Hey, firstly there's a bug with taming animals or something... does anyone know exactly what animals so I can edit the files?
The bug is about the dungeon master (whom is supposed to be the only one able to tame exotic animals) not showing up in this version, so the workaround is to change the [PET_EXOTIC] tag to [PET] in the raws. You can change it even after world generation, in the raws of the saved region folder. If you don't want to do it manually you can look up the No Exotics mod.
I'm just wondering if there is a downside to giving a dwarf with no experience in a job, a certain job. I'm not talking about dangerous things like medical stuff. Say like a mason or a weaponsmith... or make a dwarf just use pumps and haul and the likes. Other than it taking more time overall, is there any downside apart from lower quality goods?
There is a hidden minor positive modifier for the quality, when dwarves work with materials and items they like. It gives them also the 'has been satisfied at work' thought, but other than this there's no other benefits.
Secondly, assuming I get a legendary soap maker or something and I decide it's worthless as of now, can I make him a miner and take off all other jobs for that Dwarf without him getting into a bad mood since he can't make soap?
Any dwarf can make any civilian job without any downside! You have to worry about bad thoughts only for drafted dwarves with civilian skills and no military skills, and off-duty military not-champion dwarves with military skills and no civilian skills.
Also, what jobs, other than medical and perhaps leadership/training/trading shouldn't I let new Dwarves do? As in, with a low mason skill the stone items will not be of high quality but it can be trained whereas with a low medical skill... my Dwarves will be butched like crazy.
Low skilled medics may perform poorly, but they won't kill their patients, at least not directly.
I want to get more wood; does it respawn in the underground and overworld? If so, do you guys just use stone for the majority of your fortresses (as in items), keep in mind, I barely make it to the first wave of immigrants before I think I've wasted a lot of the wood in my close areas.
Yes, it's a renewable resource. Make sure you have some
unmined soil under your above-ground woods for the growth of your trees, or just start an underground tree farm.
Is there anyway to get a certain colour of stone? As in a golden coloured stone or a red stone to make walls from other than hoping to find it? Even by trading would be fine.
There's yellow, bright red (hard to find, comes only in small amounts unless you have cinnabar on the map) and dark red.
List at the bottom of this page.
How does the domestic animal/egg and butchering stuff work? I mean sometimes in one game, I had one hen and one rooster, and she took up one nest box but in another, I chose three hens and one rooster and three nest boxes and nothing. As in the first time, she took up the nest box within say ten minutes of playing. The three hens were still there after the first immigrants arrived and not one nest box was claimed. Any reason for this?
Sometimes the hens just take their time to claim the nest boxes, just be sure they're in the same pasture/burrow as the nests to avoid diligent dwarves bringing them back to their place.
But anyway, regarding the egg and butchering thing. I understand that you can designate the nest boxes to be ignored so the eggs will hatch (I think that's right) but... is there a way to control how many eggs hatch or see how many eggs are left in the box, assuming I left my dwarves take some eggs from the nest box?
Well, you can manually [t][f] on the nest box to forbid the eggs to avoid having them delivered in a food stockpile, or you can forbid the door of your henhouse. The eggs are treated as a stack, they will hatch all together/be taken away all together.
About those damn plump seeds, I'm just completely confused. I mean I get them growing and store them. But anytime I try to brew a drink, it's telling me there isn't storage or fresh seeds (or basically the seeds are bad or something, forget the exact message). But even if I make about 8 or 9 barrels, sometimes I still get the message there isn't free storage after I instruct the Dwarf to brew me a drink (yes, there are seeds in the farm and the food storage). Oh and it says on the wiki I need bags... how do I create them or do I need to buy them at embark and trade?
Seeds will never go bad, it's just really easy to overproduce them and occupy barrels/pots that could be used for booze. Bags help you store them more efficiently, you can make them our of leather at a leatherworker's shop, or out of cloth at a clothier's shop. You can reserve the amount you want of spare barrels with the 'reserved barrels' option on the [p] stockpiles menu to have some always empty and ready to be filled with booze.
Is there anyway to actually permantly avoid sieges (or at least conflict)? As in something like having a 40 tile long entrerance to my fortress and have it so if I see a siege or something, I can just pull up a drawbridge. But do the sieges ever go away, as in: Goblins arrive, they wait a few months and then leave? If so, around how long? If not... other than fighting, is there a way to get rid of them qithout having to fight? Like say I only had 40 dwarves or so, just a bunch of traps or magma? Speaking of magma, if I used that to pump onto the invaders, is there anything harmful about 1 depth magma?
You got it right: they will wait some months before giving up. But another siege may show up right after they left, leaving you effectively in some kind of perma-siege status. Traps and long corridors and long corridors filled with traps do fine against goblins and trolls and ogres, and designing your own defense system can be really satisfying, but if you don't feel like coming up with your own there's plenty of examples on the wiki and the forum. 1 depth magma melts off feet and the fat from them/burns flammable shoes and may kill goblin sized creatures with blood loss, but it's prone to evaporating.
And finally, the butchering thing, is there a downside to having a no skilled butcher other than we get worse overall food?
Short answer: no.
Long answer: master butchers -seem- to be able to scrounge up edible meat from small animals like ducks and macaques (at least, it happened on one of my fortresses, and i'm sure it wasn't meat bought from caravans. It's something that needs extensive testing). For any creature bigger than peafowl/turkeys, even a no skill butcher will do. If you get a master butcher migrant is cool, but not worth the hassle to level one, unless you end up with one from having a massive meat industry. Just butcher bigger animals
If you worry about the speed of the job, titans and such will take a long time to butcher anyway.