- 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.
Instrument
v50.14 · v0.47.05 This article is about the current version of DF.Note that some content may still need to be updated. |
This article or section may need to be updated due to recent changes. |
An instrument ¿
is a trade good. Instruments include drums, flutes, harps, trumpets, and piccolos.
Material | Labor | Workshop |
Stone | Stonecrafting | Craftsdwarf's workshop |
Wood | Woodcrafting | Craftsdwarf's workshop1 |
Metal | Metalcrafting | Metalsmith's forge or Magma forge |
Glass | Glassmaking | Glass furnace or Magma glass furnace |
Ceramic | Pottery | Kiln or Magma kiln |
1 Note that wooden instruments can only be made using the job manager, as the craftsdwarf's workshop interface does not permit selecting them. Bug:3119
On occasion, a dwarf in a strange mood will make a trade good out of a material not normally suited for it (e. g., a cloth harp).
Future plans
Toady on future plans for instruments:
1/24/2015
There'll be seven new generic skills governing the new stuff (dancing as well as music which sits over singing and 4 instrument skills)[...]
I've come up with a list of stats for instruments for the raws and for the generator... we're not going to go deep into the nightmare of equal vs. just temperament and multiple materials and so on, but there might be hints of that. There'll be skill-like stats for specific instruments as well, so you might be a wind instrumentalist, but that'll only help so much if you pick up a new instrument type in that family.
2/5/2015
First pass on the instrument generator is done, finally. Lots of variables, components made of various materials (though they work like item improvements on the final product), some large instruments placed as little buildings, generated reactions to build them and their parts... reactions can now be categorized within shop menus and they can provide information during job selection to stop it all from being overwhelming. This is another of our experiments with just how much generated content can be used and what sorts of problems arise as you try to become immersed in your dwarves' culture.