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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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The wiki needs a general guide to using [[magma]], or laying out magma workshops. | The wiki needs a general guide to using [[magma]], or laying out magma workshops. | ||
* A big question I had was how to make the final connection to allow magma to flow. I went with my original plan to channel from above, at the shore of a magma reservoir, to open the edge and let it flow down the long "hallway" I'd made. Wiki explains that channeling now creates a ramp (it didn't used to), and the only ways to remove the ramp both involve getting down into that channel afterwards. Obviously I don't want to do that since the magma is going to be there. Will the ramp interfere with the flow? | * A big question I had was how to make the final connection to allow magma to flow. I went with my original plan to channel from above, at the shore of a magma reservoir, to open the edge and let it flow down the long "hallway" I'd made. Wiki explains that channeling now creates a ramp (it didn't used to), and the only ways to remove the ramp both involve getting down into that channel afterwards. Obviously I don't want to do that since the magma is going to be there. Will the ramp interfere with the flow? | ||
− | ** No. I left the ramp, the magma flowed just fine. I then covered the open channel (including its ramp) with a constructed floor. I have just succeeded in erecting my first. | + | ** No. I left the ramp, the magma flowed just fine. I then covered the open channel (including its ramp) with a constructed floor. I have just succeeded in erecting my first. |
* Another question was the positioning of the forges and workshops. Only the [[Magma Forge]] page indicates that one should locate the forge with "one of the impassable squares" over the hole to the magma below, but nowhere did I find specific instruction about which squares they are. The "picture"s on the right side of these buildings were helpful, but without a key, I was just guessing. | * Another question was the positioning of the forges and workshops. Only the [[Magma Forge]] page indicates that one should locate the forge with "one of the impassable squares" over the hole to the magma below, but nowhere did I find specific instruction about which squares they are. The "picture"s on the right side of these buildings were helpful, but without a key, I was just guessing. | ||
** The "impassable" squares of a magma forge are the "east" and "west" sides. Because the [[Magma Smelter]]'s has the hole on the "north" side, that means the two kinds buildings can't be aligned along a magma channel -- one set of buildings are necessarily offset from the others. | ** The "impassable" squares of a magma forge are the "east" and "west" sides. Because the [[Magma Smelter]]'s has the hole on the "north" side, that means the two kinds buildings can't be aligned along a magma channel -- one set of buildings are necessarily offset from the others. | ||
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* how do I get animals trained? many many times I have added the job "[[Kennel#Train_a_War_Dog|Train a War Dog]]" only to be told "none is available". But my fortress has half a dozen adult dogs! What am I doing wrong? | * how do I get animals trained? many many times I have added the job "[[Kennel#Train_a_War_Dog|Train a War Dog]]" only to be told "none is available". But my fortress has half a dozen adult dogs! What am I doing wrong? | ||
− | ** | + | ** ''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) |
* immigrant dwarves with skills in foreign ranged weapons (Bows and Blowguns) will ''never'' acquire ammunition. Dwarves can't make arrows/blowdarts, nor can they get it by trading. (Possibly can be acquired by defeating enemies using them?) Similar situation if a strange mood dwarf makes one of these things. This should be considered a bug. Don't bother equipping dwarves with these "preferred" weapons. | * immigrant dwarves with skills in foreign ranged weapons (Bows and Blowguns) will ''never'' acquire ammunition. Dwarves can't make arrows/blowdarts, nor can they get it by trading. (Possibly can be acquired by defeating enemies using them?) Similar situation if a strange mood dwarf makes one of these things. This should be considered a bug. Don't bother equipping dwarves with these "preferred" weapons. | ||
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* gem cutting. when adding a task, the list shows which types of gems you have still uncut. but there's no way to know how many of each type. if you queue up 5 times "Cut Wood Opal", but you only have 2 uncut wood opals, you get job cancellations. to avoid having jobs cancelled, just queue one cut task of each available type. But then you have to do this repeatedly to get all your gems cut. If you have two uncut wood opals, why not have the task entry grey out the cut task if you've already got two queued? | * gem cutting. when adding a task, the list shows which types of gems you have still uncut. but there's no way to know how many of each type. if you queue up 5 times "Cut Wood Opal", but you only have 2 uncut wood opals, you get job cancellations. to avoid having jobs cancelled, just queue one cut task of each available type. But then you have to do this repeatedly to get all your gems cut. If you have two uncut wood opals, why not have the task entry grey out the cut task if you've already got two queued? | ||
** The "solution" is to just use repeat on all tasks. The cancellation notice will occur when there aren't any more of that type of gem. what I don't know is whether that "breaks" the work chain (does the dwarf walk away and consider a different task when his current task ends?) | ** The "solution" is to just use repeat on all tasks. The cancellation notice will occur when there aren't any more of that type of gem. what I don't know is whether that "breaks" the work chain (does the dwarf walk away and consider a different task when his current task ends?) | ||
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* How can I release a (tame) creature from a [[cage]]? I've followed wiki instructions but have not yet managed it. First: you can't use {{k|q}} to operate a cage that is in a stockpile, because {{k|q}} controls the stockpile options instead. Second: I "built" the cage in question on an open floor, selected the specific cage with the animal in it. Then {{k|q}} on that cage lists assigned animals -- but the menu doesn't seem to function the way others do, and "deselecting" the given dog as per the wiki [[Cage#Creature_containment|instructions]] doesn't seem to let him out. | * How can I release a (tame) creature from a [[cage]]? I've followed wiki instructions but have not yet managed it. First: you can't use {{k|q}} to operate a cage that is in a stockpile, because {{k|q}} controls the stockpile options instead. Second: I "built" the cage in question on an open floor, selected the specific cage with the animal in it. Then {{k|q}} on that cage lists assigned animals -- but the menu doesn't seem to function the way others do, and "deselecting" the given dog as per the wiki [[Cage#Creature_containment|instructions]] doesn't seem to let him out. | ||
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=== Open Questions and Problems === | === Open Questions and Problems === | ||
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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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− | * | + | * gem encrusting. i queue up a bunch of "encrust finished goods", then I end up with items that have many many gems on them, and most items with nothing. is there any way to encourage the dwarf to spread the gems across a larger number items? I now queue up just four encrusts at a time, but then the shop ends up being idle a lot. :( |
− | * | + | * using magma. what balance of various magma workshops/furnaces are needed? which are needed near each other? any pointers? |
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− | * | + | * do some embark areas have absolutely no sedimentary layers? that would be disappointing... are sedimentary layers always nearer the surface? |
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− | * | + | * do I need to avoid walking on my farms? set traffic area to avoid it? |
=== 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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