v50 Steam/Premium information for editors
  • v50 information can now be added to pages in the main namespace. v0.47 information can still be found in the DF2014 namespace. See here for more details on the new versioning policy.
  • Use this page to report any issues related to the migration.
This notice may be cached—the current version can be found here.

Editing User:Maunder

Jump to navigation Jump to search

Warning: You are not logged in.
Your IP address will be recorded in this page's edit history.


The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then save the changes below to finish undoing the edit.

Latest revision Your text
Line 1: Line 1:
 
This is my corner of magmawiki.
 
This is my corner of magmawiki.
  
As a fairly new player I'm going to list the questions I have a hard time finding the answers to.  Hopefully these will help improve the wiki, and when I include the answers, it should also help future new players such as me.
+
As a new player I'm going to list the questions I have a hard time finding the answers to.  Hopefully these will help improve the wiki, and when I include the answers, it should also help future new players such as me.
  
Before ever downloading DF, I read through [[http://www.bay12forums.com/smf/index.php?topic=31928.0|the amusing tutorial]] and watched the [[http://www.bay12forums.com/smf/index.php?topic=28477.0|LP videos by capnduck]], both of which were based on older version of the game.  I was persuaded by these sources to install v 0.31.12 of the game and began playing in the beginning of October, updating as then flurry of bug fixes came to 0.31.16.  All questions below, therefore, are relevant to my experience with DF2010.
+
I began playing v 0.31.12 and updated as then flurry of bug fixes came to 0.31.16.  All questions below are relevant to these (DF2010).
  
I also very quickly began using the [[Graphics_set_repository#Mike_Mayday.27s_combined_pack_.28DFG.29|mayday tileset with char patches]].  They do require a lot of screen real estate, but I find it easier to judge distances fairly because the tiles are square.
+
I've been playing for a couple weeks so I've already sorted many early issues out.  I'll just start with the things which are annoying me right now.
 
 
This page began after about two weeks of playing around, when I'd already sorted out many of the early issues, so it begins the things which annoyed or confused me at that time.  
 
  
 
== New Player Questions ==
 
== New Player Questions ==
Line 71: Line 69:
  
 
* path finding.  the weavers are nuts, trying to "collect webs".  they choose a web which might be fairly close geometrically, but is ''really'' far through the stairs, hallways and caves that they need to get there, meanwhile running past and sometimes getting caught in and stomping existing webs on the way there.  How do I keep the weavers near my entrance to the caves, where they can be safer (and take less time)?
 
* path finding.  the weavers are nuts, trying to "collect webs".  they choose a web which might be fairly close geometrically, but is ''really'' far through the stairs, hallways and caves that they need to get there, meanwhile running past and sometimes getting caught in and stomping existing webs on the way there.  How do I keep the weavers near my entrance to the caves, where they can be safer (and take less time)?
** do I need to avoid walking on my farms?  set traffic area to avoid it?
+
 
: A while back I redid the [[DF2010:Path]] to answer questions like these. Also check [[Traffic]]. Hopefully they can answer your questions; if not tell me. [[User:Calite|Calite]] 01:32, 10 November 2010 (UTC)
+
* do I need to avoid walking on my farms?  set traffic area to avoid it?
  
 
* how does one, or can one, clean up the mess of broken ammunition littering the map?  {{k|k}} doesn't even show an item there, so i can't declare it refuse and have it (eventually) [[Dwarven_atom_smasher|smashed by a drawbridge]].
 
* how does one, or can one, clean up the mess of broken ammunition littering the map?  {{k|k}} doesn't even show an item there, so i can't declare it refuse and have it (eventually) [[Dwarven_atom_smasher|smashed by a drawbridge]].
Line 78: Line 76:
 
* how does one butcher corpses of defeated enemies?  or slaughter tame livestock?  or auto-tan work?  this has been very frustrating, trying to supply the leather to a moody dwarf.  after designating a tame animal to be slaughtered, how does one control which butcher's shop will do the job?
 
* how does one butcher corpses of defeated enemies?  or slaughter tame livestock?  or auto-tan work?  this has been very frustrating, trying to supply the leather to a moody dwarf.  after designating a tame animal to be slaughtered, how does one control which butcher's shop will do the job?
 
** I figured out that corpses and/or body parts must be near a butcher's shop to auto trigger a butcher job.  just how near, i don't know.  similarly, the skin resulting from butchering must be near a tanner's shop to auto trigger the tan hide job.  again, i don't know the max distance.  creating a stockpile of "skins" is not helpful, because it can take quite a while for a skin to get stockpiled, and will be ignored by a tanner until then.  so.. ''always have a tanner's shop near a butcher's shop''?.  that helps, even if i don't have a clear understanding of how to control things.  I added a mention of maximum distance to [[Meat industry]], [[Tanner's Shop]] and [[Butcher's shop]].
 
** I figured out that corpses and/or body parts must be near a butcher's shop to auto trigger a butcher job.  just how near, i don't know.  similarly, the skin resulting from butchering must be near a tanner's shop to auto trigger the tan hide job.  again, i don't know the max distance.  creating a stockpile of "skins" is not helpful, because it can take quite a while for a skin to get stockpiled, and will be ignored by a tanner until then.  so.. ''always have a tanner's shop near a butcher's shop''?.  that helps, even if i don't have a clear understanding of how to control things.  I added a mention of maximum distance to [[Meat industry]], [[Tanner's Shop]] and [[Butcher's shop]].
** i read elsewhere that sentient animals can't be butchered.  how do you tell if an enemy is sentient?
 
  
 
* a drawbridge of just length 1 doesn't appear to work.  when i raise it, dwarves still exit freely?... not sure.
 
* a drawbridge of just length 1 doesn't appear to work.  when i raise it, dwarves still exit freely?... not sure.
 
* why should I accept the [[liaison]]'s offer to become a [[baron]]y?  is there an advantage that I am not seeing?  seems like my [[mayor]] is more useful than a baron...
 
  
 
* using magma.  what balance of various magma workshops/furnaces are needed?  which are needed near each other?  any pointers?
 
* using magma.  what balance of various magma workshops/furnaces are needed?  which are needed near each other?  any pointers?
Line 90: Line 85:
 
== Histories ==
 
== Histories ==
  
* [[User:Maunder/Cryptlustrous|Momuzsuvas (Cryptlustrous)]], established 1052(?)
+
* [[User:Maunder/Cryptlustrous|Momuzsuvas]] (Cryptlustrous), established 1052(?)
This is a nice map location, excepting the lack of iron, which could be bad.  I've got three extensive cave systems already, and I haven't ventured that deep.   
+
:This is a wonderful map location, excepting the lack of iron, which could be bad.  I've got two extensive cave systems already, and I haven't ventured that deep.   
 
** The first cave system begins 6 levels below the valley floor and continues down to level -9.  It contains vast quantities of water held on level -10.   
 
** The first cave system begins 6 levels below the valley floor and continues down to level -9.  It contains vast quantities of water held on level -10.   
 
** The next cave system begins already at level -12 and continues down to level -16.  It contains an opening to a magma pipe, with the pool of magma reaching level -16 (the magma surface is higher than the lower parts of the cave!).  I've checked somewhat and haven't found any connection between these cave systems -- there appears to be a single solid layer between them.   
 
** The next cave system begins already at level -12 and continues down to level -16.  It contains an opening to a magma pipe, with the pool of magma reaching level -16 (the magma surface is higher than the lower parts of the cave!).  I've checked somewhat and haven't found any connection between these cave systems -- there appears to be a single solid layer between them.   
 
** The third cave system begins at -24, and continues down to -28, although the bottom layer just contains a pool of water.  The pool of water, interestingly is directly next to the magma pipe.
 
** The third cave system begins at -24, and continues down to -28, although the bottom layer just contains a pool of water.  The pool of water, interestingly is directly next to the magma pipe.
** The magma pipe continues down and opens to a big magma sea around 33 levels below the valley floor.  The magma sea goes down to at least level -37, where it is quite vast.  It may be deeper but I haven't confirmed it yet. (hot stone at level -39, though)
+
** The magma pipe continues down and opens to a big magma sea around 33 levels below the valley floor.  The magma sea goes down to at least level -37, where it is quite vast.  It may be deeper but I haven't confirmed it yet.
  
* [[User:Maunder/Coldclefts|Nekikgast (Coldclefts)]], established 551
 
This is a smaller site in a cold location with very steep cliffs and a river source.  From the top of the highest land down to the river shore is fully 32 z-levels!  There are a few small flat areas suitable for outdoor farming.  There is lots of sedimentary rock.  The only civilization that shows is dwarves, although I know in the world generation there are lots of elves and humans on this continent.  (I'm disappointed at the prospect of less trade.)
 
  
* [[User:Maunder/Letterscribed|Lolortathur (Letterscribed)]], established 251
+
*
Another small site in a cold location, very steep cliffs, and a river.  The surface water remains frozen all year, as does most of the river.  Aquifers are plentiful, however.
 

Please note that all contributions to Dwarf Fortress Wiki are considered to be released under the GFDL & MIT (see Dwarf Fortress Wiki:Copyrights for details). If you do not want your writing to be edited mercilessly and redistributed at will, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource. Do not submit copyrighted work without permission!

To protect the wiki against automated edit spam, we kindly ask you to solve the following CAPTCHA:

Cancel Editing help (opens in new window)