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Difference between revisions of "User:Kwieland"

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18. Why don't levers show what they are linked to?<br />
 
18. Why don't levers show what they are linked to?<br />
 
19. Trading seems somewhat arbitrary.  What they bring, prices, etc.<br />
 
19. Trading seems somewhat arbitrary.  What they bring, prices, etc.<br />
'''20. Why do dwarfs wander halfway across the map for a stone when one is right next to the workshop/catapult?'''<br />
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'''20. Why do dwarfs wander halfway across the map for a stone when one is right next to the workshop/catapult?''' Along with this, it looks like the search algorithm just looks for the closest, not the closest walkable distance.  For instance, if I have a catapult next to a wall and one stone on the other side of the wall but one three tiles away on the catapult, it will walk all the way around the wall (distance of 20 or more) just to get THE ONE.<br />
 
21. It would be nice to know what killed the dwarfs/about their skills after they die.  Can this be in the epitaph on the coffin?  For example a Thikot, a legendary mason, dabbling consoler killed by a Carp on 22 Sid 211 .<br /><br />
 
21. It would be nice to know what killed the dwarfs/about their skills after they die.  Can this be in the epitaph on the coffin?  For example a Thikot, a legendary mason, dabbling consoler killed by a Carp on 22 Sid 211 .<br /><br />
 
#20 is big.  I end up locking my dwarfs into rooms to keep them from wandering all over/being distracted by other jobs.
 
#20 is big.  I end up locking my dwarfs into rooms to keep them from wandering all over/being distracted by other jobs.

Revision as of 19:54, 16 February 2009

My Questions yet to be answered:

1. Why do dwarfs starve to death in the prison? Shouldn't they be fed?
2. Why would a dwarf (hammerdwarf) not eat (starve himself to death)?
3. Why list all the deceased on the units page? Excluding them would make the list easier to use/more informative.
4. Can we build buildings like selecting things? For instance, if I want to build lots of doors, pick one corner and then the other and then pick all the doors?
5. Often times, price and not distance is the determining factor for placing furniture. How about including sort by price in the view?
6. Why do dwarfs leave their clothes all over? Will they use furniture if I put it in their room? If so, what kinds?
7. How do pressure plates and water work? If I have a pressure plate that activates at 5, why doesn't it ever "reset" if the water goes below 5?
8. Why are walls made of materials lava proof, but floodgates are not? What are the lava safe rocks? Why not obsidian?
9. Graphics don't work for me. Why? I have the files in the folder, edited my init.txt, and still no good!
10. Why does the text get smaller when I make the grid larger?
11. Why does the hammerdwarf KILL other dwarfs for justice when the prison is empty?
12. Why can't you train other animals (fox/wolf) to be hunting/war animals?
13. Why are my nobels demanding stuff I don't have?
14. How many metal bars does armor costs?
15. What is a full set of armor?
16. Why do the kids run around necked?
17. Why do neck/brain injuries result in dwarfs in vegetable state?
18. Why don't levers show what they are linked to?
19. Trading seems somewhat arbitrary. What they bring, prices, etc.
20. Why do dwarfs wander halfway across the map for a stone when one is right next to the workshop/catapult? Along with this, it looks like the search algorithm just looks for the closest, not the closest walkable distance. For instance, if I have a catapult next to a wall and one stone on the other side of the wall but one three tiles away on the catapult, it will walk all the way around the wall (distance of 20 or more) just to get THE ONE.
21. It would be nice to know what killed the dwarfs/about their skills after they die. Can this be in the epitaph on the coffin? For example a Thikot, a legendary mason, dabbling consoler killed by a Carp on 22 Sid 211 .

  1. 20 is big. I end up locking my dwarfs into rooms to keep them from wandering all over/being distracted by other jobs.