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Difference between revisions of "User:0x517A5D"

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== Build ==
 
== Build ==
<!--
+
I obsessively min-max my starting profile, even though it doesn't matter in the long run.
Esmullogem, "Fullpaint".  Could be worse. Stroike the oith!
 
  
: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.
+
My latest build was intended for a resource-heavy wooded terrifying area in version {{version|0.31.03}}.
  
: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 potential. You 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.
+
* 4&nbsp;ambusher / 2&nbsp;crossbowman / 1&nbsp;negotiator / 1&nbsp;judge&nbsp;of&nbsp;intent / 1&nbsp;appraiser / 1&nbsp;pacifier
 +
: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 tasks.  Mines 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.
  
: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 wagons.  Or buy some logs for the initial charcoal3p each, a fairly good deal.
+
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 want. Accordingly I keep most of the seven starters from starting with moodable skills, and do not assign them jobs that would yield moods I consider worthless.  I'm looking at ''you'', tanning/leatherworking.
-->
+
 
 +
I am now mixing the early wealth creation roles with the fortress maintenance rolesThis can be considered exploitative, as meals are worth too much, and mechanisms made out of iron ore are worth too much.
  
I obsessively min-max my starting profile, even though it doesn't matter in the long run.
+
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.
  
My latest build was:
+
I am growing colder on buying masonry at embark time.  It is redundant to carpentry, glassmaking, and the metalworking skills.
  
* 5 weaponsmith / 4 metalcrafter / 1 furnace operator
 
* 5 armorsmith / 4 metalsmith / 1 furnace operator
 
* 5 mechanic / 5 architecture (building designer)
 
* 3 mason / 3 carpenter / 4 glassmaker
 
* 1 ambusher / 1 persuader / 1 negotiator / 1 liar / 1 judge of intent / 1 appraiser / 2 consoler / 2 pacifier
 
* 3 grower / 2 herbalist / 5 brewer
 
* 3 grower / 2 herbalist / 5 cook
 
<br/>
 
 
* 4 copper picks
 
* 4 copper picks
* 0 axes
+
* no axes (use training axe exploit)
* 1 anvil
+
* 1 iron anvil (not really needed)
* 1 plump helmet (for the barrel)
+
* 25 rock nuts
* 21 plump helmet spawn
+
* 15 pig tail seeds
* 20 pig tail seeds
 
 
* 1 each of other seeds/spawn (for bags)
 
* 1 each of other seeds/spawn (for bags)
* 11 dwarven rum
+
* 11 each of the 4 dwarven alcohols
* 1 each of dwarven ale, beer, and wine (for barrels)
+
* 16 plump helmets (for wine & seeds)
* 11 turtles (for bones & shells)
 
 
* 1 each of all 2P/4P meat/fish (for barrels)
 
* 1 each of all 2P/4P meat/fish (for barrels)
* 16 bituminous coal (-> coke -> smelting and forging, a few glass furniture)
+
* 1 of each available type of milk (for barrels)
* 19 tetrahedrite (2 -> copper -> axe and leggings, the rest -> billon -> goblets)
+
* 20 bituminous coal (-> coke -> glass and metalworking)
* 10 pieces 5P leather, assorted (-> bags for glassmaking, 2 reserved for moods)
+
* 2 pieces 5P leather (reserved for moods)
* 1 pig tail cloth (reserved for moods)
+
* 2 cave spider silk thread (reserved for moods)
* 1 silk cloth (reserved for moods)
+
* 1 10P small cut gem (reserved for moods)
* 4 dogs
+
* 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.
 +
 
  
No bauxite this time, it's so common in sedimentary layers.
+
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.
::(Which did not work out, as I ended up with none on the map.)
 
  
 +
The carpenter/glassmaker makes 6 tables and chairs, and 4 or so beds.  2 tables and chairs are made into offices for the bookkeeper and manager, 4 more are made into a dining room.
  
I like to get immigrants as soon as possible, and as many as possibleI do this by digging out large swaths of dirt and by making billon goblets to increase the fortress's created wealth(Making billon is a bug exploit, you may wish to use fine pewter instead.)
+
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 tile.  Note that tiles with down-stairs cannot grow shrubs/trees.
  
Immediately forbid the bauxite so it is not used by workshopsReclaim it later to build the floodgates and mechanisms.
+
I like to get immigrants as soon as possible, and as many as possibleI 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.)
  
 
Immediately set reserved barrels to 20 or so.  You want those barrels for booze.
 
Immediately set reserved barrels to 20 or so.  You want those barrels for booze.
  
Tear down the wagon, build a kitchen and a mason's shop.
+
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.
 
 
Start cooking all that food.  Even the fish, except the turtles and cave lobster.  Forbid the booze barrels that are totally full, cook the rest of the booze.  Cook the seeds to recover their bags.
 
  
 
Later, you must remember to turn off booze cooking and reclaim the full booze barrels.
 
Later, you must remember to turn off booze cooking and reclaim the full booze barrels.
Line 60: Line 78:
 
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.
 
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.
  
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.)
+
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.)
  
The armorsmith and mechanic digDepending on the map, they may dig out large areas of soil to level up.  Digging 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 tile.
+
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.
  
Dig a few pieces of stone, make blocks, build other workshops and furnaces.  (I build out of blocks for roleplaying flavor.)
+
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.
 
 
Then dig cisterns to hold pond water in case it evaporates.
 
 
 
Burn the last piece of the wagon to charcoal, convert 3 pieces of coal to coke, smelt 2 tetrahedrite to copper.
 
 
 
Depending on the map, the mayor is either drafted or hauls.  (He starts with a free crossbow because of the ambusher skill.)  Either way, turn off hunting.  He may switch to woodcutting after the axe is available.
 
 
 
The weaponsmith burns wood, makes coke, smelts, makes alloys, makes goblets.  When this is done, he digs or hauls.
 
 
 
He does not make the axe.  Probably the mayor makes it.  Or the brewer or cook, whoever's free.
 
 
 
The mayor builds a kennels, trains at least 2 war dogs, then gathers plants.  Or gathers sand.  Or cuts down a few trees.  Or hauls.  Or, if he's a soldier, someone else trains the dogs and then assigns them to him.
 
 
 
The craftsdwarf makes an armor stand and two tables and chairs out of whatever materials are common.  Rock or glass preferably unless the map is just covered with trees.
 
  
Make an indoor refuse pile that only accepts shells and bones, so that you don't lose the turtle shellsIf you have an outdoor refuse pile, set the indoor one to take from the outdoor one.
+
I make heavy use of the "quantum stockpiles" that the dump designation and garbage zone allowsIt allows much more control over item placement and disposition than stockpiles do.
 
 
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.
 
  
If you immediately make bags out of the leather for sand gathering, make them far away from the still.  Also put the glass furnace far awayIt might work to forbid them as they are made, and suspend brewing during their creation(This may no longer be necessary in the newest versions.)
+
Think big, there's lots of roomBut remember to centralize as well.   
  
Got to learn to go for early defense -- I abandon more forts because of ambushes than anything elseMoat the map as part of digging practice.  Leave a few squares for wagons or dig a tunnel.  Trap them with stones or glassLater dig a wagon route under the moat, trap it, drawbridge it.
+
Vertical connectivity is king.  An 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<sub>If you can tolerate the flashing.</sub>
  
I am making heavy use of the "quantum stockpiles" that the dump designation and garbage zone allows.
+
Make magma channels two-wide or more for faster filling, or use a pump to get it done even faster.
  
 
== <b>Siege Checklist</b> ==
 
== <b>Siege Checklist</b> ==
  
 
* Turn off the [[Skill|Mechanic]] skill on all dwarves.
 
* Turn off the [[Skill|Mechanic]] skill on all dwarves.
:This stops reloading of cage traps and stone traps.
+
::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}}.
 
* Turn off [[Standing_orders|animal gathering]] {{K|o}}{{K|a}}.
:This prevents gathering of occupied cages.
+
::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|wood gathering]] {{K|o}}{{K|w}}.
 
* Turn off [[Standing_orders#Refuse_orders|collect outside refuse]] {{K|o}}{{K|r}}{{K|o}}.
 
* 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}}.
 
* Turn on all [[Standing_orders|Forbid]] orders {{K|o}}{{K|F}}{{K|pcoit}}.
* Consider turning on only soldiers can go outdoors {{K|o}}{{K|i}}.
+
* Consider turning on [[Standing_orders|only soldiers can go outdoors]] {{K|o}}{{K|i}}.
* Lock someone in the lever room.
+
* Lock someone in the lever room. (You do have a lever room, right?)
:Draft them, station them, relieve them of duty.
+
::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.
 
* [[Forbid_items/buildings|Forbid]] all traps {{K|d}}{{K|b}}{{K|f}} <u>before</u> enemies trigger them.
:This prevents clean trap jobs, and possibly gathering of occupied cages.
+
:This prevents clean trap and reset trap jobs and gathering of occupied cages.
  
 
=== Post-Siege Checklist ===
 
=== Post-Siege Checklist ===
  
* Ensure that enemies have left the map.
+
* Ensure that enemies have left the map.  {{K|u}}nit list, between tame animals and deceased units.
 
* Bring some or all squads off-duty.
 
* Bring some or all squads off-duty.
* Turn on [[Skill|Mechanic]] on [[Mechanic]] units and some [[Legendary|legendary]] units.
+
* Turn on [[Skill|Mechanic]] on [[Mechanic]] units and possibly some [[Legendary|legendary]] units.
 
* Turn on animal gathering.
 
* Turn on animal gathering.
 
* Turn on wood gathering.
 
* Turn on wood gathering.
Line 116: Line 121:
 
* Unlock the lever room.
 
* Unlock the lever room.
 
* Reclaim all dead bodies through stocks menu.
 
* Reclaim all dead bodies through stocks menu.
* Reclaim all traps through stocks menu.
+
* Reclaim all trap components through stocks menu.
 
* Wait for bodies to be hauled to refuse piles and graveyards.
 
* Wait for bodies to be hauled to refuse piles and graveyards.
* Mass-mark enemy equipment for melting.
+
* Mass-mark enemy equipment for melting {{K|d}}{{K|b}}{{K|m}}.
* Unmark trap components for melting through stocks menu.
+
::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.
* Reclaim equipment.
+
* Unmark trap components for dumping and/or melting through stocks menu.
 +
* Reclaim the enemy equipment {{K|d}}{{K|b}}{{K|c}}.
 
* (Unknown)
 
* (Unknown)
 
* Profit!
 
* Profit!
  
 +
<!--
 
== Regional Prospector ==
 
== Regional Prospector ==
  
Line 132: Line 139:
  
 
----
 
----
 +
-->
  
 
== Stone Sense ==
 
== Stone Sense ==
  
=== Beta 3 ===
+
[http://dffd.wimbli.com/file.php?id=2066 Download Stone Sense 1.2]
  
[[http://dffd.wimbli.com/file.php?id=537 Stone Sense beta3]]
+
Stone Sense is a utility for Dwarf Fortress that adds a sort of radar to miners, so that they can detect what is inside the rock near the location where they are digging.
  
Currently in beta. Too powerful at the moment, as it reveals 289 tiles (17x17) instead of the normal 9 (3x3).
+
The number of tiles revealed depends on the skill of the miner, with Legendary miners revealing a radius of 8 tiles in each direction (i.e. a 17x17 square, 289 tiles.)
  
Should work with .32a through .40d and beyond.  I tested that it installs in all released 3D versions but I did not gen a worldmap and embark in each version.
+
To use it, first start Dwarf Fortress. Then run stone_sense.exe.
  
Beta 3 fixes a crash that occurs under Vista.
+
The utility does not need to be in the same directory as Dwarf Fortress.
  
Known bugs:
+
Note: this utility patches the in-memory copy of Dwarf Fortress, not the program file.  Accordingly, you will need to run it every time you start Dwarf Fortress.
  
:Unallocated parts of the map are not revealedTo work around this, do the same thing that Reveal requires: go to the bottommost level that you care about and designate the whole thing for digging, then remove the designation.  [WONTFIX].
+
Version 1.0 and up work only with the 0.31.* (DF2010) releasesIf you need a version that works with the previous 3D version (aka 40d), feel free to contact me.
  
:I have encountered one unexpected occurrence: a section of the map was revealed as if I had dug it out, but I had nothing marked there and no dwarves near it. The reveal was centered on a pool, and when I looked, there was a fox about three squares away. I think the fox went for a short swim, and this triggered the function I call reveal_mining().  [WONTFIX, probably]
+
Known bugs: digging near raw funmetal will detect any empty tiles within the metal. When an empty tile is detected, the fun is unleashed, which then permanently slows down frame rates as it tries to hold a party for your dwarves. (A fix is planned, but will take some time.)
  
 
----
 
----
 +
 +
== German Menu ==
 +
 +
[http://dffd.wimbli.com/file.php?id=913 Download German Menu beta1]
 +
 +
== Reveal2 ==
 +
 +
&#x202E;I have updated [[User:Rick|Rick/Gibbed's]] Reveal utility to work with Vista and Windows 7.  In addition, it should be able to work with all versions of Dwarf Fortress without the need to edit an .INI file.  It is on the DFFD at [http://dffd.wimbli.com/file.php?id=1044 Reveal2].&#x202C;
 +
 +
For the .31.* releases, I recommend using [[Utilities#DFHack|DFHack]] instead, as its dfreveal utility is more powerful, more friendly, and DFHack is updated with new version information very quickly.  Download DFHack [http://github.com/peterix/dfhack/downloads here].

Revision as of 04:32, 2 November 2010

Build

I obsessively min-max my starting profile, even though it doesn't matter in the long run.

My latest build was intended for a resource-heavy wooded terrifying area in version v0.31.03.

  • 4 ambusher / 2 crossbowman / 1 negotiator / 1 judge of intent / 1 appraiser / 1 pacifier
Immediately drafted as sole early protection. Starts with a free crossbow due to ambusher skill. May mine if area seems safe. Cross-trained as weaponsmith.
  • 5 diagnostician / 4 surgeon / 1 wound dresser
Woodcutting, mining. Cross-trained as weaponsmith.
  • 5 grower / 5 brewer
Fortress maintenance, incidental tasks. Mines until underground farm area is prepared. Cross-trained as armorsmith.
  • 5 grower / 5 cook
Fortress maintenance, wealth creation (prepared meals), incidental tasks. Mines 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 furniture. Also 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 embark. Instead I attempt to direct strange moods by cross-training unskilled workers by doing a single job in the skill I want. Accordingly I keep most of the seven starters from starting with moodable skills, and do not assign them jobs that would yield moods I consider worthless. I'm looking at you, tanning/leatherworking.

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.

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.

I am growing colder on buying masonry at embark time. It is redundant to carpentry, glassmaking, and the metalworking skills.

  • 4 copper picks
  • 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.


The rules this time:

  • No moat-the-map or wall-the-map.
  • No stonefall traps in places that are 'outside' — 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.
  • All furniture to be made of wood, metal, or glass.
  • 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.


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.

The carpenter/glassmaker makes 6 tables and chairs, and 4 or so beds. 2 tables and chairs are made into offices for the bookkeeper and manager, 4 more are made into a dining room.

Depending on the map, the initially-unskilled miners may dig out large areas of soil to level up. Digging soil is much faster than digging rock and gives the same experience. This 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 tile. Note that tiles with down-stairs cannot grow shrubs/trees.

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.)

Immediately set reserved barrels to 20 or so. You want those barrels for booze.

Start cooking all that food. Forbid the booze barrels that are totally full; cook the rest of the booze.Boozecooking is currently buggedv0.31.03. Cook the seeds to recover their bags.

Later, you must remember to turn off booze cooking and reclaim the full booze barrels.

Still later, when you buy fish and seeds from the traders, you must remember to turn off cooking on each type.

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.

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.)

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.

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.

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.

Think big, there's lots of room. But remember to centralize as well.

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. If you can tolerate the flashing.

Make magma channels two-wide or more for faster filling, or use a pump to get it done even faster.

Siege Checklist

  • Turn off the Mechanic skill on all dwarves.
This stops reloading of cage traps and stone traps.
This is not necessary if all traps are forbidden, as discussed below.
This prevents gathering of occupied cages.
This is not necessary if all traps are forbidden, as discussed below.
Draft them, station them, relieve them of duty.
Probably should use two dwarves in case one goes to sleep.
  • Forbid all traps dbf before enemies trigger them.
This prevents clean trap and reset trap jobs and gathering of occupied cages.

Post-Siege Checklist

  • Ensure that enemies have left the map. unit list, between tame animals and deceased units.
  • Bring some or all squads off-duty.
  • Turn on Mechanic on Mechanic units and possibly some legendary units.
  • Turn on animal gathering.
  • Turn on wood gathering.
  • Re-set Forbid orders.
  • Allow all dwarves to go outdoors.
  • Unlock the lever room.
  • Reclaim all dead bodies through stocks menu.
  • Reclaim all trap components through stocks menu.
  • Wait for bodies to be hauled to refuse piles and graveyards.
  • Mass-mark enemy equipment for melting dbm.
Alternatively mark all equipment for dumping dbd, then re-mark for melting dbm, 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 dbc.
  • (Unknown)
  • Profit!


Stone Sense

Download Stone Sense 1.2

Stone Sense is a utility for Dwarf Fortress that adds a sort of radar to miners, so that they can detect what is inside the rock near the location where they are digging.

The number of tiles revealed depends on the skill of the miner, with Legendary miners revealing a radius of 8 tiles in each direction (i.e. a 17x17 square, 289 tiles.)

To use it, first start Dwarf Fortress. Then run stone_sense.exe.

The utility does not need to be in the same directory as Dwarf Fortress.

Note: this utility patches the in-memory copy of Dwarf Fortress, not the program file. Accordingly, you will need to run it every time you start Dwarf Fortress.

Version 1.0 and up work only with the 0.31.* (DF2010) releases. If you need a version that works with the previous 3D version (aka 40d), feel free to contact me.

Known bugs: digging near raw funmetal will detect any empty tiles within the metal. When an empty tile is detected, the fun is unleashed, which then permanently slows down frame rates as it tries to hold a party for your dwarves. (A fix is planned, but will take some time.)


German Menu

Download German Menu beta1

Reveal2

‮I have updated Rick/Gibbed's Reveal utility to work with Vista and Windows 7. In addition, it should be able to work with all versions of Dwarf Fortress without the need to edit an .INI file. It is on the DFFD at Reveal2.‬

For the .31.* releases, I recommend using DFHack instead, as its dfreveal utility is more powerful, more friendly, and DFHack is updated with new version information very quickly. Download DFHack here.