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Editing User:Teres Draconis
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− | Teres Draconis has been | + | Teres Draconis has been very happy lately. She talked with a lover lately. She ate a fantastic meal lately. She admired a truly delightful game lately. She has been comforted by a wonderful creature in a cage recently. She has been sick recently. She was comforted by a pet recently. She has been satisfied at work recently. |
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− | == | + | == Why did nobody tell me... == |
− | + | I can't have been the first to come up with this. It's not possible. And I'm ashamed, literally ashamed, that it took me this long to figure this out. (edited because the new version has a better plan) | |
− | + | From the embark menu | |
− | + | Take one of each kind of milk. They're 1 point each and a free barrel. | |
+ | Take one of each kind of drink. Again with the free barrels. | ||
+ | I take one of each seed... I don't usually plant until the 2nd spring anyways, so free bags. Whee. | ||
+ | 11 plump helmets... plenty to provide food and drink for your dwarves for a year. | ||
− | + | Take whatever else it was you were going to take anyways. | |
+ | Embark. | ||
− | + | Build a farmer's workshop relatively soonish. Make cheese from the milks. | |
+ | Build a still soonish after that. Brew the helmets into wine in the empty barrels that once had milk in them. | ||
+ | Build a kitchen sometime after that. Declair booze offlimits for cooking, and plump helmet spawn acceptable for cooking. | ||
+ | Cook your plump helmet spawn and cheeses into food. | ||
− | + | I tend to hold off on either cooking or planting my other seeds until after the first traders come. If I'm in an area with a lot of outdoor plants, I probably already have a ton of booze by then. If I'm in an area with practically no outdoor plants, and the traders don't bring booze when they come, I may go ahead and plant those seeds for additional booze sources. | |
− | + | I also tend to have quite a bit of other food type substances by then, but perhaps I'm playing in the easy areas? I seem to recall my first few fortresses either lacking enough food/drink in the first few years, or lacking other important resources. (wood in the desert, stone above an aquifer, etc...) | |
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− | + | On a related note, the new version seems to have an odd occurance... | |
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− | + | When cooking, if all ingrediants are liquids (booze or milk, for instance), the final product will be a liquid. Kind of makes sense, if you think about it, but for some reason it doesn't make it back into a barrel. | |
− | + | I have, on several occasions, ended up with stacks of milk or booze cluttering up the kitchen. Very frustrating, and why I no longer cook with booze. -02:23, 2 May 2010 (UTC) | |
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− | + | == What DF stuff I've done lately == | |
− | + | === in game === | |
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− | + | Testing the above repeatedly to confirm my numbers. Bashing my head against the wall for not seeing it sooner. | |
− | + | I've also, still, been working on my "crash landed on an alien planet" mod... made much easier by the fact that I don't have to name everything yet. I'll be naming plants, animals, etc, after the first dwarf to preference them, yet still have some kind of descriptor. =) Udilberries and Endok trees (which are prefered for their calming scent, even though they're only found in evil savage places. =D ). | |
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− | I | + | I did leave in some of the "earth born" plants and creatures, since my pretend history is that it was a colony ship that crashed. Perhaps a small fleet of them, which would explain why there are different civs around? Mostly just the domestic creatures, and a few (5) of the farmable plants (only 2 of which are subteranian). |
− | + | <s>Wish there were a way to mod the vermin so that they were toxic to eat, since I've cured that problem in the other creatures by making most of them have no meat or fat. =/ Maybe the smaller things only have trace elements of the heavy metals and other toxic substances found on this planet? *considers* Perhaps if I made most of them venomous it could cover it... I could just pretend like the flesh has less toxin because the venom has more. *sighs* Imperfect, but, hey... | |
+ | </s> | ||
− | + | There is, in the new version! I haven't thoroughly tested it all yet, but it appears that I can make different kinds of flesh and give them different properties! Will mean a lot more work in some ways (modding the animals themselves), and a lot less in others(no more modding the smelter to accept animal products)! | |
− | + | Also, much rejoicing for the custom buildings and the reactions_other! | |
− | + | I still wish I could "polute" the water sources. Sometimes you get a salt water aquifer. Wish you could have salt water rivers and ponds and such, too... or other polutants. Or specify that certain buildings need to be built near water the way that a magma smelter can only be build over magma... And then specify that they polute the water source when used. | |
+ | Hmmm... maybe make a new substance called "poluted water" and have it be a by-product? I've got slag already, don't see why poluted water should be any harder, though it might not flow properly. And how do you give something a negative sale value? "I'll pay you to take this stuff away." Just some things I'm thinking about.... - 02:23, 2 May 2010 (UTC) | ||
− | + | Part of my "world" is that the native plants and animals are far easier to process for metals than the ores are... in fact, I'm thinking of limiting the ores quite heavily. Maybe make them /all/ deep? '''[[Fun]]'''. - [[User:Teres Draconis|jaz]] [[Special:Contributions/76.102.155.186|76.102.155.186]] 22:45, 16 April 2010 (UTC) | |
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=== Wiki === | === Wiki === | ||
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Uhm... nothing. Can't remember (and can't be bothered looking up) my log-in info, so I'm cheating the sigs. - [[User:Teres Draconis|jaz]] 00:28, 23 March 2010 (UTC) | Uhm... nothing. Can't remember (and can't be bothered looking up) my log-in info, so I'm cheating the sigs. - [[User:Teres Draconis|jaz]] 00:28, 23 March 2010 (UTC) | ||
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== Ever feel like a little fish in a really big pond? == | == Ever feel like a little fish in a really big pond? == |