v50 Steam/Premium information for editors
  • v50 information can now be added to pages in the main namespace. v0.47 information can still be found in the DF2014 namespace. See here for more details on the new versioning policy.
  • Use this page to report any issues related to the migration.
This notice may be cached—the current version can be found here.

Editing User:GarrieIrons/log

Jump to navigation Jump to search

Warning: You are not logged in.
Your IP address will be recorded in this page's edit history.


The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then save the changes below to finish undoing the edit.

Latest revision Your text
Line 73: Line 73:
 
::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.
 
::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 stock{{k|p}}ile menu, give yourself at least 5 "reserved barrels"; these will be kept empty until you fill them at the still.--[[User:Maximus|Maximus]] 13:58, 5 January 2008 (EST)
 
::More importantly, you must have barrels on hand to make and store booze.  In the stock{{k|p}}ile menu, give yourself at least 5 "reserved barrels"; these will be kept empty until you fill them at the still.--[[User:Maximus|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...===
 
What's a dwarf to drink when there's no [[still]] and the brook is [[ice|frozen solid]]?
 
Who'd have thought that I can [[smelter|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 [[kobold|thieving little bastards]] and full of [[Hoary marmot|dead bloody vermin]] who are [[miasma|stinking the place up]].
 
 
At least I got everyone [[coffin|buried in style]]. Let's see how long the ranger challenge lasts?[[User:GarrieIrons|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, [[plant gathering|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.--[[User:Maximus|Maximus]] 23:12, 10 January 2008 (EST)
 
 
::Yeah, my game just became a modified [[Starting builds#Hermit|hermit hut]].[[User:GarrieIrons|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? [[User:GarrieIrons|GarrieIrons]] 01:21, 11 January 2008 (EST)
 
 
===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...
 
 
::::Maybe '''Killer spouse''' needs to be added to ways of [[losing is fun|losing]]?[[User:GarrieIrons|GarrieIrons]] 19:46, 11 January 2008 (EST)
 
 
:::::DF is known to be incompatible with spouses.  You'll have to uninstall her.--[[User:Maximus|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. :( [[User:GarrieIrons|GarrieIrons]] 21:47, 12 January 2008 (EST)
 
 
:::::::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)
 
::::::::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)
 
 
==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...
 
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?[[User:GarrieIrons|GarrieIrons]] 21:49, 12 January 2008 (EST)
 
 
: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)
 
 
::Thanks, I will have a close read of that link.
 
 
==[[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''.
 
 
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)
 
 
: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)
 
::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)
 
 
==[[Cheese maker]]==
 
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)
 
: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)
 
 
::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." --[[User:Koltom|Koltom]] 22:03, 2 April 2008 (EDT)
 
 
==[[Goblin]] [[seige|horde]]==
 
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![[User:GarrieIrons|GarrieIrons]] 06:18, 31 January 2008 (EST)
 
 
==Windmill to millstone==
 
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)
 
::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)
 
:::Having removed the millstone and rebuilt it worked. I guess it comes down to
 
:::#build the power source
 
:::#build the linkages (h/v axles)
 
:::#build the machine
 
:::[[User:GarrieIrons|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?[[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)
 
 
==Dead dwarves==
 
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)
 
:You can view the dwarf's corpse through the {{key|z}} stocks menu. [[User:Mephisto|Mephisto]] 14:24, 1 February 2008 (EST)
 
::Thanks, I had previously only tried throught the {{key|u}} menu.[[User:GarrieIrons|GarrieIrons]] 20:28, 9 February 2008 (EST)
 

Please note that all contributions to Dwarf Fortress Wiki are considered to be released under the GFDL & MIT (see Dwarf Fortress Wiki:Copyrights for details). If you do not want your writing to be edited mercilessly and redistributed at will, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource. Do not submit copyrighted work without permission!

To protect the wiki against automated edit spam, we kindly ask you to solve the following CAPTCHA:

Cancel Editing help (opens in new window)