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Dwarf fortress newb pack main index file missing
Dwarf fortress newb pack main index file missing







I usually cancel hauling on at least my carpenter, mason and miner. You can also hit 'v' from the main screen and move the cursor to a dwarf instead of 'u'->'z'). Pressing shift-enter will enable/disable all sub-labours. If they're storing things in stockpiles instead of more important tasks, cancel hauling and other labours on relevant dwarves (select the dwarf from the 'u'nits menu and hit 'z' to zoom to them, then 'p' for preferences and 'l' for labour. If nothing is getting done, check the 'u' screen and see what your dwarves are doing. From this menu, you can select the creature and hit 'v' to get more info about it, or 'z' to zoom to where it is on the map. Checking this intermittently can help identify if something dangerous wanders onto the map, especially if you've breached the caverns. The 'u' screen has a tab (Others) for showing creatures on the map that don't belong to your fort. To make these changes, open the file /data/init/d_init.txt and change: This makes dealing with migrant waves a little easier and stops some novice kicking your legendary weaponsmith out of the forge, or fisherdwarves flooding you with hundreds of fish. In addition, turning migrant labours to 'off' means new migrants will arrive with all non-skilled labours disabled. Lowering it to, say, 40, can help keep a first fort more manageable. The default population cap of 200 can be a lot to learn with. Here's a few things I think may be helpful to newer players: This sounds just like that even in WoW with the zombie plauge and its spread.Thought it might be worth having a thread for sharing tips and tricks that may be useful to newer players. I'm beginning to think DF programmers should get jobs in the CDC - Infectious disease unit. But it is an interaction of deliberate design choices. So, did he plan for cats to die of alcohol poisoning? Not really. In the most recent update, he added alcohol poisoning, which I'm sure uses body coefficients to track effectiveness. (Not sure when he added that, but I think its fairly recent.) This required that he add body weight coefficients, to accurately track how much is needed to kill, say, a dwarf vs a kitten.Īny time a creature moves through a liquid, they will receive some amount of "coating" of that liquid. Well, a while back he went through and coded each creature to have various biological functions, and among them animal venoms.

Dwarf fortress newb pack main index file missing code#

Like, are there elements of code that interact to produce this effect, or did Toady actually anticipate this and intend it? I don't get some of the interactions that happen in this game. Thus cats in taverns are currently dying in droves, covered in vomit. Cats self-clean by licking themselves, but if they do it whilst covered in booze they get drunk and quickly ingest a quantity of alcohol far above what their little kitty constitutions can handle.

dwarf fortress newb pack main index file missing

Turns out the cause is taverns, and the fact that booze tends to get splattered about them. The better quantum stockpile involves minecarts.Īnother "only in Dwarf Fortress" bug that people are reporting mysterious cat deaths. Then I clear the forbid flag when I want to use/move them. Faster than hauling all the way to a stockpile, and unlimited storage space in ye olde quantum dumpster. I set up temporary 1x1 trash dumps near by and tell the dwarves to pile all the stones up there. Once you find a magma pit you can set it as a dump and then mark all uneeded stone, refuse, pets, furniture, etc as "to-dump" and dwarves will slowly melt everything laying around and occasionally be incinerated by a fire imp. You can also setup mason/stonecrafter near any pile, but that's crazy. You can assemble a few pumps and have migrants hit the pump gym until they are legendary. Hauling speed is based on strength, and there are certain activities that increase strength like pumping, even if you aren't pumping anything. I don't want to make a stone stockpile, because my dwarves will just spend all day hauling stone at a snail's pace, how can I clean it up?







Dwarf fortress newb pack main index file missing