Would you guys recommend this tutorial? [url]http://www.youtube.com/watch?v=p3pg25RPtvM&feature=related[/url]
[QUOTE=PunchedInFac;33094795]"Safety in the workplace"
A book that will never see the light of day.
Other books from the dwarven plane of non-existance:
"A Guide to being a good midwife"
"Urist's Anatomy"
"The dummy's guide to: Efficiency"
"How to: Quit an addiction"
And
"How to be more green: Reducing your Carbon footprint."[/QUOTE]
"Fluid Dynamics and why you can't make perpetual waterfalls"
"Convection: Why walking next to lava is bad"
"5th Ed. How to deal with loss"
[media]http://www.youtube.com/watch?v=XDX4ZwUeOok[/media]
That's what was playing when I realized that the castle wall I made did absolutely fuck all.
FUN.
Do my dwarves in traction ever leave the traction bench? I've had some dwarves on it for years already. :(
[QUOTE=Shotacon;33113997]Do my dwarves in traction ever leave the traction bench? I've had some dwarves on it for years already. :([/QUOTE]
Set it for removal after eyeballing any healing processes. The mental image I always have for Dwarves stuck in the traction benches is a Dorf stretched out like in torture/BDSM and the doctor just walks by, ignoring them.
[QUOTE=Canuhearmenow;33114449]Set it for removal after eyeballing any healing processes. The mental image I always have for Dwarves stuck in the traction benches is a Dorf stretched out like in torture/BDSM and the doctor just walks by, ignoring them.[/QUOTE]
Will this get them on their feet again? :|
[QUOTE=Shotacon;33115568]Will this get them on their feet again? :|[/QUOTE]
I'm pretty sure that it does.
[QUOTE=Shotacon;33115568]Will this get them on their feet again? :|[/QUOTE]
If they have any left.
I can't decide on a starting build.
* Miner/Engraver
* Miner/Building Designer
* Mason/Mechanic
* Wood Cutter/Grower
* Carpenter/Grower
* Brewer/Cook
* Appraiser/Record Keeper
pls fix
I don't even bother with a record keeper & appraiser at the embark anymore, you can just train someone to do it when the first migrants arrive.
Anyone have any suggestions on stockpile designs?
I try for multi level stockpiles, normally, though it feels so carbon copy every time I do it.
For example, I'll have a room with one or two carpenters workshops, with a lot of up/down stairs, leading upwards to a wood stockpile, and downwards to a furniture / finished good storage.
For masons shops, I'll often have them with craftsdwarves shops, and have furniture above, finished goods below. Kind of a sandwich
raw materials on floor above
workshops to process
finished goods
It allows for quick storage of stuff.
Not sure if it's a good way of storage, though.
[QUOTE=Shotacon;33113997]Do my dwarves in traction ever leave the traction bench? I've had some dwarves on it for years already. :([/QUOTE]
They shouldn't be left there at all unless you're missing something. Do you have enough thread/cloth/splints/crutches? Do you have all kinds of medical dwarves?
After testing with my kung fu adventurer, it seems like grabbing the throat of an enemy and pinching always "opens a major artery" resulting in quick victory if your wrestling skill is good enough, even with only average strenght.
So I decided to start another fort.
I have literally not finished carving out rooms when
"Your miners have struck native gold!"
[media]http://www.youtube.com/watch?v=ON-7v4qnHP8[/media]
I have around seven rooms with walls made of it. Maybe more.
[editline]5th November 2011[/editline]
Fuck I can't make beds.
I press Q, add a new task to the carpentry workshop and the only thing that comes up is shit like bone carving, make wax and nothing in the tutorial video helps and the wiki is down and fffffffff
[editline]5th November 2011[/editline]
I also just found some clear zircon twelve tiles behind the gold.
Meanwhile nobody seems to care and is just sitting in the stockpile munching on raw seeds and refusing to chop down trees like the fatasses they are :suicide:
Is it weird that I no longer see the dwarves names as weird? Like if I met a irl guy named Urist? I wouldn't be like wtf.
Urist is the best name of all names.
[QUOTE=Empty_Shadow;33130097]Urist is the best name of all names.[/QUOTE]It always makes me happy to see one in my fortress.
[editline]5th November 2011[/editline]
[QUOTE=Wilford Brimley;33127726]I press Q, add a new task to the carpentry workshop and the only thing that comes up is shit like bone carving, make wax and nothing in the tutorial video helps and the wiki is down and fffffffff[/QUOTE]
Are you sure you built a Carpenter's workshop? That sounds like the options for a Craftsdwarf's Workshop.
Shit maybe.
[editline]5th November 2011[/editline]
Oh yeah that's right
I built a fucking craftsdwarf's workshop because a carpenter's workshop didn't exist on the list.
Also I forgot to take axes with me so i'm sitting here with like 50 default ashen logs and i'm basically fucked until the winter caravan arrives, and even then I have to hope that it has something more than two rolls of cloth and a piece of cheese or something.
You shouldn't be stuffed, can't you use the logs to make a wooden training axe?
Amazingly, a wooden axe can chop through a tree, even if it's a nice soft pine axe against a majestic oak tree.
[QUOTE=Wilford Brimley;33130358]Shit maybe.
[editline]5th November 2011[/editline]
Oh yeah that's right
I built a fucking craftsdwarf's workshop because a carpenter's workshop didn't exist on the list.
Also I forgot to take axes with me so i'm sitting here with like 50 default ashen logs and i'm basically fucked until the winter caravan arrives, and even then I have to hope that it has something more than two rolls of cloth and a piece of cheese or something.[/QUOTE]
If you want an axe, make a wooden training axe. Woodcutters can still use it to chop down trees because dwarven logic.
Generally I only use wood for beds and stuff that can't be made with other materials. Stone is plentiful and you can make pots with it.
Pots are able to hold food etc, so no need to waste a billion logs on barrels.
Rated self lateaaaaa
[QUOTE=EcksDee;33131700]If you want an axe, make a wooden training axe. Woodcutters can still use it to chop down trees because dwarven logic.
Rated self lateaaaaa[/QUOTE]
The same logic that allows them to carve walls with their hands.
[QUOTE=Teh Zip File;33131704]The same logic that allows them to carve walls with their hands.[/QUOTE]
I thought that it was the fancy network of hairs in their beards.
They start with coarse hair, like sandpaper, gradually moving to their softer hairs, to smooth the walls further.
DF doesn't run on windows ME.
Damn, thought it would be able to eat up the hours.
[QUOTE=Terminutter;33131746]I thought that it was the fancy network of hairs in their beards.
They start with coarse hair, like sandpaper, gradually moving to their softer hairs, to smooth the walls further.[/QUOTE]
Maybe they have hairy hands?
Devlog
[quote]I'm having miners carve little twisty tunnels out of sight and then using my debug button to chop them into pieces, and then having people find the bodies, or get haunted by the unhappy ghosts (which confirms death), or being witnessed as they die. I split the unit screen into 4 categories (citizens, pets/livestock, others, dead/missing). I suppose there's more to do there, but it is a start. Next up the sheriff will have to get involved.[/quote]
Suddenly, Zombie Pandamen, Zombie Capybaramen, Zombie Snailmen, ZOMBIE EVERYTHING IN THE CAVENRS. All types of men except Bat. But Zombie.
Fuck it, i'm gonna have to create another world.
[editline]5th November 2011[/editline]
Oh god help.
I accidently deleted a bunch of stuff on the Prepare For The Journey screen and I can't get it back.
To create a zoo, would I just create a statue garden in a room with all my built cages containing animals?
Or just have an animal stockpile containing the cages?
Okay, I brought a willow training axe and a carpenter and designated some trees to be cut down and nobody is doing anything. They're not on break and they're not sleeping.
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