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Difference between revisions of "User:Bob"

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m (Using page to keep track of stuff as well as learn wiki)
 
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== Current Favored Build ==
 
== Current Favored Build ==
 
'''Skilled Dwarfs'''
 
'''Skilled Dwarfs'''
*Carpenter/<sup>1</sup>
+
*Carpenter/Grower
 
*Mason/BuildingDesigner
 
*Mason/BuildingDesigner
 
*Mechanic/SiegeEngineer
 
*Mechanic/SiegeEngineer
*Weaponsmith/<sup>1</sup>
+
*Weaponsmith/Brewer
*Armorsmith/<sup>1</sup>
+
*Armorsmith/Cook
*Metalsmith/<sup>1</sup>
+
*MetalCrafter5/Diagnoser5 - will become Herbalist
*GemSetter/<sup>1</sup>
+
*GemSetter5/Persuader2/Negotiator2/JudgeOfIntent1 - will become FurnaceOperator/Woodburner
<sup>1</sup> one each Grower, Herbalist<sup>2</sup>, Brewer, Cook, Leader (social skills)<br>
 
<sup>2</sup> Herbalist may be a second grower if no gatherable plants.
 
 
 
Skills are chosen mostly for mood, but if I start metal-bashing I really like having with the proficient Armorer.  I don't have plans to level up the Weaponsmith and Metalsmith - if they get a mood, great, I'll make stuff for export.
 
The starting dwarfs will almost certainly reach legendary in their farming or social skills first (and probably never for other skills).  The mechanic and mason are kind of hosed there.  As soon as stone is available, the mason will start cranking out furniture for dining room and bedrooms and the mechanic will make mechanisms.
 
  
 
'''Food Items'''
 
'''Food Items'''
 
*each 2-[[Currency|dwarfbuck]] meat x1 (for barrels)
 
*each 2-[[Currency|dwarfbuck]] meat x1 (for barrels)
*turtle x41 (for bones and shells)
+
*beer x31
*each booze x21
+
*run x31
*each seed x10
+
*ale x31
 +
*plump helmets x10 (for wine and spawn)
 +
*each seed (except plump helmets) x10
  
 
'''Various "industry" items'''
 
'''Various "industry" items'''
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*tetrahedrite (or other copper ore if unavail) x5 (for bronze weapons and chance of silver bar)
 
*tetrahedrite (or other copper ore if unavail) x5 (for bronze weapons and chance of silver bar)
 
*cassiterite x5 (make bronze from bars for weapons)
 
*cassiterite x5 (make bronze from bars for weapons)
 +
*bismuthinite x5
 
*common stone x5 (for smelter/forge/other workshops)
 
*common stone x5 (for smelter/forge/other workshops)
*Tower-cap logs x5 (for beds)
+
*Tower-cap logs x5 (for beds, use wagon wood for a bucket)
 +
*leather x5
 +
*silk thread x5
 +
*pig tail thread x5
  
 
'''Livestock'''
 
'''Livestock'''
*cat x1
+
*cat x1 (F)
*dog x4
+
*dog x4 (3F, 1M)
 
 
'''What I don't bring'''
 
*leather (I don't like leather bags so not worth bringing initially)
 
*thread/cloth (too expensive - I can plant pigtails in the first summer if I really want cloth)
 
  
 
'''Quick Start Goals'''
 
'''Quick Start Goals'''
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*Set Herbalist to work
 
*Set Herbalist to work
 
*Make tools (axes and picks)
 
*Make tools (axes and picks)
*Cook all the meat (disallow cooking of turtles and booze) - forbid the meals after created to trade them
+
*Cook all the meat - forbid the meals after created to trade them
 
*Cook/brew any surface plants and seeds
 
*Cook/brew any surface plants and seeds
 
*Dig underground farms out of soil level
 
*Dig underground farms out of soil level
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==Current Fort==
 
==Current Fort==
'''Ducimzat "Workstabbed"'''
 
*2x3 map composed of 1 heavily wooded square and 5 mountain squares
 
*contains underground river and HFS - no magma, surface river, aquifer, sand, chasm
 
 
My goal with this fort is to get king and go for a HFS end-game.  Usually I just get bored after repelling years of sieges, so I want something different.  Also, I've never had a fort that has discovered an underground river.
 
 
 
'''Progress'''
 
'''Progress'''
My first legendary dwarf was an immigrant Armorer.  I am pretty stoked.  Too bad I have no magma and have mostly run out of wood making all the beds (60+), bins, and barrels.
 
 
Have so far discovered two pools of magnetite, a vein of hematite, a vein of limonite, and a pretty rich vein of gold (50+ gold nuggets).
 
  
Herbalist was the first of my starting seven to hit Legendary - no big surprise there.
+
==Init changes==
 +
*INTRO:OFF
 +
*FPS:YES
 +
*AUTOSAVE:SEASONAL
 +
*AUTOBACKUP:YES
 +
*AUTOSAVE_PAUSE:YES
 +
*INITIAL_SAVE:YES
 +
*PAUSE_ON_LOAD:YES
 +
*SHOW_EMBARK_*:ALWAYS
 +
*SHOW_FLOW_AMOUNTS:YES
 +
*SHOW_ALL_HISTORY_...:YES

Latest revision as of 02:24, 19 December 2010

Current Favored Build[edit]

Skilled Dwarfs

  • Carpenter/Grower
  • Mason/BuildingDesigner
  • Mechanic/SiegeEngineer
  • Weaponsmith/Brewer
  • Armorsmith/Cook
  • MetalCrafter5/Diagnoser5 - will become Herbalist
  • GemSetter5/Persuader2/Negotiator2/JudgeOfIntent1 - will become FurnaceOperator/Woodburner

Food Items

  • each 2-dwarfbuck meat x1 (for barrels)
  • beer x31
  • run x31
  • ale x31
  • plump helmets x10 (for wine and spawn)
  • each seed (except plump helmets) x10

Various "industry" items

  • Iron anvil x1
  • charcoal x1 (if I don't want to build a wood furnace)
  • bit coal x10 (to smelt my ores and make alloys)
  • tetrahedrite (or other copper ore if unavail) x5 (for bronze weapons and chance of silver bar)
  • cassiterite x5 (make bronze from bars for weapons)
  • bismuthinite x5
  • common stone x5 (for smelter/forge/other workshops)
  • Tower-cap logs x5 (for beds, use wagon wood for a bucket)
  • leather x5
  • silk thread x5
  • pig tail thread x5

Livestock

  • cat x1 (F)
  • dog x4 (3F, 1M)

Quick Start Goals

  • Build smelter, forge, kitchen
  • Set Herbalist to work
  • Make tools (axes and picks)
  • Cook all the meat - forbid the meals after created to trade them
  • Cook/brew any surface plants and seeds
  • Dig underground farms out of soil level
  • Start planting crops that can be processed immediately (pig tails are really first choice) since barrels and bags will be limiting factor

Challenges

  • Build everything out of blocks not stone
  • No booze cooking


Current Fort[edit]

Progress

Init changes[edit]

  • INTRO:OFF
  • FPS:YES
  • AUTOSAVE:SEASONAL
  • AUTOBACKUP:YES
  • AUTOSAVE_PAUSE:YES
  • INITIAL_SAVE:YES
  • PAUSE_ON_LOAD:YES
  • SHOW_EMBARK_*:ALWAYS
  • SHOW_FLOW_AMOUNTS:YES
  • SHOW_ALL_HISTORY_...:YES