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User:0x517A5D
Build
I obsessively min-max my starting profile, even though it doesn't matter in the long run.
My latest build was:
- 5 weaponsmith / 4 metalcrafter / 1 furnace operator
- 5 armorsmith / 4 metalsmith / 1 furnace operator
- 5 mechanic / 5 architecture (building designer)
- 3 mason / 3 carpenter / 4 glassmaker
- 1 ambusher / 1 persuader / 1 negotiator / 1 liar / 1 judge of intent / 1 appraiser / 2 consoler / 2 pacifier
- 3 grower / 2 herbalist / 5 brewer
- 3 grower / 2 herbalist / 5 cook
- 4 copper picks
- 0 axes
- 1 anvil
- 1 plump helmet (for the barrel)
- 21 plump helmet spawn
- 20 pig tail seeds
- 1 each of other seeds/spawn (for bags)
- 11 dwarven rum
- 1 each of dwarven ale, beer, and wine (for barrels)
- 11 turtles (for bones & shells)
- 1 each of all 2P/4P meat/fish (for barrels)
- 16 bituminous coal (-> coke -> smelting and forging, a few glass furniture)
- 19 tetrahedrite (2 -> copper -> axe and leggings, the rest -> billon -> goblets)
- 10 pieces 5P leather, assorted (-> bags for glassmaking, 2 reserved for moods)
- 1 pig tail cloth (reserved for moods)
- 1 silk cloth (reserved for moods)
- 4 dogs
No bauxite this time, it's so common in sedimentary layers.
- (Which did not work out, as I ended up with none on the map.)
I like to get immigrants as soon as possible, and as many as possible. I do this by digging out large swaths of dirt and by making billon goblets to increase the fortress's created wealth. (Making billon is a bug exploit, you may wish to use fine pewter instead.)
Immediately forbid the bauxite so it is not used by workshops. Reclaim it later to build the floodgates and mechanisms.
Immediately set reserved barrels to 20 or so. You want those barrels for booze.
Tear down the wagon, build a kitchen and a mason's shop.
Start cooking all that food. Even the fish, except the turtles and cave lobster. Forbid the booze barrels that are totally full, cook the rest of the booze. Cook the seeds to recover their bags.
Later, you must remember to turn off booze cooking and reclaim the full booze barrels.
Still later, when you buy fish and seeds from the traders, you must remember to turn off cooking on each type.
Customize food piles to not accept booze, seeds, or dye plants. Booze barrels can stay in the still -- they hardly clutter it at all (unlike, say, prepared meals in the kitchen). It's too early for dyeing, so we don't want to waste the space. And a seedpile is best made near your farm.
Also set food piles to 0 barrels, except the seedpile should allow 1. This means you need more space devoted to food piles, but you can see at a glance how much food you have. (Note: supposedly you will lose more food to vermin this way.)
The armorsmith and mechanic dig. Depending on the map, they may dig out large areas of soil to level up. Digging soil is much faster than digging rock and gives the same experience. This is best done in two or three stages: dig up stairs, then remove them, then possibly dig down stairs. This gives experience twice or three times per tile.
Dig a few pieces of stone, make blocks, build other workshops and furnaces. (I build out of blocks for roleplaying flavor.)
Then dig cisterns to hold pond water in case it evaporates.
Burn the last piece of the wagon to charcoal, convert 3 pieces of coal to coke, smelt 2 tetrahedrite to copper.
Depending on the map, the mayor is either drafted or hauls. (He starts with a free crossbow because of the ambusher skill.) Either way, turn off hunting. He may switch to woodcutting after the axe is available.
The weaponsmith burns wood, makes coke, smelts, makes alloys, makes goblets. When this is done, he digs or hauls.
He does not make the axe. Probably the mayor makes it. Or the brewer or cook, whoever's free.
The mayor builds a kennels, trains at least 2 war dogs, then gathers plants. Or gathers sand. Or cuts down a few trees. Or hauls. Or, if he's a soldier, someone else trains the dogs and then assigns them to him.
The craftsdwarf makes an armor stand and two tables and chairs out of whatever materials are common. Rock or glass preferably unless the map is just covered with trees.
Make an indoor refuse pile that only accepts shells and bones, so that you don't lose the turtle shells. If you have an outdoor refuse pile, set the indoor one to take from the outdoor one.
The outdoor refuse pile should be customized to not accept rotten plants because the herbalists will be dropping dye plants as soon as they pick them, and we don't want to waste time hauling them when they wither.
If you immediately make bags out of the leather for sand gathering, make them far away from the still. Also put the glass furnace far away. It might work to forbid them as they are made, and suspend brewing during their creation. (This may no longer be necessary in the newest versions.)
Got to learn to go for early defense -- I abandon more forts because of ambushes than anything else. Moat the map as part of digging practice. Leave a few squares for wagons or dig a tunnel. Trap them with stones or glass. Later dig a wagon route under the moat, trap it, drawbridge it.
I am making heavy use of the "quantum stockpiles" that the dump designation and garbage zone allows.
Siege Checklist
- Turn off the Mechanic skill on all dwarves.
- This stops reloading of cage traps and stone traps.
- Turn off animal gathering oa.
- This prevents gathering of occupied cages.
- Turn off wood gathering ow.
- Turn off collect outside refuse oro.
- Turn on all Forbid orders oFpcoit.
- Consider turning on only soldiers can go outdoors oi.
- Lock someone in the lever room.
- Draft them, station them, relieve them of duty.
- Forbid all traps dbf before enemies trigger them.
- This prevents clean trap jobs, and possibly gathering of occupied cages.
Post-Siege Checklist
- Ensure that enemies have left the map.
- Bring some or all squads off-duty.
- Turn on Mechanic on Mechanic units and some legendary units.
- Turn on animal gathering.
- Turn on wood gathering.
- Re-set Forbid orders.
- Allow all dwarves to go outdoors.
- Unlock the lever room.
- Reclaim all dead bodies through stocks menu.
- Reclaim all traps through stocks menu.
- Wait for bodies to be hauled to refuse piles and graveyards.
- Mass-mark enemy equipment for melting.
- Reclaim equipment.
- (Unknown)
- Profit!
Regional Prospector
The seekret projekt has been revealed to be Regional Prospector.
The original functionality of RP has been rolled into DF, but the magma highlighting and longitude/latitude/seed display has not. I am considering updating RP, and probably will.
Stone Sense
Beta 3
[Stone Sense beta3|http://dffd.wimbli.com/file.php?id=537 Stone Sense beta3]
Currently in beta. Too powerful at the moment, as it reveals 289 tiles (17x17) instead of the normal 9 (3x3).
Should work with .32a through .40d and beyond. I tested that it installs in all released 3D versions but I did not gen a worldmap and embark in each version.
Beta 3 fixes a crash that occurs under Vista.
Known bugs:
- Unallocated parts of the map are not revealed. To work around this, do the same thing that Reveal requires: go to the bottommost level that you care about and designate the whole thing for digging, then remove the designation. [WONTFIX].
- I have encountered one unexpected occurrence: a section of the map was revealed as if I had dug it out, but I had nothing marked there and no dwarves near it. The reveal was centered on a pool, and when I looked, there was a fox about three squares away. I think the fox went for a short swim, and this triggered the function I call reveal_mining(). [WONTFIX, probably]