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This is my corner of magmawiki.
 
This is my corner of magmawiki.
  
As a fairly new player I'm going to list the questions I have a hard time finding the answers to.  Hopefully these will help improve the wiki, and when I include the answers, it should also help future new players such as me.
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As a new player I'm going to list the questions I have a hard time finding the answers to.  Hopefully these will help improve the wiki, and when I include the answers, it should also help future new players such as me.
  
Before ever downloading DF, I read through [[http://www.bay12forums.com/smf/index.php?topic=31928.0|the amusing tutorial]] and watched the [[http://www.bay12forums.com/smf/index.php?topic=28477.0|LP videos by capnduck]], both of which were based on older version of the game.  I was persuaded by these sources to install v 0.31.12 of the game and began playing in the beginning of October, updating as then flurry of bug fixes came to 0.31.16.  All questions below, therefore, are relevant to my experience with DF2010.
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I began playing v 0.31.12 and updated as then flurry of bug fixes came to 0.31.16.  All questions below are relevant to these (DF2010).
  
I also very quickly began using the [[Graphics_set_repository#Mike_Mayday.27s_combined_pack_.28DFG.29|mayday tileset with char patches]].  They do require a lot of screen real estate, but I find it easier to judge distances fairly because the tiles are square.
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I've been playing for a couple weeks so I've already sorted many early issues out.  I'll just start with the things which are annoying me right now.
 
 
This page began after about two weeks of playing around, when I'd already sorted out many of the early issues, so it begins the things which annoyed or confused me at that time.  
 
  
 
== New Player Questions ==
 
== New Player Questions ==
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* How can I collect and use the bodies of vermin and other defeated creatures?  I've tried "Butcher a dead animal" and other tasks many times, only to be told "none available".  What am I doing wrong?  Yes, I have refuse stockpiles so the bodies are brought nearer the butcher shop.  Not all are the "vermin" category, I think.   
 
* How can I collect and use the bodies of vermin and other defeated creatures?  I've tried "Butcher a dead animal" and other tasks many times, only to be told "none available".  What am I doing wrong?  Yes, I have refuse stockpiles so the bodies are brought nearer the butcher shop.  Not all are the "vermin" category, I think.   
** Are the bodies outside? Do you have 'dwarves collect refuse from outside' turned on? You can create garbage dump activity zone near your butcher, and set the corpses for dumping, I think this works better than relying on storage piles. Be sure to reclaim the corpse after dumping, though.[[User:GhostDwemer|GhostDwemer]] 15:43, 1 November 2010 (UTC)
 
 
* I have multiple traps with caught live vermin, like two-legged lizards, and a (tame) cockroach.  What do I do with them?  Can't I make food or leather out of the lizard?
 
* I have multiple traps with caught live vermin, like two-legged lizards, and a (tame) cockroach.  What do I do with them?  Can't I make food or leather out of the lizard?
 
** Part of this is my confusion about what is "animal" and what is "vermin".  There's no real cue to let you know what you're dealing with.  In my mind, now, is the idea: "vermin" == useless.  "animal" == butcherable, in theory.  But when I saw barrels of butterfly ichor and the like available from the trade caravan, it made me think I can do something with those "vermin"...
 
** Part of this is my confusion about what is "animal" and what is "vermin".  There's no real cue to let you know what you're dealing with.  In my mind, now, is the idea: "vermin" == useless.  "animal" == butcherable, in theory.  But when I saw barrels of butterfly ichor and the like available from the trade caravan, it made me think I can do something with those "vermin"...
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** Part of the problem with the military equipment dialogue is similar to that with assigning squads.  In the right column is a list of all items of a given category , ''including those you've already assigned to another'' .  It's good that you can see all items, so you can take an item from someone who shouldn't have it and give it to someone better suited.  But you have no indication that item is already in use by another dwarf.  This results in confusion as you assign that nice bear leather armor to dwarf 2, only to realize later that dwarf 1 no longer has any armor.  This dialog needs some indicator telling you it's already assigned to someone (or perhaps just in use by someone, although that's less useful, it would be easier to implement).  Maybe a letter "A" means item has been assigned to another dwarf, or else another dwarf has "become attached" to the item, otherwise a letter "U" means being used by someone but wasn't necessarily assigned to them.
 
** Part of the problem with the military equipment dialogue is similar to that with assigning squads.  In the right column is a list of all items of a given category , ''including those you've already assigned to another'' .  It's good that you can see all items, so you can take an item from someone who shouldn't have it and give it to someone better suited.  But you have no indication that item is already in use by another dwarf.  This results in confusion as you assign that nice bear leather armor to dwarf 2, only to realize later that dwarf 1 no longer has any armor.  This dialog needs some indicator telling you it's already assigned to someone (or perhaps just in use by someone, although that's less useful, it would be easier to implement).  Maybe a letter "A" means item has been assigned to another dwarf, or else another dwarf has "become attached" to the item, otherwise a letter "U" means being used by someone but wasn't necessarily assigned to them.
 
** I had a similar problem with assigning dwarves to squads, initially, because the list on the right shows all dwarves, ''including dwarves already assigned to another squad''.  but I see now there is an indication in the upper right corner if the currently selected dwarf belongs to another squad.
 
** I had a similar problem with assigning dwarves to squads, initially, because the list on the right shows all dwarves, ''including dwarves already assigned to another squad''.  but I see now there is an indication in the upper right corner if the currently selected dwarf belongs to another squad.
** Now I have a larger selection of armor, but I'm just as bewildered about equipping them.  If I assign a breastplate to a guy who's currently got a "leather armor", can he wear both?  They both appear "equipped" in the list, so I'm guessing they're assigned to him and no other dwarf can wear them.  Or did I just give him ownership, so he has two pieces that he can't wear simultaneously?
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:: Any way to do something similar with non-military dwarves... ?
** Can I create a uniform which allows me to use the best available armor, varied though it might be, but still allows others to wear lower quality stuff when there's no more iron/steel/bronze available?
 
:: Any way to do something similar with non-military dwarves... ? I'd like everyone to wear leather if possible...
 
  
 
* path finding.  the weavers are nuts, trying to "collect webs".  they choose a web which might be fairly close geometrically, but is ''really'' far through the stairs, hallways and caves that they need to get there, meanwhile running past and sometimes getting caught in and stomping existing webs on the way there.  How do I keep the weavers near my entrance to the caves, where they can be safer (and take less time)?
 
* path finding.  the weavers are nuts, trying to "collect webs".  they choose a web which might be fairly close geometrically, but is ''really'' far through the stairs, hallways and caves that they need to get there, meanwhile running past and sometimes getting caught in and stomping existing webs on the way there.  How do I keep the weavers near my entrance to the caves, where they can be safer (and take less time)?
** do I need to avoid walking on my farms?  set traffic area to avoid it?
 
: A while back I redid the [[DF2010:Path]] to answer questions like these. Also check [[Traffic]]. Hopefully they can answer your questions; if not tell me. [[User:Calite|Calite]] 01:32, 10 November 2010 (UTC)
 
  
* how does one, or can one, clean up the mess of broken ammunition littering the map{{k|k}} doesn't even show an item there, so i can't declare it refuse and have it (eventually) [[Dwarven_atom_smasher|smashed by a drawbridge]].
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* using magma.  what balance of various magma workshops/furnaces are needed?  which are needed near each otherany pointers?
  
* how does one butcher corpses of defeated enemies?  or slaughter tame livestock?  or auto-tan work?  this has been very frustrating, trying to supply the leather to a moody dwarf.  after designating a tame animal to be slaughtered, how does one control which butcher's shop will do the job?
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* do I need to avoid walking on my farms? set traffic area to avoid it?
** I figured out that corpses and/or body parts must be near a butcher's shop to auto trigger a butcher job. just how near, i don't know.  similarly, the skin resulting from butchering must be near a tanner's shop to auto trigger the tan hide job.  again, i don't know the max distance.  creating a stockpile of "skins" is not helpful, because it can take quite a while for a skin to get stockpiled, and will be ignored by a tanner until then.  so.. ''always have a tanner's shop near a butcher's shop''?.  that helps, even if i don't have a clear understanding of how to control things.  I added a mention of maximum distance to [[Meat industry]], [[Tanner's Shop]] and [[Butcher's shop]].
 
** i read elsewhere that sentient animals can't be butchered.  how do you tell if an enemy is sentient?
 
  
* a drawbridge of just length 1 doesn't appear to work.  when i raise it, dwarves still exit freely?... not sure.
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* how does one, or can one, clean up the mess of broken ammunition littering the map?  {{k|k}} doesn't even show an item there, so i can't declare it refuse and have it (eventually) [[Dwarven_atom_smasher|smashed by a drawbridge]].
 
 
* why should I accept the [[liaison]]'s offer to become a [[baron]]y?  is there an advantage that I am not seeing?  seems like my [[mayor]] is more useful than a baron...
 
 
 
* using magma.  what balance of various magma workshops/furnaces are needed?  which are needed near each other?  any pointers?
 
  
 
=== Unexplained ===
 
=== Unexplained ===
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== Histories ==
 
== Histories ==
  
* [[User:Maunder/Cryptlustrous|Momuzsuvas (Cryptlustrous)]], established 1052(?)
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* [[User:Maunder/Cryptlustrous|Momuzsuvas]] (Cryptlustrous), established 1052(?)
This is a nice map location, excepting the lack of iron, which could be bad.  I've got three extensive cave systems already, and I haven't ventured that deep.   
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:This is a wonderful map location, excepting the lack of iron, which could be bad.  I've got two extensive cave systems already, and I haven't ventured that deep.  The first cave system begins 6 levels below the valley floor and continues down to level -9.  It contains vast quantities of water held on level -10.  The next cave system begins already at level -12 and continues down to level -16.  It contains an opening to a magma pipe, with the pool of magma reaching level -16.  I've checked somewhat and haven't found any connection between these cave systems -- there appears to be a single solid layer between them.   
** The first cave system begins 6 levels below the valley floor and continues down to level -9.  It contains vast quantities of water held on level -10.   
 
** The next cave system begins already at level -12 and continues down to level -16.  It contains an opening to a magma pipe, with the pool of magma reaching level -16 (the magma surface is higher than the lower parts of the cave!).  I've checked somewhat and haven't found any connection between these cave systems -- there appears to be a single solid layer between them.   
 
** The third cave system begins at -24, and continues down to -28, although the bottom layer just contains a pool of water.  The pool of water, interestingly is directly next to the magma pipe.
 
** The magma pipe continues down and opens to a big magma sea around 33 levels below the valley floor.  The magma sea goes down to at least level -37, where it is quite vast.  It may be deeper but I haven't confirmed it yet.  (hot stone at level -39, though)
 
 
 
* [[User:Maunder/Coldclefts|Nekikgast (Coldclefts)]], established 551
 
This is a smaller site in a cold location with very steep cliffs and a river source.  From the top of the highest land down to the river shore is fully 32 z-levels!  There are a few small flat areas suitable for outdoor farming.  There is lots of sedimentary rock.  The only civilization that shows is dwarves, although I know in the world generation there are lots of elves and humans on this continent.  (I'm disappointed at the prospect of less trade.)
 
  
* [[User:Maunder/Letterscribed|Lolortathur (Letterscribed)]], established 251
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Another small site in a cold location, very steep cliffs, and a river.  The surface water remains frozen all year, as does most of the river.  Aquifers are plentiful, however.
 

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