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Difference between revisions of "v0.31:Frequently Asked Questions"
(Decided this page wasn't doing a great deal of anything, so this will be far more useful. It will need tidied up, but just trying to get substance to it. Best bet is to just copy Forum posts verbatim) |
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Either way, unassign, unpause, and then reassign mining labour. Could be all that's required. | Either way, unassign, unpause, and then reassign mining labour. Could be all that's required. | ||
In some of my own tests, it wasn't even necessary to unpause - just going into v-p-l, selecting Mining (or Wood Cutting) and hitting Enter twice was enough to fix it. | In some of my own tests, it wasn't even necessary to unpause - just going into v-p-l, selecting Mining (or Wood Cutting) and hitting Enter twice was enough to fix it. | ||
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+ | '''Immigrants''' | ||
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+ | Q:Is there any way to edit the frequency or max/min amount of migrants that join your fortress? I keep keeping double digit migrations and I hate being forced to expand quickly. I know I can just draft some into military positions, but I have a picky principle on better to not have labor than to waste labor. |
Revision as of 06:15, 15 October 2010
This article is about an older version of DF. |
This section will be dedicated to listing (eventually in order) all the questions asked on the Bay12 Gameplay Questions page.
Currently, they are in no particular order, nor categorised. That's the final aim.
Lets get the ball rolling:
Water Questions
Q: If you drain water into naturally flooded caverns, will it flow off the map? Or will they eventually start to fill up?
A: It will flow off the edge of the map.
Bones
Q: I've got someone in a mood and he wants bones. Well, there's a dead bear skeleton just outside the fort, and I've got lots of tame animals tethered or wandering around.
A: First off, make sure you've got a butcher's shop, and a dwarf with butchering labour enabled. Then got to the "animals screen"(from {z} screen), and toggle "ready for slaughter" for those you want to kill. Your butcher will also automatically butcher every dead animal in the refuse stockpile. This includes extracting bones from "partial skeletons". Make a refuse stockpile by the butcher's, and enable refuse gathering from the outside(o->r->o, iirc).
Mining
Q: I have 3 miners in my fort, 1 is a migrant (He's the working miner) the other 2 came on embark. The original 2 won't mine anything. (I checked and they're holding picks) The new guy is steady mining all the time. What gives?
A: If you're mining a tunnel which is only 1 square in width, only 1 Dwarf will mine. Ensure they all have picks equipped. Did you perchance assign mining through Dwarf Therapist? Either way, unassign, unpause, and then reassign mining labour. Could be all that's required. In some of my own tests, it wasn't even necessary to unpause - just going into v-p-l, selecting Mining (or Wood Cutting) and hitting Enter twice was enough to fix it.
Immigrants
Q:Is there any way to edit the frequency or max/min amount of migrants that join your fortress? I keep keeping double digit migrations and I hate being forced to expand quickly. I know I can just draft some into military positions, but I have a picky principle on better to not have labor than to waste labor.