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Difference between revisions of "User:Maunder"

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This is my corner of magmawiki.
 
This is my corner of magmawiki.
  
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.
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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.
  
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).
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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'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.
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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.
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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 ==
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The wiki needs a general guide to using [[magma]], or laying out magma workshops.
 
The wiki needs a general guide to using [[magma]], or laying out magma workshops.
 
* A big question I had was how to make the final connection to allow magma to flow.  I went with my original plan to channel from above, at the shore of a magma reservoir, to open the edge and let it flow down the long "hallway" I'd made.  Wiki explains that channeling now creates a ramp (it didn't used to), and the only ways to remove the ramp both involve getting down into that channel afterwards.  Obviously I don't want to do that since the magma is going to be there.  Will the ramp interfere with the flow?   
 
* A big question I had was how to make the final connection to allow magma to flow.  I went with my original plan to channel from above, at the shore of a magma reservoir, to open the edge and let it flow down the long "hallway" I'd made.  Wiki explains that channeling now creates a ramp (it didn't used to), and the only ways to remove the ramp both involve getting down into that channel afterwards.  Obviously I don't want to do that since the magma is going to be there.  Will the ramp interfere with the flow?   
** No.  I left the ramp, the magma flowed just fine.  I then covered the open channel (including its ramp) with a constructed floor.  I have just succeeded in erecting my first.   
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** No.  I left the ramp, the magma flowed just fine.  I then covered the open channel (including its ramp) with a constructed floor.  I have just succeeded in erecting my first.  I have don't know the safest way to penetrate a lava tube or lake from the side, with no floor access from just above the liquid surface...
 
* Another question was the positioning of the forges and workshops.  Only the [[Magma Forge]] page indicates that one should locate the forge with "one of the impassable squares" over the hole to the magma below, but nowhere did I find specific instruction about which squares they are.  The "picture"s on the right side of these buildings were helpful, but without a key, I was just guessing.
 
* Another question was the positioning of the forges and workshops.  Only the [[Magma Forge]] page indicates that one should locate the forge with "one of the impassable squares" over the hole to the magma below, but nowhere did I find specific instruction about which squares they are.  The "picture"s on the right side of these buildings were helpful, but without a key, I was just guessing.
 
** The "impassable" squares of a magma forge are the "east" and "west" sides.  Because the [[Magma Smelter]]'s has the hole on the "north" side, that means the two kinds buildings can't be aligned along a magma channel -- one set of buildings are necessarily offset from the others.
 
** The "impassable" squares of a magma forge are the "east" and "west" sides.  Because the [[Magma Smelter]]'s has the hole on the "north" side, that means the two kinds buildings can't be aligned along a magma channel -- one set of buildings are necessarily offset from the others.
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* how do I get animals trained?  many many times I have added the job "[[Kennel#Train_a_War_Dog|Train a War Dog]]" only to be told "none is available".  But my fortress has half a dozen adult dogs!  What am I doing wrong?
 
* how do I get animals trained?  many many times I have added the job "[[Kennel#Train_a_War_Dog|Train a War Dog]]" only to be told "none is available".  But my fortress has half a dozen adult dogs!  What am I doing wrong?
** ''Pets cannot be trained!'' That explains part of my training problem. I'm not sure if that's sensible, but now that I have the idea, I know to train dogs the instant they mature to adults! -- Maunder 17:07, 12 October 2010 (UTC)
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** '''Pets cannot be trained!''' That explains part of my training problem. I'm not sure if that's sensible, but now that I have the idea, I know to train dogs the instant they mature to adults! -- Maunder 17:07, 12 October 2010 (UTC)
  
 
* immigrant dwarves with skills in foreign ranged weapons (Bows and Blowguns) will ''never'' acquire ammunition.  Dwarves can't make arrows/blowdarts, nor can they get it by trading.  (Possibly can be acquired by defeating enemies using them?)  Similar situation if a strange mood dwarf makes one of these things.  This should be considered a bug.  Don't bother equipping dwarves with these "preferred" weapons.
 
* immigrant dwarves with skills in foreign ranged weapons (Bows and Blowguns) will ''never'' acquire ammunition.  Dwarves can't make arrows/blowdarts, nor can they get it by trading.  (Possibly can be acquired by defeating enemies using them?)  Similar situation if a strange mood dwarf makes one of these things.  This should be considered a bug.  Don't bother equipping dwarves with these "preferred" weapons.
  
=== Open Questions and Problems ===
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* gem cutting.  when adding a task, the list shows which types of gems you have still uncut.  but there's no way to know how many of each type.  if you queue up 5 times "Cut Wood Opal", but you only have 2 uncut wood opals, you get job cancellations.  to avoid having jobs cancelled, just queue one cut task of each available type.  But then you have to do this repeatedly to get all your gems cut.  If you have two uncut wood opals, why not have the task entry grey out the cut task if you've already got two queued? 
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** The "solution" is to just use repeat on all tasks.  The cancellation notice will occur when there aren't any more of that type of gem.  what I don't know is whether that "breaks" the work chain (does the dwarf walk away and consider a different task when his current task ends?)
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* gem encrusting.  I queue up a bunch of "encrust finished goods", then I end up with items that have many many gems on them, and most items with nothing.  is there any way to encourage the dwarf to spread the gems across a larger number items?  I now queue up just four encrusts at a time, but then the shop ends up being idle a lot.
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**  The best solution, explained by Another: ''objects can have only 1 decoration of each material (artifacts can have multiple but of different types - e.g. spikes+bands+image). Queuing 100 encrusting with the same gem results in 100 different items being decorated (green glass is the main candidate). Queuing 100 encrusting with 100 different gems will most likely result in 1 item decorated 100 times. Same goes for studding with metals and sewing leather images.''
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* How can I release a (tame) creature from a [[cage]]?  I've followed wiki instructions but have not yet managed it.  First: you can't use {{k|q}} to operate a cage that is in a stockpile, because {{k|q}} controls the stockpile options instead.  Second: I "built" the cage in question on an open floor, selected the specific cage with the animal in it.  Then {{k|q}} on that cage lists assigned animals -- but the menu doesn't seem to function the way others do, and "deselecting" the given dog as per the wiki [[Cage#Creature_containment|instructions]] doesn't seem to let him out.
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: It's also confusing and disconcerting that after toggling the "assignment" of an animal, your only option to leave the dialog is then "Escape - Cancel". 
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** Apparently deselecting the given animal from the cage will let him out eventually, when a dwarf comes by to do it.  I haven't witnessed it yet.  I'm still working out the details on how to slaughter a caged animal or prisoner.
  
* How can I release a (tame) creature from a [[cage]]i've followed wiki instructions but have not yet managed itfirst: you can't use 'q' to operate a cage that is in a stockpile, because 'q' controls the stockpile options insteadsecond: i "built" the cage in question on an open floor, selected the specific cage with the animal in itthen 'q' on that cage lists assigned animals -- but the menu doesn't seem to function the way others do, and "deselecting" the given dog as per the wiki [[Cage#Creature_containment|instructions]] doesn't seem to let him out.
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* Why can I not construct upward stairs on a constructed floor?  How does one build a tower, if this is not possibleI also could not construct a ramp, or even a wall!
: It's also confusing and disconcerting that after toggling the "assignment" of an animal, your only option to leave the dialog is then "Escape - Cancel".
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** constructed stairs must be built over an empty space -- leave a hole in the floor you're building where you plan to put stairs.  It makes sense for up/down stairsDoesn't make sense to me for building up stairs, or walls, but that's how it worksIf you already built the floor, you can deconstruct it again with {{k|d}}-{{k|n}} and then construct the stair/wall whateverthis info should be added to the wiki somewhere.
  
 
* retrieving shot bolts or enemy items.  Either my hunter or military units fired bolts at something.  Several are scattered around.  How do I encourage them to retrieve them for reuse?   
 
* retrieving shot bolts or enemy items.  Either my hunter or military units fired bolts at something.  Several are scattered around.  How do I encourage them to retrieve them for reuse?   
 
:On a related note, one squad managed to kill a Goblin Thief earlier, and, following orders, brought the mutilated corpse back to the refuse pile.  But they left his goods, including a silver dagger.  I didn't even realize it until I got a message about a raccoon stealing a silk shirt.  How can I set orders to pick up these items as well?   
 
:On a related note, one squad managed to kill a Goblin Thief earlier, and, following orders, brought the mutilated corpse back to the refuse pile.  But they left his goods, including a silver dagger.  I didn't even realize it until I got a message about a raccoon stealing a silk shirt.  How can I set orders to pick up these items as well?   
::I suspect that those items are marked as "Forbidden" - [K] over them and check. This prevents your workers from running out of your base in the middle of an attack and trying to collect all the junk on the ground. [[Special:Contributions/76.20.35.236|76.20.35.236]] 15:32, 26 October 2010 (UTC)
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::I suspect that those items are marked as "Forbidden" - {{k|k}} over them and check. This prevents your workers from running out of your base in the middle of an attack and trying to collect all the junk on the ground. [[Special:Contributions/76.20.35.236|76.20.35.236]] 15:32, 26 October 2010 (UTC)
:And the next one is related here...
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** Thank you, yes, the items were default marked forbidden, the option to change this is in {{k|o}}-{{k|F}}-{{k|t}} set orders menu.  However, changing the orders only affects newly dropped items, not those already forbidden on the map.  There is also an option to retrieve "used ammunition" {{k|o}}-{{k|F}}-{{k|p}}, although I've been [[User:Maunder/DeMatts_edits|advised]] by [[User:DeMatt|DeMatt]] not to do this because items aren't stacked into inventory slots again, but remain as a "bundle of 1".  He says "Military dwarfs and hunters carry only one stack (or maybe two?)", but I haven't confirmed this myself.
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=== Open Questions and Problems ===
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* do some embark areas have absolutely no sedimentary layers?  that would be disappointing... are sedimentary layers always nearer the surface?
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** An answer, more or less, at [[Embark#Layers]] : ''Igneous layers will never be found in the same biome as sedimentary layers, but it is possible to have both in the same map by embarking over two or more different biomes.''  How do I know what biomes my selected location actually has?  Any way to get a "world map" view of my area once I've started?
  
 
* How can I collect and use the bodies of vermin and other defeated creatures?  I've tried "Butcher a dead animal" and other tasks many times, only to be told "none available".  What am I doing wrong?  Yes, I have refuse stockpiles so the bodies are brought nearer the butcher shop.  Not all are the "vermin" category, I think.   
 
* How can I collect and use the bodies of vermin and other defeated creatures?  I've tried "Butcher a dead animal" and other tasks many times, only to be told "none available".  What am I doing wrong?  Yes, I have refuse stockpiles so the bodies are brought nearer the butcher shop.  Not all are the "vermin" category, I think.   
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** Are the bodies outside? Do you have 'dwarves collect refuse from outside' turned on? You can create garbage dump activity zone near your butcher, and set the corpses for dumping, I think this works better than relying on storage piles. Be sure to reclaim the corpse after dumping, though.[[User:GhostDwemer|GhostDwemer]] 15:43, 1 November 2010 (UTC)
 
* I have multiple traps with caught live vermin, like two-legged lizards, and a (tame) cockroach.  What do I do with them?  Can't I make food or leather out of the lizard?
 
* I have multiple traps with caught live vermin, like two-legged lizards, and a (tame) cockroach.  What do I do with them?  Can't I make food or leather out of the lizard?
 
** Part of this is my confusion about what is "animal" and what is "vermin".  There's no real cue to let you know what you're dealing with.  In my mind, now, is the idea: "vermin" == useless.  "animal" == butcherable, in theory.  But when I saw barrels of butterfly ichor and the like available from the trade caravan, it made me think I can do something with those "vermin"...
 
** Part of this is my confusion about what is "animal" and what is "vermin".  There's no real cue to let you know what you're dealing with.  In my mind, now, is the idea: "vermin" == useless.  "animal" == butcherable, in theory.  But when I saw barrels of butterfly ichor and the like available from the trade caravan, it made me think I can do something with those "vermin"...
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* In a similar vein, I have not had much luck with Trapping, Fishing, and Hunting.  I can't seem to get these working successfully.  The wiki needs guide to making these industries successful -- the tools, skills, workshops necessary, layout of piles and workshops, zone placement, etc.
 
* In a similar vein, I have not had much luck with Trapping, Fishing, and Hunting.  I can't seem to get these working successfully.  The wiki needs guide to making these industries successful -- the tools, skills, workshops necessary, layout of piles and workshops, zone placement, etc.
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** i've had some luck with hunting.  as I was told -- one simply creates enough equipment, then a dwarf with "Ambush" skill will pick up equipment and sometimes go hunt game.  however, i've had hunters complain about not having any ammunition even though i'd assigned it under 'mf', some were marked in that menu as being equipped, and there were 250 bolts available besides.
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: still learning the details.
  
 
* how can I get the military units to wear the best armor?  the military equipping menus are really opaque.  i understand the idea of creating uniforms and assigning them, but really, early on, i don't have that kind of supply.  i just want one of the best fighters to have the few steel items that i got from trading.  I can't create and assign a "steel" uniform, because I don't have all those items.  in a related problem, meanwhile, a "recruit" has grabbed a hammer, and the somewhat skilled hammerdwarf has none.  The best pick is in the hands of a Novice miner.  The battle axes were grabbed by military guys, and I need them available to the woodcutters.  Argh!  Getting a dwarf to drop an item and reassigning is such a mess!  I'm not even sure how I managed it once, but it took over half a year of game time.
 
* how can I get the military units to wear the best armor?  the military equipping menus are really opaque.  i understand the idea of creating uniforms and assigning them, but really, early on, i don't have that kind of supply.  i just want one of the best fighters to have the few steel items that i got from trading.  I can't create and assign a "steel" uniform, because I don't have all those items.  in a related problem, meanwhile, a "recruit" has grabbed a hammer, and the somewhat skilled hammerdwarf has none.  The best pick is in the hands of a Novice miner.  The battle axes were grabbed by military guys, and I need them available to the woodcutters.  Argh!  Getting a dwarf to drop an item and reassigning is such a mess!  I'm not even sure how I managed it once, but it took over half a year of game time.
** Part of the problem with the military equipment dialogue is similar to that with assigning squads.  In the right column is a list of all items of a given category (or when assigning squads, dwarves), ''including those you've already assigned to another'' (or ''including dwarves already assigned to another squad'').  It's good that you can see all items, so you can take an item from someone who shouldn't have it and give it to someone better suited.  But you have no indication that item is already in use by another dwarf.  This results in confusion as you assign that nice bear leather armor to dwarf 2, only to realize later that dwarf 1 no longer has any armor.  This dialog needs some indicator telling you it's already assigned to someone (or perhaps just in use by someone, although that's less useful, it would be easier to implement).  Maybe a letter "A" means item has been assigned to another dwarf, or else another dwarf has "become attached" to the item, otherwise a letter "U" means being used by someone but wasn't necessarily assigned to them.
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** Part of the problem with the military equipment dialogue is similar to that with assigning squads.  In the right column is a list of all items of a given category , ''including those you've already assigned to another'' .  It's good that you can see all items, so you can take an item from someone who shouldn't have it and give it to someone better suited.  But you have no indication that item is already in use by another dwarf.  This results in confusion as you assign that nice bear leather armor to dwarf 2, only to realize later that dwarf 1 no longer has any armor.  This dialog needs some indicator telling you it's already assigned to someone (or perhaps just in use by someone, although that's less useful, it would be easier to implement).  Maybe a letter "A" means item has been assigned to another dwarf, or else another dwarf has "become attached" to the item, otherwise a letter "U" means being used by someone but wasn't necessarily assigned to them.
:: Any way to do something similar with non-military dwarves... ?
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** I had a similar problem with assigning dwarves to squads, initially, because the list on the right shows all dwarves, ''including dwarves already assigned to another squad''.  but I see now there is an indication in the upper right corner if the currently selected dwarf belongs to another squad.
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** Now I have a larger selection of armor, but I'm just as bewildered about equipping them.  If I assign a breastplate to a guy who's currently got a "leather armor", can he wear both?  They both appear "equipped" in the list, so I'm guessing they're assigned to him and no other dwarf can wear them.  Or did I just give him ownership, so he has two pieces that he can't wear simultaneously?
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** Can I create a uniform which allows me to use the best available armor, varied though it might be, but still allows others to wear lower quality stuff when there's no more iron/steel/bronze available?
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:: Any way to do something similar with non-military dwarves... ? I'd like everyone to wear leather if possible...
  
 
* 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)?
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** do I need to avoid walking on my farms?  set traffic area to avoid it?
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: 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)
  
* gem cutting.  when adding a task, the list shows which types of gems you have still uncut.  but there's no way to know how many of each type.  if you queue up 5 times "Cut Wood Opal", but you only have 2 uncut wood opals, you get job cancellations.  to avoid having jobs cancelled, just queue one cut task of each available type.  But then you have to do this repeatedly to get all your gems cut.  If you have two uncut wood opals, why not have the task entry grey out the cut task if you've already got two queuedI should just try using repeat on all tasks...
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* 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]].
  
* gem encrusting.  i queue up a bunch of "encrust finished goods", then I end up with items that have many many gems on them, and most items with nothingis there any way to encourage the dwarf to spread the gems across a larger number items?  I now queue up just four encrusts at a time, but then the shop ends up being idle a lot:(
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* 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 dwarfafter designating a tame animal to be slaughtered, how does one control which butcher's shop will do the job?
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** 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 thenso.. ''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]].
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** i read elsewhere that sentient animals can't be butcheredhow do you tell if an enemy is sentient?
  
* using magmawhat balance of various magma workshops/furnaces are needed?  which are needed near each other?  any pointers?
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* a drawbridge of just length 1 doesn't appear to workwhen i raise it, dwarves still exit freely?... not sure.
  
* Why can I not construct upward stairs on a constructed floorHow does one build a tower, if this is not possibleI also could not construct a ramp, or even a wall!
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* why should I accept the [[liaison]]'s offer to become a [[baron]]y?  is there an advantage that I am not seeingseems like my [[mayor]] is more useful than a baron...
  
* do some embark areas have absolutely no sedimentary layers? that would be disappointing... are sedimentary layers always nearer the surface?
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* using magma. what balance of various magma workshops/furnaces are neededwhich are needed near each otherany pointers?
 
 
* why do some immigrant dwarves have blowgun and bow skillsI can't make either, and if I trade for them or capture them from enemies, I can't make the ammunition for them.  Argh!
 
 
 
* do I need to avoid walking on my farmsset traffic area to avoid it?
 
  
 
=== Unexplained ===
 
=== Unexplained ===
  
== History of Momuzsuvas (Cryptlustrous) ==
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== Histories ==
 
 
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 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.  I've checked somewhat and haven't found any connection between these cave systems -- there appears to be a single solid layer between them. 
 
I've still not found a single sedimentary layer, so no iron ore yet available.  (I need more anvils!)
 
 
 
Without any screw pumps and no "piston" magic, I've got magma industry only 15 levels below the valley floor!
 
 
 
I have just completed two years of game time.  We had a large immigrant wave after one year, none at other times.  One dwarf starved himself after not being able to make an artifact.
 
 
 
We traded with Elves once, Humans once, and Dwarves twice.  Didn't get much from the first dwarf caravan, just food, but in each of the others, we had large collections of gem-encrusted stone crafts, so we bought lots of stuff.  Two squads of four dwarves each have been training six months out of the year.  We haven't had much trouble with outsiders yet, just nuisance wild animals, including birds stealing crops from our farm.
 
  
In part of the first cave system, on level -9, there is a village of eight "reptile men"Out of concern for my wandering legendary weaver gathering webs, I built a few strategic wall segments to keep them and us safely separated (19 tiles all told), until my military is better trained and equippedThey don't seem to move around much, but there's plenty of resources on our side of the walls still.
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* [[User:Maunder/Cryptlustrous|Momuzsuvas (Cryptlustrous)]], established 1052(?)
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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. 
 +
** 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
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** 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.
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** The magma pipe continues down and opens to a big magma sea around 33 levels below the valley floorThe 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)
  
During the second winter, final construction in preparation for magma industry was completed down on level -15.  The first magma smelter began smelting silver and my Weaponsmith finally got excused from farming duty for the first tasks in the magma forge just as spring rolled aroundHe started making silver spears (the dwarven civilization told us they'll pay 207% for spears next year)
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* [[User:Maunder/Coldclefts|Nekikgast (Coldclefts)]], established 551
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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.)
  
:10 Slate 1054
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* [[User:Maunder/Letterscribed|Lolortathur (Letterscribed)]], established 251
Forgotten Beast, Umil Al Ronik has come!  A gigantic hawk with external ribs and a short trunk.  Beware its poisonous sting!  He appeared on level -15, in my second cave system.  Fortunately, I'd been careful about "puncturing" the safety of my fortress into each cave system.  There were three access points to this cave, but I found a spot to build a single segment of wall that would close them all off from my fortress.  I suspended all other queued construction jobs, and one of my masons went down there promptly and built it.  Safe!  The beast roams the cave system undisturbed, along with a wandering crocodile at the moment.
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Another small site in a cold location, very steep cliffs, and a riverThe surface water remains frozen all year, as does most of the riverAquifers are plentiful, however.
:16 Slate 1054
 
21 migrants arrived, bringing a good Animal Trainer, Animal Caretaker, Gem Setter, all-round Fisherdwarf (who's also a good Liar -- I suspect we'll have trouble with that one), Butcher, Soaper, two Mechanics, and a Metalcrafter, Armorsmith, and Weaponsmith.  Now we have two High Master Weaponsmiths, but no Blacksmith!  I had two spare bedrooms already made, now digging out another bedroom complex.
 
:18 felsite 1054
 
Elven caravan arrives.  they don't seem to want anything in particular, but are willing to pay double for a few richly decorated silk clothing pieces.
 
:21 felsite
 
A goblin raid appearsFortunately I was just able to finish a drawbridge on the main entrance.  A hastily built 1-block wall closes off the western exit.  Where do the goblins go when there is no entrance to the fortress?  They mill about the main entrance, where I have a bank of traps.  I wait patiently, building more defenses behind the safety of our gate.  One by one, the goblins get caught in my cage trapsFinally, only one remains free, I muster my active squads to the entrance area and lower the bridge. It takes a minute before he notices the bridge is open, then moves ahead.  I see one bolt fly from the squad, and then the goblin trips another cage trap.  We've got them all in cages!
 

Latest revision as of 09:56, 23 July 2011

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.

Before ever downloading DF, I read through [amusing tutorial] and watched the [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 also very quickly began using the 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.

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[edit]

Resolved Questions and Problems[edit]

The wiki needs a general guide to using magma, or laying out magma workshops.

  • A big question I had was how to make the final connection to allow magma to flow. I went with my original plan to channel from above, at the shore of a magma reservoir, to open the edge and let it flow down the long "hallway" I'd made. Wiki explains that channeling now creates a ramp (it didn't used to), and the only ways to remove the ramp both involve getting down into that channel afterwards. Obviously I don't want to do that since the magma is going to be there. Will the ramp interfere with the flow?
    • No. I left the ramp, the magma flowed just fine. I then covered the open channel (including its ramp) with a constructed floor. I have just succeeded in erecting my first. I have don't know the safest way to penetrate a lava tube or lake from the side, with no floor access from just above the liquid surface...
  • Another question was the positioning of the forges and workshops. Only the Magma Forge page indicates that one should locate the forge with "one of the impassable squares" over the hole to the magma below, but nowhere did I find specific instruction about which squares they are. The "picture"s on the right side of these buildings were helpful, but without a key, I was just guessing.
    • The "impassable" squares of a magma forge are the "east" and "west" sides. Because the Magma Smelter's has the hole on the "north" side, that means the two kinds buildings can't be aligned along a magma channel -- one set of buildings are necessarily offset from the others.
  • mason positioning. it's happened many times that my masons have constructed the last bit of wall trapping themselves within. What is wrong with these guys? even dividing up the job into smaller pieces in various orders I can't seem to avoid this. Multiple times I've had them immediately deconstruct that last bit they just built in order to get out, then wait for them to decide to leave, then re-assign the same construction.
  • A mason builds a segment of wall in the caves, then just stood there for a long time. He was listed as having No Job. The path he used on the way in was now blocked, but it seemed to me there were other ways around. Other segments of wall were queued nearby, but as yet unbuilt. He's in the lower right corner, while the entrance back to the fortress is in the upper left:
    Maunder-lost-mason-a.png
    .
  • how do I get animals trained? many many times I have added the job "Train a War Dog" only to be told "none is available". But my fortress has half a dozen adult dogs! What am I doing wrong?
    • Pets cannot be trained! That explains part of my training problem. I'm not sure if that's sensible, but now that I have the idea, I know to train dogs the instant they mature to adults! -- Maunder 17:07, 12 October 2010 (UTC)
  • immigrant dwarves with skills in foreign ranged weapons (Bows and Blowguns) will never acquire ammunition. Dwarves can't make arrows/blowdarts, nor can they get it by trading. (Possibly can be acquired by defeating enemies using them?) Similar situation if a strange mood dwarf makes one of these things. This should be considered a bug. Don't bother equipping dwarves with these "preferred" weapons.
  • gem cutting. when adding a task, the list shows which types of gems you have still uncut. but there's no way to know how many of each type. if you queue up 5 times "Cut Wood Opal", but you only have 2 uncut wood opals, you get job cancellations. to avoid having jobs cancelled, just queue one cut task of each available type. But then you have to do this repeatedly to get all your gems cut. If you have two uncut wood opals, why not have the task entry grey out the cut task if you've already got two queued?
    • The "solution" is to just use repeat on all tasks. The cancellation notice will occur when there aren't any more of that type of gem. what I don't know is whether that "breaks" the work chain (does the dwarf walk away and consider a different task when his current task ends?)
  • gem encrusting. I queue up a bunch of "encrust finished goods", then I end up with items that have many many gems on them, and most items with nothing. is there any way to encourage the dwarf to spread the gems across a larger number items? I now queue up just four encrusts at a time, but then the shop ends up being idle a lot.
    • The best solution, explained by Another: objects can have only 1 decoration of each material (artifacts can have multiple but of different types - e.g. spikes+bands+image). Queuing 100 encrusting with the same gem results in 100 different items being decorated (green glass is the main candidate). Queuing 100 encrusting with 100 different gems will most likely result in 1 item decorated 100 times. Same goes for studding with metals and sewing leather images.
  • How can I release a (tame) creature from a cage? I've followed wiki instructions but have not yet managed it. First: you can't use q to operate a cage that is in a stockpile, because q controls the stockpile options instead. Second: I "built" the cage in question on an open floor, selected the specific cage with the animal in it. Then q on that cage lists assigned animals -- but the menu doesn't seem to function the way others do, and "deselecting" the given dog as per the wiki instructions doesn't seem to let him out.
It's also confusing and disconcerting that after toggling the "assignment" of an animal, your only option to leave the dialog is then "Escape - Cancel".
    • Apparently deselecting the given animal from the cage will let him out eventually, when a dwarf comes by to do it. I haven't witnessed it yet. I'm still working out the details on how to slaughter a caged animal or prisoner.
  • Why can I not construct upward stairs on a constructed floor? How does one build a tower, if this is not possible? I also could not construct a ramp, or even a wall!
    • constructed stairs must be built over an empty space -- leave a hole in the floor you're building where you plan to put stairs. It makes sense for up/down stairs. Doesn't make sense to me for building up stairs, or walls, but that's how it works. If you already built the floor, you can deconstruct it again with d-n and then construct the stair/wall whatever. this info should be added to the wiki somewhere.
  • retrieving shot bolts or enemy items. Either my hunter or military units fired bolts at something. Several are scattered around. How do I encourage them to retrieve them for reuse?
On a related note, one squad managed to kill a Goblin Thief earlier, and, following orders, brought the mutilated corpse back to the refuse pile. But they left his goods, including a silver dagger. I didn't even realize it until I got a message about a raccoon stealing a silk shirt. How can I set orders to pick up these items as well?
I suspect that those items are marked as "Forbidden" - k over them and check. This prevents your workers from running out of your base in the middle of an attack and trying to collect all the junk on the ground. 76.20.35.236 15:32, 26 October 2010 (UTC)
    • Thank you, yes, the items were default marked forbidden, the option to change this is in o-F-t set orders menu. However, changing the orders only affects newly dropped items, not those already forbidden on the map. There is also an option to retrieve "used ammunition" o-F-p, although I've been advised by DeMatt not to do this because items aren't stacked into inventory slots again, but remain as a "bundle of 1". He says "Military dwarfs and hunters carry only one stack (or maybe two?)", but I haven't confirmed this myself.

Open Questions and Problems[edit]

  • do some embark areas have absolutely no sedimentary layers? that would be disappointing... are sedimentary layers always nearer the surface?
    • An answer, more or less, at Embark#Layers : Igneous layers will never be found in the same biome as sedimentary layers, but it is possible to have both in the same map by embarking over two or more different biomes. How do I know what biomes my selected location actually has? Any way to get a "world map" view of my area once I've started?
  • How can I collect and use the bodies of vermin and other defeated creatures? I've tried "Butcher a dead animal" and other tasks many times, only to be told "none available". What am I doing wrong? Yes, I have refuse stockpiles so the bodies are brought nearer the butcher shop. Not all are the "vermin" category, I think.
    • Are the bodies outside? Do you have 'dwarves collect refuse from outside' turned on? You can create garbage dump activity zone near your butcher, and set the corpses for dumping, I think this works better than relying on storage piles. Be sure to reclaim the corpse after dumping, though.GhostDwemer 15:43, 1 November 2010 (UTC)
  • I have multiple traps with caught live vermin, like two-legged lizards, and a (tame) cockroach. What do I do with them? Can't I make food or leather out of the lizard?
    • Part of this is my confusion about what is "animal" and what is "vermin". There's no real cue to let you know what you're dealing with. In my mind, now, is the idea: "vermin" == useless. "animal" == butcherable, in theory. But when I saw barrels of butterfly ichor and the like available from the trade caravan, it made me think I can do something with those "vermin"...
Still trying to sort this one out.
  • In a similar vein, I have not had much luck with Trapping, Fishing, and Hunting. I can't seem to get these working successfully. The wiki needs guide to making these industries successful -- the tools, skills, workshops necessary, layout of piles and workshops, zone placement, etc.
    • i've had some luck with hunting. as I was told -- one simply creates enough equipment, then a dwarf with "Ambush" skill will pick up equipment and sometimes go hunt game. however, i've had hunters complain about not having any ammunition even though i'd assigned it under 'mf', some were marked in that menu as being equipped, and there were 250 bolts available besides.
still learning the details.
  • how can I get the military units to wear the best armor? the military equipping menus are really opaque. i understand the idea of creating uniforms and assigning them, but really, early on, i don't have that kind of supply. i just want one of the best fighters to have the few steel items that i got from trading. I can't create and assign a "steel" uniform, because I don't have all those items. in a related problem, meanwhile, a "recruit" has grabbed a hammer, and the somewhat skilled hammerdwarf has none. The best pick is in the hands of a Novice miner. The battle axes were grabbed by military guys, and I need them available to the woodcutters. Argh! Getting a dwarf to drop an item and reassigning is such a mess! I'm not even sure how I managed it once, but it took over half a year of game time.
    • Part of the problem with the military equipment dialogue is similar to that with assigning squads. In the right column is a list of all items of a given category , including those you've already assigned to another . It's good that you can see all items, so you can take an item from someone who shouldn't have it and give it to someone better suited. But you have no indication that item is already in use by another dwarf. This results in confusion as you assign that nice bear leather armor to dwarf 2, only to realize later that dwarf 1 no longer has any armor. This dialog needs some indicator telling you it's already assigned to someone (or perhaps just in use by someone, although that's less useful, it would be easier to implement). Maybe a letter "A" means item has been assigned to another dwarf, or else another dwarf has "become attached" to the item, otherwise a letter "U" means being used by someone but wasn't necessarily assigned to them.
    • I had a similar problem with assigning dwarves to squads, initially, because the list on the right shows all dwarves, including dwarves already assigned to another squad. but I see now there is an indication in the upper right corner if the currently selected dwarf belongs to another squad.
    • Now I have a larger selection of armor, but I'm just as bewildered about equipping them. If I assign a breastplate to a guy who's currently got a "leather armor", can he wear both? They both appear "equipped" in the list, so I'm guessing they're assigned to him and no other dwarf can wear them. Or did I just give him ownership, so he has two pieces that he can't wear simultaneously?
    • Can I create a uniform which allows me to use the best available armor, varied though it might be, but still allows others to wear lower quality stuff when there's no more iron/steel/bronze available?
Any way to do something similar with non-military dwarves... ? I'd like everyone to wear leather if possible...
  • 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. Calite 01:32, 10 November 2010 (UTC)
  • how does one, or can one, clean up the mess of broken ammunition littering the map? k doesn't even show an item there, so i can't declare it refuse and have it (eventually) smashed by a drawbridge.
  • 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 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.
  • why should I accept the liaison's offer to become a barony? 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?

Unexplained[edit]

Histories[edit]

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.

    • 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 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)

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.)

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.