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** Chalk the "Escape - Cancel" bit up to poor interface design.
 
** Chalk the "Escape - Cancel" bit up to poor interface design.
 
* retrieving shot bolts or enemy items.  Either my hunter or military units fired bolts at something.  Several are scattered around.  How do I encourage them to retrieve them for reuse?  
 
* retrieving shot bolts or enemy items.  Either my hunter or military units fired bolts at something.  Several are scattered around.  How do I encourage them to retrieve them for reuse?  
** They are forbidden you can reclaim them by hitting {{k|d}}-{{k|b}}-{{k|c}} and designating them. However you shouldn't do this with bolts. Each single arrow/bolt lying around counts as a stack of arrows/bolts. Military dwarfs and hunters carry only one stack (or maybe two?), so if you unforbid them they might end up carrying only one bolt and will have to return to get more ammo after firing it.
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** They are forbidden you can reclaim them by hitting {{k|d}}-{{k|b}}-{{k|c}} and designating them. However you shouldn't. Each single arrow/bolt lying around counts as a stack of arrows/bolts. Military dwarfs and hunters carry only one stack (or maybe two?), so if you unforbid them they might end up carrying only one bolt and will have to return to get more ammo after firing it.
 
* On a related note, one squad managed to kill a Goblin Thief earlier, and, following orders, brought the mutilated corpse back to the refuse pile.  But they left his goods, including a silver dagger.  I didn't even realize it until I got a message about a raccoon stealing a silk shirt.  How can I set orders to pick up these items as well?   
 
* On a related note, one squad managed to kill a Goblin Thief earlier, and, following orders, brought the mutilated corpse back to the refuse pile.  But they left his goods, including a silver dagger.  I didn't even realize it until I got a message about a raccoon stealing a silk shirt.  How can I set orders to pick up these items as well?   
 
** By default, these are automatically forbidden - ammo, as soon as it's fired; enemy possessions, when they drop them.  To use them, un-forbid them.  If you don't want these auto-forbidden, {{k|o}}rders screen -> auto-{{k|F}}orbidding.  Keep in mind that this means your civilians will grab stuff - even if it means they're running through the enemy attack.
 
** By default, these are automatically forbidden - ammo, as soon as it's fired; enemy possessions, when they drop them.  To use them, un-forbid them.  If you don't want these auto-forbidden, {{k|o}}rders screen -> auto-{{k|F}}orbidding.  Keep in mind that this means your civilians will grab stuff - even if it means they're running through the enemy attack.
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** Vermin are useless.  Non-vermin non-thinking animals can in theory be butchered; I've had less than good luck doing so.  Hunted animals get butchered fine, but randomly dead things don't.
 
** Vermin are useless.  Non-vermin non-thinking animals can in theory be butchered; I've had less than good luck doing so.  Hunted animals get butchered fine, but randomly dead things don't.
 
* 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?
** As said above, [[DF2010:Vermin|vermin]] are pretty useless. Dwarfs may adopt tamed vermin, sometimes dwarfes will eat them. You can collect all vermin in one cage. To do this you'll need one dwarf with the trapping skill enabled. Build one or more [[DF2010:Animal trap|traps]] at a carpenters workshop, they will be needed to transport vermin from one cage to another. Then assign them to a built cage. To tame vermin build a [[DF2010:Kennel|kennel]] and select 'tame small animal'. Most of your questions are already answered in this wiki, just use the search function to the left to find answers.
 
 
* 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"...
 
** Nope.  Vermin are too small for anything but pets or a meal for a starving dwarf.  Vermin can be identified by the fact that they don't appear on your {{k|u}}nits screen, and when wild they don't continuously appear - they pop up, wander a bit, then disappear, all in the middle of the map.  The "barrels of butterfly ichor" and such are just the randomizer not knowing vermin are useless.
 
** Nope.  Vermin are too small for anything but pets or a meal for a starving dwarf.  Vermin can be identified by the fact that they don't appear on your {{k|u}}nits screen, and when wild they don't continuously appear - they pop up, wander a bit, then disappear, all in the middle of the map.  The "barrels of butterfly ichor" and such are just the randomizer not knowing vermin are useless.

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