Broadly speaking it's pretty much just a matter of selecting labors either by individual (by double clicking a given square under the headers of the dwarf and the labor) or by group, (by double clicking the darker bars that divide categories).
There are a few categorization settings; migration wave, labor, etc. that make it easy to organize them.
I find allocating hauling labors to be the most useful, so you don't have miners carrying stones n shit.
I finally got my Metalsmith's workshop ready in my first fortress.
And my Blacksmith decides this would be the best time to end his strange mood by going insane and get struck with melancholy.
[QUOTE=DanRatherman;45741060]Broadly speaking it's pretty much just a matter of selecting labors either by individual (by double clicking a given square under the headers of the dwarf and the labor) or by group, (by double clicking the darker bars that divide categories).
There are a few categorization settings; migration wave, labor, etc. that make it easy to organize them.
I find allocating hauling labors to be the most useful, so you don't have miners carrying stones n shit.[/QUOTE]
I am familiar with it's basic functions (dunno what advanced tricks are in there), but what I would like help with is navigating through the program itself, what button does what, what these bars mean, what to click to sort them, etc.
Maybe I could figure it out if I just knuckle down and stare at it for a while, but for my fever-swamped brain, that's an overwhelming prospect at the moment.
But I also really wanna sort out that necromancer's brains from his body ASAP. So any guides of that nature would be super great.
[QUOTE=Raxas;45742197]I am familiar with it's basic functions (dunno what advanced tricks are in there), but what I would like help with is navigating through the program itself, what button does what, what these bars mean, what to click to sort them, etc.
Maybe I could figure it out if I just knuckle down and stare at it for a while, but for my fever-swamped brain, that's an overwhelming prospect at the moment.
But I also really wanna sort out that necromancer's brains from his body ASAP. So any guides of that nature would be super great.[/QUOTE]
Right clicking on most of the menus will show you other options to sort by/etc
My workflow when dealing with dorf labors:
1) Check dwarfs for vampirism and stuff
2) Clean dwarves are given a custom profession "IDLE", and given hauling only labors.
3) Once I need something done, I pick from the pool of IDLEs the most skilled dwarf.
4) Change their profession to e.g. "CARPENTER" and turn on appropriate labors.
5) Disable all their other labors, especially hauling ones, so they do not get distracted.
6) If anyone has a lowercase profession, that means they arrived with a migrant wave. Go to step 1.
So my fortress is basically ran by an army of dedicated haulers and a bunch of dedicated specialists.
I automatically assign every dwarf without any usable skill the nickname of "Useless", give them masonry and carpentry (while using the manager to restrict the actual workshops to the skilled workers, the Useless ones are only there for walls and floors), as well as furnace operating, architecture, mechanics, and stone detailing (again, only for smoothing, not engraving)
If a dwarf has a usable skill, I name them after it and disable every other skill to ensure they get their work done. Also, if a dwarf becomes legendary I use burrows to keep them inside the fortress proper permanently, I don't want my legendary weaponsmith to be bear food. Unless it would be funny.
Also, update on my fortress, I am officially a barony (despite having enough output to be a duchy), so I am ever that much closer to freeing the mountainhomes from the tyranny of the goblin king
[editline]20th August 2014[/editline]
nevermind, save got corrupted :T
I disable hauling for my miners and usually my woodcutters. Most everyone else has them all enabled, except sometimes my broker. Once I start getting migrant waves, I find any dwarves with undesirable primary professions - like soap maker or fishing if it's too hot - and remove the jobs that put them in danger, - hunting also a big candidate - give them something I actually need, then if I'm good on all big professions I give any more I find farming. Later on when I've got multiples of the big ones that get a lot of work coming their way, I just start giving everyone stuff like farming and fishing to keep them busy.
At low-mid pops I also control the specifics of hauling for each occupation. Miners, Chefs, and Brewers are haul-free, because they need to spend all day erry day doing shit. Woodcutters can handle Woodhauling for the entire fortress, since they aren't full time employed.
Craftsdorfs usually come in pairs of workers and workshops (for tantrum purposes), so they can have item hauling on so they move their own product to the stockpile.
Farmers handle food-hauling, since it's not quite full time and I always end up with shittons of em.
Anyone else gets Hauler profession and carries everything else. Once the fortress gets large enough I begin to remove haul labors from the craftsdorfs and build a designated caste of part time military haulers.
you know that Large Copper Knife you usually start with in adventure mode? Its a great throwing weapon and more often that not for me has ruptured a lung causing anyone running to die.
[t]https://dl.dropboxusercontent.com/u/12876495/OHGODWHATHAVEIDONE.png[/t]
i'm sorry ;_;
i didn't mean to dig down to you :((
[QUOTE=Nikita;45753721][img]https://dl.dropboxusercontent.com/u/76413808/Screenshot%202014-08-20%2019.25.59.png[/img][/QUOTE]
What a shit place to live.
Even the water has been watered down.
[QUOTE=Psygo;45756318][t]https://dl.dropboxusercontent.com/u/12876495/OHGODWHATHAVEIDONE.png[/t]
i'm sorry ;_;
i didn't mean to dig down to you :(([/QUOTE]
tempted to make a fortress that literally the only thing I do is make a hole down into the Dark Carnival
decided to flood the hole with water... hopefully that'll stop them... too bad I probably drowned 20 of my guys in the process but oh well.
[editline]21st August 2014[/editline]
game crashed.. well now i dont have to abandon that fortress atleast.
[QUOTE=Psygo;45756318]
-clowns-
i'm sorry ;_;
i didn't mean to dig down to you :(([/QUOTE]
spoilers much
Well.
I've been finally managing to get a hang of this game. Got through my first year, 12 dwarves, lots of gems, good amounts of stone, all were finally housed, all was good. The only thing I was struggling with was keeping a healthy supply of drinks brewed ("no unrotten food to use" my ass, I got like 10 tiles of devoted plump helmet farm where is it all going?).
Just now 30 migrants arrived. Just as the last drink was used up.
[img]http://i.imgur.com/YvwSJb5.jpg[/img]
This is not good.
[highlight](User was banned for this post ("reaction image" - Orkel))[/highlight]
[QUOTE=Jrose14;45756931]spoilers much[/QUOTE]
not really
calling the demons "clowns" and the hell "carnival" is just something people do for fun
everybody knows what's waiting in the depths of the map
It's kind of self explanatory really, Saruman, puts it quite well "The Dwarves delved too greedily and too deep."
I've never punched through, nor have I read what is down there, but I can quite easily imagine what awaits, in the depths.
[QUOTE=Orkel;45760106]not really
calling the demons "clowns" and the hell "carnival" is just something people do for fun
everybody knows what's waiting in the depths of the map[/QUOTE]
I didn't the first time.
Oh god the horror
I've made a carnival express before and dropped several forgotten beasts into it. It didn't end well.
[QUOTE=mn_chaos;45760915]I've made a carnival express before and dropped several forgotten beasts into it. It didn't end well.[/QUOTE]
It didn't end well for the circus or for the FBs? Or did they team up against you?
[QUOTE=Psygo;45756617]decided to flood the hole with water... hopefully that'll stop them... too bad I probably drowned 20 of my guys in the process but oh well.[/QUOTE]
This is one of the more ineffective things you can do to fight clowns. They have the ability to swim and breathe in water AND magma. Also, if you're dumping water into the circus tent, it will more than likely flow into [SP]the eerie glowing pits[/SP] (not sure what the funny name for these are, haha). If you can shut off your water source, no big deal, but as an example, if you were to breach [I]the ocean[/I] or some other replenishing source, your fortress is totally fucked from fluid-flow-induced FPS lag.
I have a plump helmet farm but my farmer just plants one plump helmet seed and leaves the rest untouched, is this a bug or something that I did?
[QUOTE=Trebgarta;45775564]Either you ran out of seeds or he wants to throw a hardcore party
In first case, brew brew brew[/QUOTE]
According to the status menu I still have 4 plump helmet spawn left.
Fucking dorfs keep moving the seed barrel, and then my farmers complain there isn't any plump helmet spawn
[QUOTE=FalconKrunch;45777002]Fucking dorfs keep moving the seed barrel, and then my farmers complain there isn't any plump helmet spawn[/QUOTE]
"Hmm, there are seeds in this vegetable I just finished eating.. those belong in the seed stockpile.. Wellp, better go and fetch the entire barrel of seeds, put the seeds in it, and take the barrel all the way back to the stockpile!"
Forbid barrels from seed stockpiles, so that they only use bags. That way there will usually be a bag of seeds ready to go while the other is in use.
So the FUNdation was crashing a lot for no reason so I had to abandon it. Went to start a new embark.
"Dense Woodland"
embark
no trees
gg
[QUOTE=Jrose14;45778040]So the FUNdation was crashing a lot for no reason so I had to abandon it. Went to start a new embark.
"Dense Woodland"
embark
no trees
gg[/QUOTE]
They're so dense that they've achieved a singularity!
[QUOTE=SeamanStains;45777319]Forbid barrels from seed stockpiles, so that they only use bags. That way there will usually be a bag of seeds ready to go while the other is in use.[/QUOTE]
I wish you could forbid bags, too. Then it would be easier to have plots of the same plant in physically separate places, since the 200 seed cap corresponds to just 2 bags.
[IMG]http://i.imgur.com/PC5UYro.png[/IMG]
In retrospect, though it did indeed rout the goblins, letting the fire beast out might not have been as good an idea as it seemed at the time.
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