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== Build ==
+
== Build (very old) ==
<!--
+
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 charcoal.  3p 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.
-->
 
  
Currently running
+
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.
  
* proficient weaponsmith / skilled metalcrafter / novice furnace operator
+
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.
* proficient armorsmith / skilled metalsmith / novice furnace operator
 
* proficient bowyer / proficient mechanic
 
* proficient mason / proficient building designer
 
* proficient cook / proficient grower
 
* proficient brewer / proficient grower
 
* novice ambusher / novice persuader / novice negotiator / novice liar / novice judge of intent / novice appraiser / novice consoler / no-prefix pacifier
 
  
* 3 copper picks
+
I am growing colder on buying masonry at embark time.  It is redundant to carpentry, glassmaking, and the metalworking skills.
* no axes
+
 
* 1 anvil
+
* 4 copper picks
* 1 plump helmet (for barrels)
+
* no axes (use training axe exploit)
* 25 plump helmet spawn
+
* 1 iron anvil (not really needed)
* 25 pig tail seeds
+
* 25 rock nuts
 +
* 15 pig tail seeds
 
* 1 each of other seeds/spawn (for bags)
 
* 1 each of other seeds/spawn (for bags)
* 11 each of the 4 alcohols (for barrels)
+
* 11 each of the 4 dwarven alcohols
* 11 turtles (for bones & shells)
+
* 16 plump helmets (for wine & seeds)
 
* 1 each of all 2P/4P meat/fish (for barrels)
 
* 1 each of all 2P/4P meat/fish (for barrels)
* 15 bituminous coal (-> coke)
+
* 1 of each available type of milk (for barrels)
* 5 malachite (-> bronze & brass)
+
* 20 bituminous coal (-> coke -> glass and metalworking)
* 2 cassiterite (-> bronze axe, bronze armor)
+
* 2 pieces 5P leather (reserved for moods)
* 3 sphalerite (-> 6*3 brass mugs)
+
* 2 cave spider silk thread (reserved for moods)
* 8 cobaltite or cinnabar (build workshops, forge, smelter)
+
* 1 10P small cut gem (reserved for moods)
* 8 bauxite (-> 6 mechanisms, 2 floodgates)
+
* 4 kimberlite (for color-coded levers)
* 10 pieces 5P leather, assorted (-> bags for glassmaking)
+
* 4 petrified wood (for color-coded levers)
* 4 dogs
+
* 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.
  
Note that the cobaltite is technically not necessary &mdash; the bauxite could be used, then when it is needed later, the workshops could be deconstructed.  Or mined stone could be used.  I use cobaltite because it is so visible.
 
  
 +
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 map needs to have moderate or thick vegetation, and at least some trees.
+
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.
  
Immediately turn off cooking of turtles and cave lobstersConsider turning off cooking of other fish.
+
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-stairsThis 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.
  
Also set food piles to 0 barrels, except the seedpile should allow 1This means you need more space devoted to food piles, but you can see at a glance how much food you have.  (Note: you will lose more food to vermin this way.)
+
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.
 +
 
 +
Later, you must remember to turn off booze cooking and reclaim the full booze barrels.
  
Cook the starting booze and food to free up the barrels.  Maybe keep one barrel of the starting booze.  Cook the seeds, except plump helmet and pig-tail, to free up the bags.  (You need to remember to re-disable cooking the seeds after you get more from the dwarven caravan.)
+
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.
 
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.
  
Depending on the map, the mayor is either drafted or gathers plants(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.
+
Also set food piles to 0 barrels, except the seedpile should allow 1This 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 dig.  Depending 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 stages: dig an up stairway, then remove it.  I believe this gives experience twice per tile.
 
 
 
The weaponsmith burns a piece of the wagon to charcoal, makes coke, smelts, makes alloys, makes goblets.  When this is done, he digs.  He does not make the axe.
 
 
 
The mason mostly hauls.  He also trains the dogs into war dogs.  Later, he may cut wood.
 
 
 
The brewer gathers plants and brews them.  After the initial food is cooked, the cook gathers plants.  Assign war dogs to each as soon as they are available.
 
 
 
When there's enough seeds, the brewer and cook switch to aboveground farming.  Or they may move directly to belowground farming.
 
 
 
The mayor, cook, and brewer each make either the axe or a piece of armor.  This teaches them a desired skill in case they get a strange mood later.  Alternately, one may make a trade item out of green glass, or a crossbow out of wood.
 
 
 
With mined stone, build an armorstand and two tables and chairs.  Make a barracks and a dining room inside.
 
 
 
Move the food and crafted items inside as soon as possible.
 
  
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.
+
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.
 
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 away.  It might work to forbid them as they are made, and suspend brewing during their creation.
+
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.
 
 
----
 
 
 
== Enable Magma Buildings ==
 
Helper utility for Rick's reveal.exe<br/>
 
[http://www.yourfilehost.com/media.php?cat=other&file=3935enable_magma_buildings.zip enable_magma_buildings.zip]
 
 
 
You need this utility in the case that you used the reveal utility, and
 
there is a magma pool or pipe on your map that does not reach the surface.
 
(If the hide utility is ever updated, you could also hide a few magma
 
tiles and then dig them out.  That worked in the old version.)
 
 
 
Because there is no actual flag that controls whether magma has been seen
 
(the game searches a list, probably a list of notable events), I had to
 
patch the game's code.  This means you need to run the patch every time
 
you start dwarfort.exe.
 
 
 
This utility has been made version-independent.   
 
It is expected to work with future releases of Dwarf Fortress.
 
 
 
----
 
 
 
== Seekret Projekt ==
 
 
 
The seekret projekt has been revealed to be [[Utilities#Regional_Prospector|Regional Prospector]].
 
 
 
Thank you to all who beta tested and left feedback.  I appreciate your help.
 
 
 
<br/><br/>
 
 
 
Beta2 with the enhancement that regional map squares with magma are given a red background.
 
[http://www.yourfilehost.com/media.php?cat=other&file=regional_prospector_beta2.zip regional_prospector_beta2.zip]
 
 
 
<br/>Beta3 with better magma highlighting, Latitudes rolled in, and Seed rolled in.<br/>
 
[http://www.yourfilehost.com/media.php?cat=other&file=regional_prospector_beta3.zip regional_prospector_beta3.zip]
 
 
 
Known limitations and bugs:
 
* Caves are not displayed.  [MAYFIX]
 
* sometimes a magma pool reaches the surface.  The program still displays that as a single red tilde.  [WONTFIX]
 
* There have been two verified reports of this program showing a magma feature, but the game having an empty pipe or pool.  One of those cases involved a magma feature next to a goblin outpost; the other is not understood.  Investigation did show that the magma feature flag was set in both reports.  [WONTFIX]
 
* <strike>(v2 beta) I don't know how to populate a certain data structure, so in some cases a 16x16 block will not be highlighted properly until you have moved the cursor over it.  I may or may not be able to fix this.</strike> Resolved in beta3.
 
* (v2 beta) On the Region map, haunted, sinister, and terrifying locations with magma: it is almost impossible to read a dark magenta symbol against the dark red background, and it is truly impossible to read a dark red symbol against the dark red background.  [WILLFIX]
 
* (v2 beta) Some deep-ocean region cells are marked as having magma.  I have verified that the game does flag them as magma.  [WONTFIX]
 
* (v3 beta) Seeds greater than 2<sup>31</sup> are displayed as negative numbers.  [MAYFIX]
 
 
 
Only tested with <b>DF</b> version .33g.  May crash <b>DF</b>; report this.
 
 
 
----
 
 
 
== Latitudes ==
 
 
 
[http://www.yourfilehost.com/media.php?cat=other&file=latitudes.zip 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 .33g.  Technical notes: uses memory injection, so it may be flagged as a suspicious file by antivirus programs.
 
----
 
  
== Art Defacement ==
+
Think big, there's lots of room.  But remember to centralize as well. 
  
[http://www.yourfilehost.com/media.php?cat=other&file=art_beta1.zip beta1]Doesn't immediately update affected dwarf's moods.
+
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>
  
----
+
Make magma channels two-wide or more for faster filling, or use a pump to get it done even faster.
  
== All Voodoo is Out of Date ==
+
== <b>Siege Checklist</b> ==
  
I will soon upload some source that demonstrates these methods.
+
* Turn off the [[Skill|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.
 +
* 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.
  
Voodoo has been removed from this page; it is still available in the revision history.
+
=== Post-Siege Checklist ===
  
----
+
* Ensure that enemies have left the map.  {{K|u}}nit list, between tame animals and deceased units.
 +
* Bring some or all squads off-duty.
 +
* Turn on [[Skill|Mechanic]] on [[Mechanic]] units and possibly some [[Legendary|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 {{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!

Latest revision as of 20:14, 2 April 2023

Build (very old)[edit]

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[edit]

  • 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[edit]

  • 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!