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Editing User:Maunder
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This is my corner of magmawiki. | This is my corner of magmawiki. | ||
− | As a | + | 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. |
− | + | 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 | + | 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. |
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== 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. | ||
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* 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. | ||
− | + | :: Any way to do something similar with non-military dwarves... ? | |
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− | :: Any way to do something similar with non-military dwarves... ? | ||
* 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)? | ||
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− | * | + | * using magma. what balance of various magma workshops/furnaces are needed? which are needed near each other? any pointers? |
− | * | + | * do I need to avoid walking on my farms? set traffic area to avoid it? |
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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]]. |
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=== Unexplained === | === Unexplained === | ||
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== Histories == | == Histories == | ||
− | * [[User:Maunder/Cryptlustrous|Momuzsuvas (Cryptlustrous) | + | * [[User:Maunder/Cryptlustrous|Momuzsuvas]] (Cryptlustrous), established 1052(?) |
− | This is a | + | :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. |
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