- v50 information can now be added to pages in the main namespace. v0.47 information can still be found in the DF2014 namespace. See here for more details on the new versioning policy.
- Use this page to report any issues related to the migration.
User:Maunder
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.
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).
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.
New Player Questions
Resolved Questions and Problems
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.
- 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.
- Construction#Avoiding_Entrapment (I wrote this section based on information provided by Another on my talk page)
- 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: .
- The fungiwood tree to his east blocked his path! Thanks for the explanation, Quietust!
- 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)
Open Questions and Problems
- 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".
- 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?
- And the next one is related here...
- 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.
- 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.
- 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.
- Any way to do something similar with non-military dwarves... ?
- 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)?
- 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? I should just try using repeat on all tasks...
- using magma. what balance of various magma workshops/furnaces are needed? which are needed near each other? any pointers?
- 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.
Unexplained
Fortress History
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.
During the second winter, final construction in preparation for magma industry was completed. 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 around. We're making silver spears (the dwarven civilization told us they'll pay 207% for spears next year)! I've still not found a single sedimentary layer, so no iron ore yet available!