and [r]refuse; maybe even try building butchery workshop outside as well; maybe refuse pile both outside and inside.
- Trapping is next to useless - see vermin. Hunting works if there is a spare crossbow, quiver and bolts that are available to hunting under [m]military->[f]ammunition. Fishing works on most maps with adequate amounts of water; there are bug reports however that some maps lack fish for unknown reasons.
- Military equipment - if you have few items and want total control - forget about uniforms and equip everyone manually. You may want to go as far as [m]military->[e]equipment->hit "Right" arrow 2 times, hit "Enter" until there are no items->hit [A],[L],..[W] and assign "specific armor", .."specific weapon". Quivers are assigned automatically if you have them and are essential for carrying bolts around.
- Pathing - try to use burrows and civilian alerts. There may be new difficulties with burrows and lots of job cancellation spam but it may help to keep your civilians from going whre you don't want them.
- Positioning - they always position themselves in the following priority order: left, right, up, down, lu, ld, ru, rd. There is a workaround - order construction of a wall on the tile you don't want them to end up, immediately suspend construction of that wall, cancel it after main construction.
- Gem cutting - either "cut gems" on repeat or look numbers through stocks screen, then queue tasks for each gem in bunches of up to 30 through [j]jobs->[m]manager.
- Magma - more magma is always better.
--Another 22:11, 11 October 2010 (UTC)
- Thank you for your help! In some cases though, I'm still sorta clueless. I will try again on all counts, though.
- For example: My surface water has no fish in it. I assigned a fishing zone of a bridge I made in a cavern, with water three levels below the bridge. Does this work? I've seen fish in there occasionally, but nothing has been caught yet. Maybe it's because I gave all the fisherdwarves something useful to do... -- Maunder 05:33, 12 October 2010 (UTC)
- Pets cannot be trained! That explains part of my training problem. I'm not sure if that's sensible, but now that I have the idea, I know to train dogs the instant they mature to adults! -- Maunder 17:07, 12 October 2010 (UTC)
- Is the same priority of direction used for all designated work (e.g., mining, tree cutting, plant gathering) and building (furniture e.g. door placement)? -- Maunder 17:05, 12 October 2010 (UTC)
- Gem encrusting - objects can have only 1 decoration of each material (artifacts can have multiple but of different types - e.g. spikes+bands+image). Queuing 100 encrusting with the same gem results in 100 different items being decorated (green glass is the main candidate). Queuing 100 encrusting with 100 different gems will most likely result in 1 item decorated 100 times. Same goes for studding with metals and sewing leather images.--Another 07:36, 28 October 2010 (UTC)
If that's the wall he constructed to his left, then what's blocking his path is that fungiwood tree to the right. --Quietust 04:13, 12 October 2010 (UTC)
- I understand now. Thank you! Somehow I never realized that trees block movement, nor have I learned to identify the mature underground trees as such. -- Maunder 05:12, 12 October 2010 (UTC)
- I once found a Forgotten Beast penned into a 1x2 niche by a Fungiwood. Literally stumbled across him with my squad, exploring the first cavern level. Had a bit of a freak out, 'cause they rounded the corner and WHAM! there he was two steps away. Then I realized he was utterly trapped. I tried to create a cave in over him, but my miners kept getting scarred off. So I dropped magma on his head instead. Nice adamantium pincers, dude, too bad they can't cut trees. Don't you wish you had a wooden training axe like me? Also, evidently, magma won't ignite Fungiwood trees. After Operation Burning Hot Magma, I was left with a 1x2 reservoir full of magma penned in by that same impervious mushroom. GhostDwemer 17:11, 28 October 2010 (UTC)
- Interesting. I wonder if the tree will burn once it dies? -- Maunder
- Thank you. I'm incorporating and trying your suggestions. -- Maunder
Impassable tiles, or edge tiles?
I just set up a large magma workshop complex. None of the smelters, furnaces or forges have channels on the east or west, all have them on the south. A previous magma complex was set up with all channels on the north. I never heard about the 'non passable tiles' thing, somehow I heard 'edge tiles.' As in, any of the eight edge tiles. And that works for me.GhostDwemer 16:59, 28 October 2010 (UTC)