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== Build (very old) ==
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== Build ==
I obsessively min-max my starting profile, even though it doesn't matter in the long run.
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Esmullogem, "Fullpaint".  Could be worse.  Stroike the oith!
  
My latest build was intended for a resource-heavy wooded terrifying area in version {{version|0.31.03}}.
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:Post mortem: abandoned in a fit of pique after striking the aquifer in the middle of my ore storage area and flooding the forging/smelting area below.  The bolt thing didn't work out.  I got nothing.  So that's 90 more points I can spend. Probably I'll buy 4p meats for more barrels. I love me some barrels.
  
* 4&nbsp;ambusher / 2&nbsp;crossbowman / 1&nbsp;negotiator / 1&nbsp;judge&nbsp;of&nbsp;intent / 1&nbsp;appraiser / 1&nbsp;pacifier
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:Lessons learned: it's too easy to dig into an aquifer squareThere really should be a warning beyond the initial "dig cancelled"Outdoor farming seems even more imbalanced than indoor farmingAll crops, all year aroundMaybe that will change when recipes are implementedVertical connectivity is kingAn up/down staircase takes no longer to dig than an empty square, and has much more potentialYou can't put a building on an up/down, but you can put a stockpile or zone on it. Garbage dumps should preferably be built on the same x/y coords on every z level, or selectively disabled as necessaryMake magma channels two-wide or more for faster filling.
:Immediately drafted as sole early protectionStarts with a free crossbow due to ambusher skillMay mine if area seems safeCross-trained as weaponsmith.
 
* 5&nbsp;diagnostician / 4&nbsp;surgeon / 1&nbsp;wound&nbsp;dresser
 
:Woodcutting, miningCross-trained as weaponsmith.
 
* 5 grower / 5 brewer
 
:Fortress maintenance, incidental tasksMines until underground farm area is preparedCross-trained as armorsmith.
 
* 5 grower / 5 cook
 
:Fortress maintenance, wealth creation (prepared meals), incidental tasksMines until underground farm area is prepared.  Cross-trained as armorsmith.
 
* 5 mechanic / 5 herbalist
 
:Fortress maintenance, wealth creation (mechanisms), plant gathering to allow above-ground farming, possibly some mining.
 
* 5 carpenter / 5 glassmaker
 
:Beds, furniture, floodgates, glass pumps, frees up a few sandbags to be seed bags, mining.
 
* 5 mason / 5 furnace operator
 
:Mining, blocks for buildings and pumps, maybe some furnitureAlso makes coke and charcoal for glassmaking.
 
  
Note the lack of metalworking skills.  I have decided that except possibly furnace operator, the metalworking skills are not important enough to buy at embarkInstead I attempt to direct strange moods by cross-training unskilled workers by doing a single job in the skill I wantAccordingly I keep most of the seven starters from starting with moodable skills, and do not assign them jobs that would yield moods I consider worthlessI'm looking at ''you'', tanning/leatherworking.
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:Still to do: I had planned to experiment with steel pumps to move magma around, but obviously never got there.  I want my magma moat, darnit!  I'm considering making all hallways out of up/down.  It would be ugly though.  I should experiment in seeing how many melted copper picks it takes to forge a copper battle axe.  If it's more than 1, than I'd need to bring enough supplies to start with two wagonsOr buy some logs for the initial charcoal3p each, a fairly good deal.
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I am now mixing the early wealth creation roles with the fortress maintenance roles.  This can be considered exploitative, as meals are worth too much, and mechanisms made out of iron ore are worth too much.
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Currently running
  
I am not convinced that there is much need to buy medical skills during embark.  Diagnostician appears to be the most important of the medical skills.
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* a single dwarf, legendary+5 in every skill<br/><br/>
  
I am growing colder on buying masonry at embark time. It is redundant to carpentry, glassmaking, and the metalworking skills.
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* 4 steel picks
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* 4 steel battle axes
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* 10 steel crossbows
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* 50 steel bolts
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** Q: are these individual bolts or stacks of bolts?
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** if the former, they are very overpriced.
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* 1 iron anvil
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* 50 of each seed
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* 84 units of assorted alcohol, 21 of each type available
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* 15 plump helmet
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* 15 turtles
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* 1 of each type of meat
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* 1 of each type of fish
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* 15 leather
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* 15 pig tail cloth
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* 1 of every small 10p and 15p gem
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* 5 small star rubies
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* 1 large star ruby
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* 100 tower-cap logs
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* 10 bauxite stones
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* 18 bituminous coal stones
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* 9 magnetite stones
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* 6 charcoal blocks
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* 10 pearlash blocks
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* 15 cave spider silk ropes
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* 20 dogs
  
* 4 copper picks
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Bomrekevost, "Whipsects" is a 6x6 map known to have hidden magma, chalk, marble.
* no axes (use training axe exploit)
 
* 1 iron anvil (not really needed)
 
* 25 rock nuts
 
* 15 pig tail seeds
 
* 1 each of other seeds/spawn (for bags)
 
* 11 each of the 4 dwarven alcohols
 
* 16 plump helmets (for wine & seeds)
 
* 1 each of all 2P/4P meat/fish (for barrels)
 
* 1 of each available type of milk (for barrels)
 
* 20 bituminous coal (-> coke -> glass and metalworking)
 
* 2 pieces 5P leather (reserved for moods)
 
* 2 cave spider silk thread (reserved for moods)
 
* 1 10P small cut gem (reserved for moods)
 
* 4 kimberlite (for color-coded levers)
 
* 4 petrified wood (for color-coded levers)
 
* 4 olivine (for color-coded levers)
 
* 40 sand (for bags)
 
* 4 dogs (1 male, 3 female)
 
* as many logs as possible, around 20.
 
<br/>
 
The rules this time:
 
* No moat-the-map or wall-the-map.
 
* No stonefall traps in places that are 'outside' &mdash; i.e. don't have a ceiling.
 
* Non-stonefall traps only in constructed or excavated & smoothed areas.  Traps in excavated dirt areas must have a stone floor built on that tile.
 
* Metal mechanisms for all non-stonefall traps, all gears, all machines.  Stone mechanisms are only for trade.
 
* <s>All furniture to be made of wood, metal, or glass.</s>
 
* All structures to be built with blocks or bars.
 
* Furnaces must be made out of fire-safe material; magma furnaces must be made out of magma-safe material.  Non magma-safe pumps are allowed.
 
* GRASSTRAMPLE cut to 1 for civilized and domestic species, 0 for elves and cats.
 
* Flours and sugar modded out.
 
  
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This guy thinks he's better than everyone else (and he's right; he is a minor god).  When immigrants show up, he will have them do unskilled and military jobs only.  He will do all skilled labor himself.  (Or I may decide that he's a hermit, and kill off immigrants.)
  
Depending on the map, the defender/mayor either becomes a soldier or a miner.  (He starts with a free crossbow and bolts because of the ambusher skill.)  Either way, turn off hunting.  If he's a soldier, someone else trains the dogs and then assigns 2 to him and 2 to the herbalist.
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I expect this will be an interesting balancing act.
  
The carpenter/glassmaker makes 6 tables and chairs, and 4 or so beds2 tables and chairs are made into offices for the bookkeeper and manager, 4 more are made into a dining room.
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I will play with using reveal this timeI enjoy it more that way.
  
Depending on the map, the initially-unskilled miners may dig out large areas of soil to level upDigging soil is much faster than digging rock and gives the same experienceThis is best done in two or three stages: dig up-stairs, then remove them, then possibly dig down-stairs. This gives experience twice or three times per tileNote that tiles with down-stairs cannot grow shrubs/trees.
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Post-mortem: the universe collapsedThat world was accidentally deletedHe didn't even get to unload the wagonI may try again someday.
  
I like to get immigrants as soon as possible, and as many as possible.  I do this by digging out large swaths of dirt and by making mechanisms out of expensive ore to increase the fortress's created wealth.  (The 30x multiplier on mechanisms may be seen as a bug exploit; you may wish to make 25x statues instead.)
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Immediately set reserved barrels to 20 or so. You want those barrels for booze.
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== Enable Magma Buildings ==
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Helper utility for Rick's reveal.exe<br/>
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[http://www.yourfilehost.com/media.php?cat=other&file=3935enable_magma_buildings.zip enable_magma_buildings.zip]
  
Start cooking all that food.  <s>Forbid the booze barrels that are totally full; cook the rest of the booze.</s><sub>Boozecooking is currently bugged{{version|0.31.03}}.</sub> Cook the seeds to recover their bags.
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You need this utility in the case that you used the reveal utility, and
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there is a magma pool or pipe on your map that does not reach the surface.
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(If the hide utility is ever updated, you could also hide a few magma
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tiles and then dig them outThat worked in the old version.)
  
Later, you must remember to turn off booze cooking and reclaim the full booze barrels.
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Because there is no actual flag that controls whether magma has been seen
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(the game searches a list, probably a list of notable events), I had to
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patch the game's code.  This means you need to run the patch every time
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you start dwarfort.exe.
  
Still later, when you buy fish and seeds from the traders, you must remember to turn off cooking on each type.
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This utility has been made version-independent. 
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It is expected to work with future releases of Dwarf Fortress.
  
Customize food piles to not accept booze, seeds, or dye plants.  Booze barrels can stay in the still -- they hardly clutter it at all (unlike, say, prepared meals in the kitchen).  It's too early for dyeing, so we don't want to waste the space.  And a seedpile is best made near your farm.
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Also set food piles to 0 barrels, except the seedpile should allow 1.  This means you need more space devoted to food piles, but you can see at a glance how much food you have.  (Note: supposedly you will lose more food to vermin this way.)  (Now I think this should be done only for the prepared-food pile.)
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== Seekret Projekt ==
  
Dig cisterns to hold pond water in case it evaporates.  (Not necessary if the map is cold or has running water.)  The cisterns must be in a rock layer to prevent evaporation.
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The seekret projekt has been revealed to be [[Utilities#Regional_Prospector|Regional Prospector]].
  
The outdoor refuse pile should be customized to not accept rotten plants because the herbalists will be dropping dye plants as soon as they pick them, and we don't want to waste time hauling them when they wither.
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Thank you to all who beta tested and left feedback.  I appreciate your help.
  
I make heavy use of the "quantum stockpiles" that the dump designation and garbage zone allows.  It allows much more control over item placement and disposition than stockpiles do.
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Think big, there's lots of room.  But remember to centralize as well. 
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== Taking Latitudes ==
  
Vertical connectivity is king. An up/down staircase takes no longer to dig than an empty square, and has much more potential. You can't put a building on an up/down, but you can put a stockpile or zone on it<sub>If you can tolerate the flashing.</sub>
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[http://www.yourfilehost.com/media.php?cat=other&file=taking_latitudes.zip Taking Latitudes] is a utility that, when on the embark map screen, shows the X/Y coordinates of the current region.  Until Toady adds [http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&f=5&t=002191 proper support], this will do the trick.  Works in .32a through at least .33gTechnical notes: uses memory injection, so it may be flagged as a suspicious file by antivirus programs.
  
Make magma channels two-wide or more for faster filling, or use a pump to get it done even faster.
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If there is not a release today (Dec 28th) or Toady hasn't added coordinates in the release, I will put this on the utilities page tomorrow.  Until then, feel free to beta-test.
  
== <b>Siege Checklist</b> ==
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* Turn off the [[Skill|Mechanic]] skill on all dwarves.
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== Art Defacement ==
::This stops reloading of cage traps and stone traps.
 
::This is '''not necessary''' if all traps are forbidden, as discussed below.
 
* Turn off [[Standing_orders|animal gathering]] {{K|o}}{{K|a}}.
 
::This prevents gathering of occupied cages.
 
::This is '''not necessary''' if all traps are forbidden, as discussed below.
 
* Turn off [[Standing_orders|wood gathering]] {{K|o}}{{K|w}}.
 
* Turn off [[Standing_orders#Refuse_orders|collect outside refuse]] {{K|o}}{{K|r}}{{K|o}}.
 
* Turn on all [[Standing_orders|Forbid]] orders {{K|o}}{{K|F}}{{K|pcoit}}.
 
* Consider turning on [[Standing_orders|only soldiers can go outdoors]] {{K|o}}{{K|i}}.
 
* Lock someone in the lever room.  (You do have a lever room, right?)
 
::Draft them, station them, relieve them of duty.
 
::Probably should use two dwarves in case one goes to sleep.
 
* [[Forbid_items/buildings|Forbid]] all traps {{K|d}}{{K|b}}{{K|f}} <u>before</u> enemies trigger them.
 
:This prevents clean trap and reset trap jobs and gathering of occupied cages.
 
  
=== Post-Siege Checklist ===
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[http://www.yourfilehost.com/media.php?cat=other&file=art_beta1.zip beta1].  Doesn't immediately update affected dwarf's moods.
  
* Ensure that enemies have left the map.  {{K|u}}nit list, between tame animals and deceased units.
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* Bring some or all squads off-duty.
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* Turn on [[Skill|Mechanic]] on [[Mechanic]] units and possibly some [[Legendary|legendary]] units.
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== All Voodoo is Out of Date ==
* Turn on animal gathering.
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* Turn on wood gathering.
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I will soon upload some source that demonstrates these methods.
* Re-set Forbid orders.
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* Allow all dwarves to go outdoors.
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Voodoo has been removed from this page; it is still available in the revision history.
* Unlock the lever room.
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* Reclaim all dead bodies through stocks menu.
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* Reclaim all trap components through stocks menu.
 
* Wait for bodies to be hauled to refuse piles and graveyards.
 
* Mass-mark enemy equipment for melting {{K|d}}{{K|b}}{{K|m}}.
 
::Alternatively mark all equipment for dumping {{K|d}}{{K|b}}{{K|d}}, then re-mark for melting {{K|d}}{{K|b}}{{K|m}}, which removes the dump tag.  This results in dumping all non-metal items; the metal ones can then be hauled to weapon/armor piles near the smelters.
 
* Unmark trap components for dumping and/or melting through stocks menu.
 
* Reclaim the enemy equipment {{K|d}}{{K|b}}{{K|c}}.
 
* (Unknown)
 
* Profit!
 

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