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User:Kaos

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Reference[edit]

Materials[edit]

Dwarves[edit]

Creatures[edit]

CROCODILE_CAVE LAYS_EGGS SUBTERRANEAN BIRD_SWALLOW_CAVE LAYS_EGGS SUBTERRANEAN BIRD_SWALLOW_CAVE_GIANT LAYS_EGGS SUBTERRANEAN REPTILE_MAN LAYS_EGGS SUBTERRANEAN SERPENT_MAN LAYS_EGGS SUBTERRANEAN LIZARD_RHINO_TWO_LEGGED LAYS_EGGS

Military[edit]

  • Performing and Watching demonstrations basically shares EXP of the teacher to the students, at an efficiency dictated by the rather arcane skills called Teacher, Organiser, Student and Concentration. Regardless of what efficiency you get with dwarves that have no aptitude in those skills and who knows what mental stats... you won't get any EXP from a teacher who has no clue what he's talking about.

dwarves with zero skill in a particular weapon will never gain any skill with that weapon while on active duty. You need to leave a squad of recruits inactive, which will cause them to engage in "individual combat drill"s, until they're novice level with the weapon. At that point you can put them on active duty and they will progress from there.

You don't need to use practice weapons (they do almost no damage thats why your dwarves died), normal weapons don't do damage anymore when sparring. Training weapons are useless for almost anything-- woodcutters can use wooden axes, and danger rooms of course.

Someone told me it's a lot easier to train one experienced dwarf who can teach than train a whole squad on random animals, I've found this to be the best way outside of danger rooms. using this method a legendary with competent teaching can teach 1-2 lvls per year, not sure if a higher combat lvl gives faster exp or if it's entirely based on the social skills because I've never had a squad leader who wasn't legendary.

Burrows[edit]

  • Workshop
    • Input stockpiles
    • No Hauling Dwarf
    • Commons Burrow
    • Militia Burrow
  • Commons
    • Stairs to cross z-levels
    • Dining Room
    • Bedrooms
    • Mayor's Office?
    • Equipment (Hatches/Picks) stockpiles
    • No Hauling Dwarf
  • Militia
    • No Hauling Dwarf
    • Equipment stockpiles (Flasks/Backpacks/Weapons/Ammo)
    • Commons Burrow
    • Danger Rooms?
  • Haulers

so far haven't managed to make them work with burrows, when they have access to a stockpile and a hauling labor active, either tries to haul something from outside the burrow to the in-burrow stockpile, or tries to haul something from the in-burrow stockpile to somewhere else outside the burrow, both scenarios end up in cancellation spam.... Maybe set them up as a squad and assign a stay in burrow order/alert...???

Squads[edit]

  • the dwarf needs to be assigned to a squad and the squad assigned to a barrack
  • inactive alert if are working in another burrow
  • active alert if are dedicated
  • the minimum in the schedule seems to be the amount of dwarf from the squad needed to start training
  • with burrows you need to :
    • create a militia burrow in the barracks,
    • make sure the commons burrow gives access to that z-level
    • it's only useful if the dwarf is assigned to another burrow, so when they end their job at the workshop the go for a training session...

Skills[edit]

Social skills are used mainly by the Expedition leader, Manager and Broker. They are used in interactions between the dwarves in your fortress as well as when talking with liaisons and merchants. Social skills are acquired at embarking, while performing the above administrative tasks or while attending parties. The starting dwarf with the most social skills will almost always become the Expedition leader, who will automatically become your first mayor, so when giving social skills to your starting dwarfs don't give them to one whose preferences will lead to obnoxious mandates when s/he becomes mayor. The following list is based on the skills listed in the nobles screen when replacing a noble.

Miscellaneous conversational skills[edit]

It is unknown what specific circumstances make one or another of these useful; most of them are trained by parties, conversation between two or more idle dwarves, and trading. The latter fact implies that they are useful in trading, perhaps to get a better deal. They are also listed as mayor skills:

  • Conversationalist
  • Comedian
  • Flatterer
  • Judge of intent
  • Liar
  • Intimidator
  • Persuader
  • Negotiator
  • Consoler
  • Pacifier

Broker skills[edit]

All of the conversational skills listed above are trained by (and thus, presumably, used in) trading, presumably to increase the chances of a deal being successful.

Judge of intent skill is particularly important as it allows a broker to see how a trader feels about a particular deal. Appraiser skill, which is not a social skill, is also very important during the trading process


Military skills[edit]

  • organizer skill is used by some military dwarfs and two nobles. Higher skill reduces the time taken for:
    • military dwarfs to organize training
    • the Manager to manage work orders in the Manager menu
    • the Arsenal Dwarf to prepare and update military equipment. As of version 0.31.18, the Arsenal Dwarf has been suspended from the game.
  • Leader is a Military Skill. All Squadleaders (Commander, Captains and the Hammerer) will learn it slowly. Toady One stated in a Fortress talk that it is used when a dwarf tries to teach another dwarf a skill through a lecture. It is currently only used to train weapon skills. The 'Leader' skill shouldn't be confunded with the noble Expedition Leader.
  • observer skill represents the ability of a dwarf to spot a stealth unit. The higher the skill the bigger the distance. The skill is particularly good to have for guards at your entrance or marksdwarves on your walls.

Soldiers will gradually increase this skill while training. It is currently uncertain whether this is related to observing combat demonstrations or is relevant to sparring or combat.

  • Student: Military dwarves watching demonstrations will gain Student experience in addition to gaining experience in combat skills. Presumably, dwarves that are good students learn faster from these demonstrations.

The dwarf leading the demonstration gains teacher experience, which also probably affects learning rate

  • Teacher skill is improved during military training sessions, notably during demonstrations that the dwarf leads. Dwarves with a relatively high combat skill will organize demonstrations in order to pass the knowledge to other squad members, who gain student skill. Presumably, higher levels of these skills facilitate faster learning.
  • concentration: the actual function of this is unknown, but it probably affects how long a dwarf can concentrate on a specific task. Might affect learning via demonstrations

Mayor Skills[edit]

  • Pacifier
  • Consoler is a social skill used by dwarves while conversing. Dwarves that are particularly good at this tend to make friends easily and will often rise to mayoral positions.

To train this skill, let dwarves idle and chatter amongst themselves. Guarded dwarves will never gain experience in this skill, and are the only ones to gain experience in the Liar skill. Consoler skill may be important when unhappy dwarves meet with the mayor.

While all the conversational skills are important for a mayoral dwarf seeking reelection by making friends, dwarves with these two skills can reduce the likelihood of tantrums by being complained at or cried on (which creates a happy thought for the other dwarf). These skills are also all listed as relevant for the manager.

Unhappy civilians sometimes schedule their own meetings with the Leader in order to yell at him or her. The leader will use a social skill, either Consoler or Pacifier, to calm the unhappy dwarf. The results of this depend on the leader's skill level.

Manager skills[edit]

  • organizer
  • Pacifier
  • Consoler

Things to try[edit]

  • Weapon Research

http://www.bay12forums.com/smf/index.php?topic=53571.0

  • Fortifications

http://www.bay12forums.com/smf/index.php?topic=50177.0

  • Rivers

http://df.magmawiki.com/index.php/DF2010:River

  • Stockpile Management*

http://www.bay12forums.com/smf/index.php?topic=63249.msg1462378#msg1462378

  • Piston*

http://www.bay12forums.com/smf/index.php?topic=59894.135

  • Watchtower*

http://www.bay12forums.com/smf/index.php?topic=79133.msg2053674#msg2053674

Containers[edit]

http://df.magmawiki.com/index.php/DF2010:Container

  • forbid the contents of the barrel and then dump the barrel to seperate out the liquid.
  • Forbid the liquid inside the barrels and have the barrels taken off to the trade depot. The liquid will be dumped on the ground when the barrel is picked up
  • boil liquid inside barrel
  • freeze liquid inside barrel
  • to separate the liquid contents of a barrel from the barrel itself is by first freezing them solid. They turn into "globs" which can be handled by dwarves without the need of bucket or barrel.
  • The only way to effectively empty out a barrel (or bucket) is to forbid its contents and then order the container to be brought to the trade depot (assuming a caravan is present - if not, you'll have to wait until one arrives).
  • loo[k] at the barrel, press enter, press enter to view the contents, hit [d]ump. The contents of the barrel are now marked for dumping, and will be splattered over your designated garbage dump.

Worked for dumping sand out of bags, I assumed it would work similarly for dumping stuff out of barrels, sue me.

  • Dumping the contents while Forbidding the container(not necessary), works for non-liquids...
  • Effects of boiling/freezing diferent liquids:
    • Gnomeblight
    • Alcohol
    • Milk
    • Blood
    • Ichor
    • ???
  • on a cold map you can leave the barrel outside, and the contents will freeze. Then the Dwarves will dump the item inside if you order it. I found this out the hard way after embarking on a glacier with my food supplies consisting of 200 units of varied milk. Ordered them to dump everything underground so they would do it before freezing to death, and they dumped all the frozen milk in a nice big pile on the floor where it melted seconds later.

Once it is on the ground, and liquid, the Dwarves will only clean it up.

Gnomes & Gnomeblight[edit]

Gnomes would stay at your booze stockpile and drink one barrel after the other, until either the stockpile is empty, or they get successfully chased away/killed

  • Gnomeblight comes in barrels? What happens if you lock a gnome in a room with 2 barrels, one with booze and the other with gnomeblight? Will he drink the booze only, or will he go for the gnomeblight also? I should have tried this in my last fort but didn't think to.

Also, it would explain how it's a sort of pesticide. Maybe gnomes can't read or recognize symbols that declare what is in the barrel is poison instead of alcohol, and maybe gnomeblight smells like alcohol to them or something.

  • Trap gnomes in cages. Build the cages in an enclosed area with a door at the entrance. hook all of the cages to a lever. Store the gnomeblight barrels in the gnome room. Forbid the liquid inside the barrels and have the barrels taken off to the trade depot. The liquid will be dumped on the ground when the barrel is picked up. Lock the door before you let the gnomes out of their cages so they can't escape.
  • Damp Traps/weapons with gnoblight???

Build weapon traps. Hide weapon traps. Dump gnomeblight where the weapon traps are. Hope gnomes come.

  • freezed Gnomeblight works?

Fire[edit]

effects on things??

Pressure[edit]

The trick is to get extra flow by using a stack of pumps say, ten wide, with a single-tile-wide exit pipe. This will cause water to flow down said pipe at ten tiles per tick (so long as the pumps stay supplied, which is harder than it looks without simply using a cistern stack), giving a highly convincing simulation of "high-pressure" water flow.

This is still just using the teleportation model of water pressure, of course. I'm not sure whether fast water flow in this manner can crush people against walls, and would be interested to find out (particularly since the canonical hydrodynamics I remember indicates that teleporting water does not push creatures or items, only "flowing" (I.E. diffusing) water does).

Explosions[edit]

  • exploding booze barrel. The myth is that, when set on fire, booze barrels will explode in a big fireball. This is believed to be caused by the flammable booze contained within catching on fire and undergoing rapid combustion, which to the layman looks an aweful lot like a fireball or an explosion. Another explanation is that the apparent explosion is actually merely booze vapor, caused by the booze evaporating when subjected to the heat caused by the fire. In order to test this myth, we should set up a booze stockpile and set it on fire. After observing what happens in that case, we should mod the raws to set the boiling point of booze much higher and see if we can observe a difference. Another question is whether booze, once vaporized, can catch on fire. The best test I can think of for this would be to start a fire near to, but not touching a booze stockpile, with a barrier such as a channel in the middle, then change the raws so that the booze immediately evaporates. If the booze vapor really can catch fire, then it is likely that the fire will spread over to the other side once the booze cloud touches the fire. If the booze actually evaporates when the barrels are set on fire, and then the vapor ignites, we can still call it a fireball of sorts
  • might be triggered only by fire and not temperature. Magma isn't actually on fire, it just has a tendency to ignite items whose ignition point is lower than the temperature of magma (i.e. most of 'em). If the booze boils first, it might not ignite. Though alcohol gas would create a pretty hefty explosion once you did have a spark... Great, now I have the urge to research how combustion actually works in the real world, given that certain materials might be heated to a temperature they'd burn at without igniting to oxidize. --Alfador 13:33, 28 December 2007 (EST)

I think I know how to make a booze bomb. You need a single tile full of magma, on a remote hatch. Directly under that is a set of floor bars, over an empty pit. The barrels are set up on the tiles around the bars. When you open the hatch, the magma drops, making a one-shot lava waterfall. This creates magma mist, which is known to burn things. I haven't tried this yet. Can anyone verify?

Bridges[edit]

can building destroyers destroy bridges?[edit]

Bridge vs Building destroyer

I read that buildings cannot be destroyed from below. If this is still true, then a LOWERED bridge (or a locked hatch) is a destroyer immune barrier if you put it over a ramp entrance to your fort. Can anyone confirm? Also, it's still unclear to me from reading forums how building destroyers interact with raised bridges. From what I read they will path to it and get stuck, or (if the bridge was in the lowered position when the path was calculated (as in when you unlock the clowns)) then they will destroy the bridge. I've only started playing recently, and so I'm still working on testing this. Can anyone with a readily available fort test this? – unsigned comment by Lightswitch Also, can the bridge be destroyed by a building destroyer when raised? --Telarin I don't know, but if my current fort is any indication, building destroyers do not appear to destroy lowered drawbridges that block their path, such as one covering a set of ramps leading into one's fortress. I've got all 3 cavern levels sealed this way, and nothing has yet gotten inside, including several forgotten beasts. --Quietust 20:03, 26 August 2010 (UTC) this is because nothing creature, not even building destroyers, can destroy a building 1 z level above them

  • retractable bridge -> drop splatered liquid down???
  • raising bridge -> throw fluids/items up??

Pumps[edit]

sealing the out end of a pump with walls?? will liquid teleport up??

  • Magma Pump

http://www.bay12forums.com/smf/index.php?topic=72296.0

Aquifiers[edit]

http://www.bay12forums.com/smf/index.php?topic=79224.0