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Difference between revisions of "v0.31:Frequently Asked Questions"

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(Workaround for hunting bug)
(DF2010 -> v0.31 (0976/2830))
 
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==Hunting==
 
How does hunting work in the new version? I've made a hunter, he picked up a crossbow on his own and i've assigned him ammo in the military screen and still no luck. [[User:Enjia2000|Enjia2000]] 15:13, 1 April 2010 (UTC)
 
<br /><br />
 
I was able to get a hunter hunting with a quiver and a metal crossbow and bolts. Bone bolts did not seem to work, and after I tried them, he refused to hunt even with the metal bolts. Forbidding and messing with the military-ammunition screen did not help.
 
  
It seems like a bug. I've made a bunch of wooden bolts, assigned them to Hunters via Military screen, but it did not help. Turning Hunting off and back again, however, helped.
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This section will be dedicated to listing (eventually in order) all the questions asked on the Bay12 Gameplay Questions page.
Note that you will have to trigger Hunting labor every time Hunter runs out of bolts. /DenSpb 18:01, 1 April 2010 (UTC)
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==General==
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{{Game_Basics FAQ}}
 +
{{Game_Interface FAQ}}
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{{Starting FAQ}}
 +
==Environment==
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{{Magma FAQ}}
 +
{{Wood FAQ}}
 +
{{Water FAQ}}
 +
==Fortress==
 +
{{Buildings FAQ}}
 +
{{Moods FAQ}}
 +
{{Workshops FAQ}}
 +
{{Errors FAQ}}
 +
 
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==Skills==
 +
{{Farming FAQ}}
 +
{{Military FAQ}}
 +
{{Mining FAQ}}
 +
 
 +
==Uncategorized==
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'''Water Questions'''
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Q: ''If you drain water into naturally flooded caverns, will it flow off the map? Or will they eventually start to fill up?''
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A: It will flow off the edge of the map.
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'''Bones'''
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Q: ''I've got someone in a mood and he wants bones. Well, there's a dead bear skeleton just outside the fort, and I've got lots of tame animals tethered or wandering around.''
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A: First off, make sure you've got a butcher's shop, and a dwarf with butchering labour enabled.
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Then got to the "animals screen"(from {z} screen), and toggle "ready for slaughter" for those you want to kill.
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Your butcher will also automatically butcher every dead animal in the refuse stockpile. This includes extracting bones from "partial skeletons". Make a refuse stockpile by the butcher's, and enable refuse gathering from the outside(o->r->o, iirc).
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'''Mining'''
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Q: ''I have 3 miners in my fort, 1 is a migrant (He's the working miner) the other 2 came on embark. The original 2 won't mine anything. (I checked and they're holding picks) The new guy is steady mining all the time. What gives?''
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A: If you're mining a tunnel which is only 1 square in width, only 1 Dwarf will mine. Ensure they all have picks equipped.
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Did you perchance assign mining through Dwarf Therapist?
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Either way, unassign, unpause, and then reassign mining labour. Could be all that's required.
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In some of my own tests, it wasn't even necessary to unpause - just going into v-p-l, selecting Mining (or Wood Cutting) and hitting Enter twice was enough to fix it.
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'''Immigrants'''
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Q:Is there any way to edit the frequency or max/min amount of migrants that join your fortress? I keep keeping double digit migrations and I hate being forced to expand quickly. I know I can just draft some into military positions, but I have a picky principle on better to not have labor than to waste labor.
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A: See [[v0.31:Immigration]]
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==Writing answers policy==
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If you know of a page on the wiki that answers a question already, '''Don't''' just redirect to it. Edit the FAQ and change the link to point to it directly.
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Whether you link to a page, or create a new page to answer the question, '''don't forget''' to add the template code! That would be:
 +
:<nowiki>{{Name of FAQ}}</nowiki>
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 +
 
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[[fr:Questions Fréquemment Pausées]]

Latest revision as of 04:55, 17 February 2012

This article is about an older version of DF.


This section will be dedicated to listing (eventually in order) all the questions asked on the Bay12 Gameplay Questions page.

General[edit]



Environment[edit]



Fortress[edit]




Skills[edit]




Uncategorized[edit]

Water Questions

Q: If you drain water into naturally flooded caverns, will it flow off the map? Or will they eventually start to fill up?

A: It will flow off the edge of the map.

Bones

Q: I've got someone in a mood and he wants bones. Well, there's a dead bear skeleton just outside the fort, and I've got lots of tame animals tethered or wandering around.

A: First off, make sure you've got a butcher's shop, and a dwarf with butchering labour enabled. Then got to the "animals screen"(from {z} screen), and toggle "ready for slaughter" for those you want to kill. Your butcher will also automatically butcher every dead animal in the refuse stockpile. This includes extracting bones from "partial skeletons". Make a refuse stockpile by the butcher's, and enable refuse gathering from the outside(o->r->o, iirc).

Mining

Q: I have 3 miners in my fort, 1 is a migrant (He's the working miner) the other 2 came on embark. The original 2 won't mine anything. (I checked and they're holding picks) The new guy is steady mining all the time. What gives?

A: If you're mining a tunnel which is only 1 square in width, only 1 Dwarf will mine. Ensure they all have picks equipped. Did you perchance assign mining through Dwarf Therapist? Either way, unassign, unpause, and then reassign mining labour. Could be all that's required. In some of my own tests, it wasn't even necessary to unpause - just going into v-p-l, selecting Mining (or Wood Cutting) and hitting Enter twice was enough to fix it.

Immigrants

Q:Is there any way to edit the frequency or max/min amount of migrants that join your fortress? I keep keeping double digit migrations and I hate being forced to expand quickly. I know I can just draft some into military positions, but I have a picky principle on better to not have labor than to waste labor.

A: See v0.31:Immigration

Writing answers policy[edit]

If you know of a page on the wiki that answers a question already, Don't just redirect to it. Edit the FAQ and change the link to point to it directly.

Whether you link to a page, or create a new page to answer the question, don't forget to add the template code! That would be:

{{Name of FAQ}}