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Difference between revisions of "User:Blackcat"

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m (Colour tweaking)
m (Random babble on starting build)
Line 69: Line 69:
  
 
http://www.bay12games.com/forum/index.php?topic=20685.0 - Contains rainfall/drainage ranges for various biomes.
 
http://www.bay12games.com/forum/index.php?topic=20685.0 - Contains rainfall/drainage ranges for various biomes.
 +
 +
== Starting Builds ==
 +
 +
Proficient Weaponsmith, Skilled Metalsmith, Novice Furnace Operator <sup>[1][3]</sup><br>
 +
Proficient Armorsmith, Skilled Metal Crafter, Novice Furnace Operator <sup>[1][3]</sup><br>
 +
Proficient Mechanic, Proficient Siege Engineer <sup>[1][3]</sup><br>
 +
Proficient Mason, Proficient Architect <sup>[1]</sup><br>
 +
Proficient Bowyer, Novice Negotiator/Judge of Intent/Organiser/Record Keeper/Appraiser <sup>[2]</sup><br>
 +
Proficient Grower, Proficient Brewer<br>
 +
Proficient Grower, Proficient Cook<br>
 +
 +
<sup>[1] - On embarkation, will have mining enabled<br>
 +
[2] - On embarkation, will have woodcutting and carpentry enabled<br>
 +
[3] - On embarkation, available for stonecrafting, weaving, etc.</sup>
 +
 +
After reading a post on the forum, I decided to followup on the idea that certain skills aren't worth taking because of either the ease of training or that the benefits aren't needed. Stonecrafting is a prime example, in that you don't need high quality crafts to buy out caravans, as you can just make more, and training stonecrafting isn't hard with excess stone cluttering the place.
 +
 +
Not taking any points in mining might seem a bad idea, and I was sceptical at first. The slow digging speed is somewhat countered by having four miners, and the lesser chance of getting ores/gems means you probably want to skirt around any veins/clusters. But the four will skill up to proficient fairly quickly, especially if you have a pre-plan of your layout and can get them to dig out a good amount. I'm currently trying this with only the four set to mining, so that the carpenter has enough time to chop trees and make beds/barrels/buckets and the growers aren't distracted from planting seeds.
 +
 +
Stuff to take usually ends up being a standard list. Seeds, drink, turtles, meats, wardogs, and possibly horses, cows or muskoxen. If taking an anvil, some stone, a log, coal and ores to make the picks and axe. If not, then copper picks and a steel axe.

Revision as of 11:10, 26 August 2008

So, Colourblindness Sucks.

So I thought I'd abuse the preview function, and actually sit down and tweak colours from the Color Schemes page. If the following doesn't look right because you're not colour blind, don't worry. When I look at the default colour scheme, Green/Brown, LGreen/Yellow and Cyan/White are nearly indistinguishable (and cyan looks like a grey midway between DGray and LGray). Yeah, it sucks.

















[BLACK_R:0]
[BLACK_G:0]
[BLACK_B:0]
[BLUE_R:0]
[BLUE_G:0]
[BLUE_B:192]
[GREEN_R:0]
[GREEN_G:128]
[GREEN_B:0]
[CYAN_R:0]
[CYAN_G:96]
[CYAN_B:160]
[RED_R:192]
[RED_G:0]
[RED_B:0]
[MAGENTA_R:160]
[MAGENTA_G:0]
[MAGENTA_B:128]
[BROWN_R:96]
[BROWN_G:96]
[BROWN_B:0]
[LGRAY_R:192]
[LGRAY_G:192]
[LGRAY_B:192]
[DGRAY_R:128]
[DGRAY_G:128]
[DGRAY_B:128]
[LBLUE_R:48]
[LBLUE_G:48]
[LBLUE_B:255]
[LGREEN_R:0]
[LGREEN_G:224]
[LGREEN_B:0]
[LCYAN_R:64]
[LCYAN_G:224]
[LCYAN_B:255]
[LRED_R:255]
[LRED_G:48]
[LRED_B:48]
[LMAGENTA_R:255]
[LMAGENTA_G:64]
[LMAGENTA_B:224]
[YELLOW_R:255]
[YELLOW_G:255]
[YELLOW_B:64]
[WHITE_R:255]
[WHITE_G:255]
[WHITE_B:255]

Useful Links

http://www.bay12games.com/forum/index.php?topic=20685.0 - Contains rainfall/drainage ranges for various biomes.

Starting Builds

Proficient Weaponsmith, Skilled Metalsmith, Novice Furnace Operator [1][3]
Proficient Armorsmith, Skilled Metal Crafter, Novice Furnace Operator [1][3]
Proficient Mechanic, Proficient Siege Engineer [1][3]
Proficient Mason, Proficient Architect [1]
Proficient Bowyer, Novice Negotiator/Judge of Intent/Organiser/Record Keeper/Appraiser [2]
Proficient Grower, Proficient Brewer
Proficient Grower, Proficient Cook

[1] - On embarkation, will have mining enabled
[2] - On embarkation, will have woodcutting and carpentry enabled
[3] - On embarkation, available for stonecrafting, weaving, etc.

After reading a post on the forum, I decided to followup on the idea that certain skills aren't worth taking because of either the ease of training or that the benefits aren't needed. Stonecrafting is a prime example, in that you don't need high quality crafts to buy out caravans, as you can just make more, and training stonecrafting isn't hard with excess stone cluttering the place.

Not taking any points in mining might seem a bad idea, and I was sceptical at first. The slow digging speed is somewhat countered by having four miners, and the lesser chance of getting ores/gems means you probably want to skirt around any veins/clusters. But the four will skill up to proficient fairly quickly, especially if you have a pre-plan of your layout and can get them to dig out a good amount. I'm currently trying this with only the four set to mining, so that the carpenter has enough time to chop trees and make beds/barrels/buckets and the growers aren't distracted from planting seeds.

Stuff to take usually ends up being a standard list. Seeds, drink, turtles, meats, wardogs, and possibly horses, cows or muskoxen. If taking an anvil, some stone, a log, coal and ores to make the picks and axe. If not, then copper picks and a steel axe.