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Difference between revisions of "User:0x517A5D"

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== Build ==
+
== Build (very old) ==
Currently running
+
I obsessively min-max my starting profile, even though it doesn't matter in the long run.
  
* a competent mason / proficient building designer / novice organizer / novice record keeper
+
My latest build was intended for a resource-heavy wooded terrifying area in version {{version|0.31.03}}.
* a proficient armorsmith / skilled metalsmith / novice furnace operator
 
* a proficient weaponsmith / skilled metalcrafter / novice furnace operator
 
* a proficient bowyer / proficient mechanic
 
* a skilled herbalist / novice bowyer / novice persuader / novice negotiator / novice judge of intent / novice appraiser / novice flatterer
 
* a proficient brewer / skilled grower / novice armorsmith
 
* a proficient cook / skilled grower / novice weaponsmith
 
  
And
+
* 4 ambusher / 2 crossbowman / 1 negotiator / 1 judge of intent / 1 appraiser / 1 pacifier
* 2 copper picks
+
:Immediately drafted as sole early protection.  Starts with a free crossbow due to ambusher skill.  May mine if area seems safe.  Cross-trained as weaponsmith.
* 1 steel battle axe
+
* 5 diagnostician / 4 surgeon / 1 wound dresser
* 1 iron anvil
+
:Woodcutting, mining.  Cross-trained as weaponsmith.
* 28 plump helmet spawn
+
* 5 grower / 5 brewer
* 15 pig tail spawn
+
:Fortress maintenance, incidental tasks.  Mines until underground farm area is prepared.  Cross-trained as armorsmith.
* 1 dimple cup spawn
+
* 5 grower / 5 cook
* 1 cave wheat seed
+
:Fortress maintenance, wealth creation (prepared meals), incidental tasks.  Mines until underground farm area is prepared.  Cross-trained as armorsmith.
* 1 sweet pod seed
+
* 5 mechanic / 5 herbalist
* 1 rock nut
+
:Fortress maintenance, wealth creation (mechanisms), plant gathering to allow above-ground farming, possibly some mining.
* 1 plump helmet
+
* 5 carpenter / 5 glassmaker
* 4 units of assorted alcohol, 1 of each type available
+
:Beds, furniture, floodgates, glass pumps, frees up a few sandbags to be seed bags, mining.
* 11 turtles
+
* 5 mason / 5 furnace operator
* 11 units of assorted 2p meats, 1 of each type available
+
:Mining, blocks for buildings and pumps, maybe some furniture.  Also makes coke and charcoal for glassmaking.
* 11 units of assorted 4p meats, 1 of each type available
 
* 8 units of assorted 2p fish, 1 of each type available
 
* 2 units of assorted 4p meats, 1 of each type available
 
* 6 dogs
 
  
The drinks, plump helmet, meat, and fish are bought for the free barrelsMost seeds are bought for the free bagsTurtles are bought for the shells and bones.
+
Note the lack of metalworking skills.  I have decided that except possibly furnace operator, the metalworking skills are not important enough to buy at embarkInstead I attempt to direct strange moods by cross-training unskilled workers by doing a single job in the skill I wantAccordingly I keep most of the seven starters from starting with moodable skills, and do not assign them jobs that would yield moods I consider worthless.  I'm looking at ''you'', tanning/leatherworking.
  
I chose a 5x5 map which I had previously verified to have hidden magma, lots of limestone and marble, tons of magnetite, some coal, and lots of trees.
+
I am now mixing the early wealth creation roles with the fortress maintenance roles.  This can be considered exploitative, as meals are worth too much, and mechanisms made out of iron ore are worth too much.
  
I wil play with using reveal this timeI enjoy it more that way.
+
I am not convinced that there is much need to buy medical skills during embarkDiagnostician appears to be the most important of the medical skills.
  
Esmullogem, "Fullpaint"Could be worse. Stroike the oith!
+
I am growing colder on buying masonry at embark timeIt is redundant to carpentry, glassmaking, and the metalworking skills.
  
<!--  
+
* 4 copper picks
:Post mortem: abandoned in a fit of pique after striking the aquifer in the middle of my ore storage area and flooding the forging/smelting area below. The bolt thing didn't work outI got nothingSo that's 90 more points I can spend. Probably I'll buy 4p meats for more barrels. I love me some barrels.
+
* no axes (use training axe exploit)
 +
* 1 iron anvil (not really needed)
 +
* 25 rock nuts
 +
* 15 pig tail seeds
 +
* 1 each of other seeds/spawn (for bags)
 +
* 11 each of the 4 dwarven alcohols
 +
* 16 plump helmets (for wine & seeds)
 +
* 1 each of all 2P/4P meat/fish (for barrels)
 +
* 1 of each available type of milk (for barrels)
 +
* 20 bituminous coal (-> coke -> glass and metalworking)
 +
* 2 pieces 5P leather (reserved for moods)
 +
* 2 cave spider silk thread (reserved for moods)
 +
* 1 10P small cut gem (reserved for moods)
 +
* 4 kimberlite (for color-coded levers)
 +
* 4 petrified wood (for color-coded levers)
 +
* 4 olivine (for color-coded levers)
 +
* 40 sand (for bags)
 +
* 4 dogs (1 male, 3 female)
 +
* as many logs as possible, around 20.
 +
<br/>
 +
The rules this time:
 +
* No moat-the-map or wall-the-map.
 +
* No stonefall traps in places that are 'outside' &mdash; i.e. don't have a ceiling.
 +
* Non-stonefall traps only in constructed or excavated & smoothed areasTraps in excavated dirt areas must have a stone floor built on that tile.
 +
* Metal mechanisms for all non-stonefall traps, all gears, all machinesStone mechanisms are only for trade.
 +
* <s>All furniture to be made of wood, metal, or glass.</s>
 +
* All structures to be built with blocks or bars.
 +
* Furnaces must be made out of fire-safe material; magma furnaces must be made out of magma-safe material.  Non magma-safe pumps are allowed.
 +
* GRASSTRAMPLE cut to 1 for civilized and domestic species, 0 for elves and cats.
 +
* Flours and sugar modded out.
  
:Lessons learned: it's too easy to dig into an aquifer square.  There really should be a warning beyond the initial "dig cancelled".  Outdoor farming seems even more imbalanced than indoor farming.  All crops, all year around.  Maybe that will change when recipes are implemented.  Vertical connectivity is king.  An up/down staircase takes no longer to dig than an empty square, and has much more potential.  You can't put a building on an up/down, but you can put a stockpile or zone on it.  Garbage dumps should preferably be built on the same x/y coords on every z level, or selectively disabled as necessary.  Make magma channels two-wide or more for faster filling. 
 
  
:Still to do: I had planned to experiment with steel pumps to move magma around, but obviously never got thereI want my magma moat, darnit!  I'm considering making all hallways out of up/downIt would be ugly though.  I should experiment in seeing how many melted copper picks it takes to forge a copper battle axe.  If it's more than 1, than I'd need to bring enough supplies to start with two wagons.  Or buy some logs for the initial charcoal.  3p each, a fairly good deal.
+
Depending on the map, the defender/mayor either becomes a soldier or a miner(He starts with a free crossbow and bolts because of the ambusher skill.) Either way, turn off hunting.  If he's a soldier, someone else trains the dogs and then assigns 2 to him and 2 to the herbalist.
-->
 
  
----
+
The carpenter/glassmaker makes 6 tables and chairs, and 4 or so beds.  2 tables and chairs are made into offices for the bookkeeper and manager, 4 more are made into a dining room.
  
== Enable Magma Buildings ==
+
Depending on the map, the initially-unskilled miners 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. Note that tiles with down-stairs cannot grow shrubs/trees.
Helper utility for Rick's reveal.exe<br/>
 
[http://www.yourfilehost.com/media.php?cat=other&file=enable_magma_buildings.zip enable_magma_buildings.zip]
 
  
You need this utility in the case that you used the reveal utility, and
+
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 mechanisms out of expensive ore to increase the fortress's created wealth(The 30x multiplier on mechanisms may be seen as a bug exploit; you may wish to make 25x statues instead.)
there is a magma pool or pipe on your map that does not reach the surface.
 
(If the hide utility is ever updated, you could also hide a few magma
 
tiles and then dig them out.  That worked in the old version.)
 
  
Because there is no actual flag that controls whether magma has been seen
+
Immediately set reserved barrels to 20 or soYou want those barrels for booze.
(the game searches a list, probably a list of notable events), I had to
 
patch the game's codeThis means you need to run the patch every time
 
you start dwarfort.exe.
 
  
This utility has been made version-independent.   
+
Start cooking all that food.  <s>Forbid the booze barrels that are totally full; cook the rest of the booze.</s><sub>Boozecooking is currently bugged{{version|0.31.03}}.</sub> Cook the seeds to recover their bags.
It is expected to work with future releases of Dwarf Fortress.
 
  
----
+
Later, you must remember to turn off booze cooking and reclaim the full booze barrels.
  
== Map Data Voodoo ==
+
Still later, when you buy fish and seeds from the traders, you must remember to turn off cooking on each type.
  
To find the map_data, map_x_count, map_y_count, and map_z_count in an unknown version of dwarfort.exe,
+
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.
  
<pre>// find certain map data variables.
+
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.) (Now I think this should be done only for the prepared-food pile.)
// this is the simplest type of search -- no meta tokens at all.
 
d = search(6, 0xC6, 0x44, 0x24, 0x38, 0x3E, 0xBF);
 
if (!d) { handlefailure; }
 
  
// however this math complicates it.
+
Dig cisterns to hold pond water in case it evaporates. (Not necessary if the map is cold or has running water.) The cisterns must be in a rock layer to prevent evaporation.
map_data_loc = peekd(d + 0x18);
 
map_x_count_loc = peekd(d + 0x1E);
 
map_y_count_loc = peekd(d + 0x24);
 
map_z_count_loc = peekd(d + 0x2A);
 
  
if (map_x_count_loc + 4 != map_y_count_loc || map_y_count_loc + 4 != map_z_count_loc) { handlefailure; }
+
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.
  
printf("map: %08X %08X %08X %08X", map_data_loc, map_x_count_loc, map_y_count_loc, map_z_count_loc); </pre>
+
I make heavy use of the "quantum stockpiles" that the dump designation and garbage zone allows.  It allows much more control over item placement and disposition than stockpiles do.
  
== Race Voodoo ==
+
Think big, there's lots of room.  But remember to centralize as well. 
To find the variable holding the index of the dwarven race,
 
  
<pre>
+
Vertical connectivity is king.  An up/down staircase takes no longer to dig than an empty square, and has much more potential.  You can't put a building on an up/down, but you can put a stockpile or zone on it<sub>If you can tolerate the flashing.</sub>
// find dwarven race variableshows use of some of the simpler meta tokens.
 
  
d = search(5+4,
+
Make magma channels two-wide or more for faster filling, or use a pump to get it done even faster.
// movsx reg1, word ptr dorf_race_id
 
0x0F, 0xBF, ANYBYTE, HERE, ADDRESS,
 
// cmp [reg2+8Ch], reg1
 
0x39, ANYBYTE, DWORD_, 0x0000008C
 
);
 
  
if (!d) { handlefailure; }
+
== <b>Siege Checklist</b> ==
  
dwarven_race_index_loc = peekd(d);
+
* Turn off the [[Skill|Mechanic]] skill on all dwarves.
 +
::This stops reloading of cage traps and stone traps.
 +
::This is '''not necessary''' if all traps are forbidden, as discussed below.
 +
* Turn off [[Standing_orders|animal gathering]] {{K|o}}{{K|a}}.
 +
::This prevents gathering of occupied cages.
 +
::This is '''not necessary''' if all traps are forbidden, as discussed below.
 +
* Turn off [[Standing_orders|wood gathering]] {{K|o}}{{K|w}}.
 +
* Turn off [[Standing_orders#Refuse_orders|collect outside refuse]] {{K|o}}{{K|r}}{{K|o}}.
 +
* Turn on all [[Standing_orders|Forbid]] orders {{K|o}}{{K|F}}{{K|pcoit}}.
 +
* Consider turning on [[Standing_orders|only soldiers can go outdoors]] {{K|o}}{{K|i}}.
 +
* Lock someone in the lever room.  (You do have a lever room, right?)
 +
::Draft them, station them, relieve them of duty.
 +
::Probably should use two dwarves in case one goes to sleep.
 +
* [[Forbid_items/buildings|Forbid]] all traps {{K|d}}{{K|b}}{{K|f}} <u>before</u> enemies trigger them.
 +
:This prevents clean trap and reset trap jobs and gathering of occupied cages.
  
printf("dwarven_race_index at %08X", dwarven_race_index_loc);</pre>
+
=== Post-Siege Checklist ===
  
Note: the variable is 16-bit: int16_t or uint16_t.
+
* Ensure that enemies have left the map. {{K|u}}nit list, between tame animals and deceased units.
 
+
* Bring some or all squads off-duty.
== Main Creature Vector Voodoo ==
+
* Turn on [[Skill|Mechanic]] on [[Mechanic]] units and possibly some [[Legendary|legendary]] units.
 
+
* Turn on animal gathering.
To find the main creature vector,
+
* Turn on wood gathering.
 
+
* Re-set Forbid orders.
<pre>
+
* Allow all dwarves to go outdoors.
// find main (complete) creature vector.
+
* Unlock the lever room.
// this one feels a bit fragile.
+
* Reclaim all dead bodies through stocks menu.
// note use of EOL instead of a true count.
+
* Reclaim all trap components through stocks menu.
d = search(1000,
+
* Wait for bodies to be hauled to refuse piles and graveyards.
0x8B, RANGE_LO,0x80, RANGE_HI,0xBF, DWORD_, 0x000004C8,
+
* Mass-mark enemy equipment for melting {{K|d}}{{K|b}}{{K|m}}.
0x8D, RANGE_LO,0x00, RANGE_HI,0x3F, RANGE_LO,0x80, RANGE_HI,0xBF,
+
::Alternatively mark all equipment for dumping {{K|d}}{{K|b}}{{K|d}}, then re-mark for melting {{K|d}}{{K|b}}{{K|m}}, which removes the dump tag.  This results in dumping all non-metal items; the metal ones can then be hauled to weapon/armor piles near the smelters.
0x8B, RANGE_LO,0x00, RANGE_HI,0x3F, HERE, ADDRESS,
+
* Unmark trap components for dumping and/or melting through stocks menu.
0x85, ANYBYTE,
+
* Reclaim the enemy equipment {{K|d}}{{K|b}}{{K|c}}.
EOL
+
* (Unknown)
);
+
* Profit!
 
 
if (!d) { handlefailure; }
 
main_creature_vector_loc = peekd(d) - 4;
 
 
 
// another way, also a bit fragile
 
d = search(1000,
 
0x8B, RANGE_LO,0x80, RANGE_HI,0xBF, DWORD_, 0x228,
 
0x3B, RANGE_LO,0xC0, RANGE_HI,0xFF,
 
JZ,
 
0xB8, HERE, ADDRESS,
 
CALL,
 
0x8B, RANGE_LO,0xC0, RANGE_HI,0xFF,
 
0x85, RANGE_LO,0xC0, RANGE_HI,0xFF,
 
EOL
 
);
 
if (!d) { handlefailure; }
 
main_creature_vector_ptr_loc = peekd(d);
 
</pre>
 
So if one doesn't work, try the other.
 
 
 
== Another Creature Vector Voodoo ==
 
<pre>// find "another" creature vector
 
d = search(1000,
 
0xF7, RANGE_LO,0x80, RANGE_HI,0xBF,
 
DWORD_, 0xE4, DWORD_, 0x02000000,
 
JNZ,
 
RANGE_LO, 0xB8, RANGE_HI, 0xBF, HERE, ADDRESS,
 
CALL,
 
EOL
 
);
 
 
 
if (!d) { handlefailure; }
 
 
 
another_creature_vector_loc = peekd(d);</pre>
 
 
 
== Yet Another Creature Vector Voodoo ==
 
 
 
<pre>// find "yet another" creature vector
 
 
 
d = search(1000, 0xE8, ANYDWORD,
 
0x83, 0xC4, 0x10,
 
0x89, RANGE_LO,0x00, RANGE_HI,0x3F, HERE, ADDRESS,
 
0x8D, RANGE_LO,0x40, RANGE_HI,0x7F, 0x24, ANYBYTE,
 
EOL
 
);
 
 
 
if (!d) { handlefailure; }
 
 
 
yet_another_creature_vector_loc = peekd(d) - 8;
 
 
 
== Initial 7 Dwarves Voodoo ==
 
 
 
To find the the number of dwarves you start with, first find dwarven_race_index_loc, then  
 
 
 
<pre>// this search does not work in .32a because the 7 was relocated far
 
// away from this region due to excessive optimization.
 
d = search(1000,
 
0x4F, 0, 0, 0,
 
CALL,
 
SKIP_UP_TO, 8,
 
HERE, DWORD_, 7,
 
SKIP_UP_TO, 8,
 
CALL,
 
0x0F, 0xB7, ANYBYTE, DWORD_, dwarven_race_index_loc,
 
EOL
 
);
 
 
 
if (!d) { handlefailure; }
 
 
 
number_of_dwarves_loc = d;
 
 
 
printf("initial number of dwarves = %d", peekd(number_of_dwarves_loc));</pre>
 
 
 
== Initial Points Voodoo ==
 
 
 
To find the number of points you are allocated when starting,
 
 
 
<pre>d = search(10, 0x66, 0xC7, 0x83, ANYBYTE, ANYBYTE, 0, 0, HERE, 0xC8, 0);
 
 
 
if (!d) { handlefailure; }
 
 
 
initial_starting_points_loc = d;
 
 
 
printf("intial starting points = %d", peekw(initial_starting_points_loc));
 
</pre>
 
 
 
Note that it is a int16_t variable.
 
 
 
== Current Unit Focus Voodoo ==
 
 
 
To find the location of the current_unit_focus variable, try both of these patterns.
 
 
 
<pre>// find current unit focus variable
 
 
 
// method 1, may be fragile
 
d = search(5+5, 0x66, 0x83, ANYBYTE, ADDRESS, 0x16,
 
0x89, ANYBYTE, HERE, ADDRESS, JNZ);
 
 
 
if (!d) { handlefailure; }
 
 
 
current_unit_focus_loc = peekd(d);
 
current_unit_focus = peekd(current_unit_focus_loc);
 
 
 
// method 2, may also be fragile
 
d = search(4+1+4+4, 0x3B, ANYBYTE, HERE, ADDRESS, JNZ,
 
0x8B, ANYBYTE, 0x24, 0x18, 0x8B, ANYBYTE, DWORD_, 0x814);
 
 
 
if (!d) { handlefailure; }
 
 
 
current_unit_focus_loc = peekd(d);
 
current_unit_focus = peekd(current_unit_focus_loc);
 
</pre>
 
I expect that at least one of them will work.
 

Latest revision as of 20:14, 2 April 2023

Build (very old)[edit]

I obsessively min-max my starting profile, even though it doesn't matter in the long run.

My latest build was intended for a resource-heavy wooded terrifying area in version v0.31.03.

  • 4 ambusher / 2 crossbowman / 1 negotiator / 1 judge of intent / 1 appraiser / 1 pacifier
Immediately drafted as sole early protection. Starts with a free crossbow due to ambusher skill. May mine if area seems safe. Cross-trained as weaponsmith.
  • 5 diagnostician / 4 surgeon / 1 wound dresser
Woodcutting, mining. Cross-trained as weaponsmith.
  • 5 grower / 5 brewer
Fortress maintenance, incidental tasks. Mines until underground farm area is prepared. Cross-trained as armorsmith.
  • 5 grower / 5 cook
Fortress maintenance, wealth creation (prepared meals), incidental tasks. Mines until underground farm area is prepared. Cross-trained as armorsmith.
  • 5 mechanic / 5 herbalist
Fortress maintenance, wealth creation (mechanisms), plant gathering to allow above-ground farming, possibly some mining.
  • 5 carpenter / 5 glassmaker
Beds, furniture, floodgates, glass pumps, frees up a few sandbags to be seed bags, mining.
  • 5 mason / 5 furnace operator
Mining, blocks for buildings and pumps, maybe some furniture. Also makes coke and charcoal for glassmaking.

Note the lack of metalworking skills. I have decided that except possibly furnace operator, the metalworking skills are not important enough to buy at embark. Instead I attempt to direct strange moods by cross-training unskilled workers by doing a single job in the skill I want. Accordingly I keep most of the seven starters from starting with moodable skills, and do not assign them jobs that would yield moods I consider worthless. I'm looking at you, tanning/leatherworking.

I am now mixing the early wealth creation roles with the fortress maintenance roles. This can be considered exploitative, as meals are worth too much, and mechanisms made out of iron ore are worth too much.

I am not convinced that there is much need to buy medical skills during embark. Diagnostician appears to be the most important of the medical skills.

I am growing colder on buying masonry at embark time. It is redundant to carpentry, glassmaking, and the metalworking skills.

  • 4 copper picks
  • no axes (use training axe exploit)
  • 1 iron anvil (not really needed)
  • 25 rock nuts
  • 15 pig tail seeds
  • 1 each of other seeds/spawn (for bags)
  • 11 each of the 4 dwarven alcohols
  • 16 plump helmets (for wine & seeds)
  • 1 each of all 2P/4P meat/fish (for barrels)
  • 1 of each available type of milk (for barrels)
  • 20 bituminous coal (-> coke -> glass and metalworking)
  • 2 pieces 5P leather (reserved for moods)
  • 2 cave spider silk thread (reserved for moods)
  • 1 10P small cut gem (reserved for moods)
  • 4 kimberlite (for color-coded levers)
  • 4 petrified wood (for color-coded levers)
  • 4 olivine (for color-coded levers)
  • 40 sand (for bags)
  • 4 dogs (1 male, 3 female)
  • as many logs as possible, around 20.


The rules this time:

  • No moat-the-map or wall-the-map.
  • No stonefall traps in places that are 'outside' — i.e. don't have a ceiling.
  • Non-stonefall traps only in constructed or excavated & smoothed areas. Traps in excavated dirt areas must have a stone floor built on that tile.
  • Metal mechanisms for all non-stonefall traps, all gears, all machines. Stone mechanisms are only for trade.
  • All furniture to be made of wood, metal, or glass.
  • All structures to be built with blocks or bars.
  • Furnaces must be made out of fire-safe material; magma furnaces must be made out of magma-safe material. Non magma-safe pumps are allowed.
  • GRASSTRAMPLE cut to 1 for civilized and domestic species, 0 for elves and cats.
  • Flours and sugar modded out.


Depending on the map, the defender/mayor either becomes a soldier or a miner. (He starts with a free crossbow and bolts because of the ambusher skill.) Either way, turn off hunting. If he's a soldier, someone else trains the dogs and then assigns 2 to him and 2 to the herbalist.

The carpenter/glassmaker makes 6 tables and chairs, and 4 or so beds. 2 tables and chairs are made into offices for the bookkeeper and manager, 4 more are made into a dining room.

Depending on the map, the initially-unskilled miners 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. Note that tiles with down-stairs cannot grow shrubs/trees.

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 mechanisms out of expensive ore to increase the fortress's created wealth. (The 30x multiplier on mechanisms may be seen as a bug exploit; you may wish to make 25x statues instead.)

Immediately set reserved barrels to 20 or so. You want those barrels for booze.

Start cooking all that food. Forbid the booze barrels that are totally full; cook the rest of the booze.Boozecooking is currently buggedv0.31.03. 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.) (Now I think this should be done only for the prepared-food pile.)

Dig cisterns to hold pond water in case it evaporates. (Not necessary if the map is cold or has running water.) The cisterns must be in a rock layer to prevent evaporation.

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.

I make heavy use of the "quantum stockpiles" that the dump designation and garbage zone allows. It allows much more control over item placement and disposition than stockpiles do.

Think big, there's lots of room. But remember to centralize as well.

Vertical connectivity is king. An up/down staircase takes no longer to dig than an empty square, and has much more potential. You can't put a building on an up/down, but you can put a stockpile or zone on it. If you can tolerate the flashing.

Make magma channels two-wide or more for faster filling, or use a pump to get it done even faster.

Siege Checklist[edit]

  • Turn off the Mechanic skill on all dwarves.
This stops reloading of cage traps and stone traps.
This is not necessary if all traps are forbidden, as discussed below.
This prevents gathering of occupied cages.
This is not necessary if all traps are forbidden, as discussed below.
Draft them, station them, relieve them of duty.
Probably should use two dwarves in case one goes to sleep.
  • Forbid all traps dbf before enemies trigger them.
This prevents clean trap and reset trap jobs and gathering of occupied cages.

Post-Siege Checklist[edit]

  • Ensure that enemies have left the map. unit list, between tame animals and deceased units.
  • Bring some or all squads off-duty.
  • Turn on Mechanic on Mechanic units and possibly 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 trap components through stocks menu.
  • Wait for bodies to be hauled to refuse piles and graveyards.
  • Mass-mark enemy equipment for melting dbm.
Alternatively mark all equipment for dumping dbd, then re-mark for melting dbm, which removes the dump tag. This results in dumping all non-metal items; the metal ones can then be hauled to weapon/armor piles near the smelters.
  • Unmark trap components for dumping and/or melting through stocks menu.
  • Reclaim the enemy equipment dbc.
  • (Unknown)
  • Profit!