1.b: uhhh how do I carefully injure him? o_0
Vveerryy ccaarreeffuullllyy......
No, seriously, it's possible to expose them to (say) a single danger-room-style vertical spike hit to graze their knee, but it might as easily just go straight into his brain and kill him outright. Sending them onto a bridge which retracts to give them a fall of a certain height... 4Zs-worth? might do this. Or might kill them. Or might leave them uninjured. (Setting up consecutive possible falls of 2, 3, 4, 5, 6, 7, 8, 9, 10Z, with the aim of stopping once minor injury has occurred, could work. Or they could die at a Z-drop of n where they might have survived the subsequent Z-drop of n+1, I think, had they still been alive.)
Well, I'll try it and see if they do the food-claim thing (at least, hopefully I'll be able to tell if they are), and if I'm able to find out if it's problematic, I can undo it, right?
I find that food-claimers tend to take a stack and then abandon most of the stack on the ground after nibbling the top-most stack item. Still owned by them so not able to be dumped, yet causing miasma. I'd not have food claiming at all. Drink-claiming (needs flask/waterskin) I let happen, not having the same kind of effect, but set to water-only, mostly, because water from the well is basically limitless, and while I haven't noticed them leaving small puddles of unused (but technically 'claimed') booze/water around, of the two commodities I really wouldn't want to waste the booze that way.
[/quote]I guess the only benefit is the idea that soldiers wander around less looking for sustenance, instead of doing soldery things?[/quote]They'll go to get top-ups (for the water, in my situation) every now and again, but it may happen less frequently than if they
didn't have a flask to quickly sip that nasty dihydrogen monoxide brew from. Without a backpack and food ordered to place in it they'll still wander off when hungry, but that's less likely to happen mere seconds after they returned from a drink-break if they didn't take the drink-break. Or cause miasma.
Well, now that I look at supplies screen, and it says 'carry any drink' 'carry two food', I still don't see anything about waterskins.
Waterskins (or flasks, if metal (or stone?)) and backpacks aren't assigned-to-uniform, but are grabbed as a function of requiring a waterskin/backpack to put the requisite supplies in, if there are any freely available to equip. If you have no waterskins, no-one will take any liquids with them.
now I don't know if I even made any traction benches at all?
Traction benches are made at a Mechanic's workshop from (IIRC) a table and a mechanism. And they appear (IIRC) somewhere near the bottom of the Z-Stocks menu, the very last pane, above the crutches/casts and below the remains. Or maybe they're in with other bits of furniture, near the Tables. But they get themselves their own top-level item. I'm sure.
(3, Value)
3.a: holy junk, (t) lets me look at the value marker on placed items! I never knew that before! I had always been looking at things with (k), which only says like
Bed
Smooth orthoclase floor
Press <enter> when you get that, and I think (don't have the game open) it will give you something like "This is an exceptionally crafted pine-log bed encrusted with jade and bristling with spikes of copper", or whatever the bed is. (Actually, it'll stop at the word 'bed', with perhaps some other adjective regarding its quality level, if I misconstrue the "(box)" you mean, unless you
have encrusted/decorated it in any way, or if it became that way as part of being made as a mooded artefact.)
If the square you're looking at has multiple items (excluding the floor, which is always there, and any amount of magma or water flowing there) you can scroll up/down with +/- to pick the sock that happens to be left on the same square as the bed and the several tonnes of raw rock that were dumped down upon it from the hole in the ceiling (to no ill effect of anyone sleeping there at the time!)
Exactly what wood an item gets made out of doesn't really matter?
I'm pretty sure that's the case. But even then wood has a 'value' that can be compared with the various other materials. Beds (non-moodcrafted ones, anyways) are all wood, though, so only quality of craftsmanship may affect the individual prices. Moodcrafted beds could be made of ion, or diamond, or graphite, or goblin bones, or even the skull of the eventual owner's best friend, if it was one of
those moods, I think...
3.d: this might not be 'value' per se, but, where can I read up on how many items are stored in a particular container type?
It might be dictated to by weight, or something else. Someone else will know for sure.
4.c: When I look at some things with (t) (now that I know how to do this), sometimes there is a purple capital D next to them.[/quote]
"Marked to be dumped". You either pressed "d" while k-ing over them, or (d)esignated a (b)lock to be (d)umped (I think it is) and enclosed the area in which the item exists. If it's constructed/in-use it won't be dumped, but if you designate (or mark the individual blocks to be dumped) a set of walls to be Dumped in either manner and then deconstruct them, the blocks will retain their Dumped status and immediately be (potentially) subject to a dwarf coming along and taking them to the appropriate dumping zone. Useful to speed up the clearing away of unwanted debris after unconstruction. Designating a dump over a constructed cage trap will designated both mechanism and cage to be such, and I think the triggered cage is then down for a trip to the dumping zone, as opposed to the animal-stockpile(-inclusive-of-cages!). Designating Dumping over a constructed cage containing an armoured goblin will mark the goblin's possessions to be dumped, and thus strip him/her of armour, clothing and weaponry. (If you want a live target, some people do that, but then, through Z-stocks, de-designate all to-be-dumped armour[1][2] so that when finally released, weaponless, the unarmed but armour enemy lasts longer and generally trains your dwarfs more before dying.) You can de-designate the trap via Z-stocks, or (once you know the items you want have been taken from their hands) by the (d)esignate (b)lock to be not (D)umped, IIRC. The menus show you what there is. (d)(b)(f)orbidding is countered by (d)(b)(c)laiming and (I think) (d)(b)(m)elting is countered by (d)(b)not(M)elting, but it tells you what they
really are when you're in that command hierarchy, if I'm wrong.
[1] D and F (is Forbidden to be touched) and M (to be Melted) show up alongside both tabbed and non-tabbed Z-stocks menus, in a non-intense colour if it's the non-tabbed "cumulative items of a type on one line" display and only
some (one or more, less then all) of those items are actually so marked, or in bright purple/I forget/red if all of them are, or if it's in one-item-one-line mode and that particular item
is.
[2] More on Z-Stocks D/F/M in the default multi-item-per-line mode: It's a kind of triple toggle. If it's a subdued colour, first press of the relevant letter will wipe that letter off. If in all-not mode a press will change to all-set for that quality, and all-set goes back to all-not. There's no way to backtrack to "all that were originally set to be dumped/melted/forbidden now aren't" in that mode, or indeed reverse
every item's settings. If you want finer control (e.g. all that were to be dumped now not, all that weren't to be dumped, now so, or all that were forbidden now unforbidden and set instead for Dumping, or specifically all steel objects (below a certain quality) to be melted and all other tags removed) then you need the other <tab>bable display and peruse the list. The ordering of a "genera" of items puts forbidden/dump-set and also I think melt-set items down at the bottom of the list (or scroll 'up' from the top to wrap around and see them, if that helps.
In fact, now that I look at it, there are three bedrooms right next to each other where all the items in it have the purple D. What is that?
That's likely to have been set by you (inadvertently, if you don't know why they should be) with a (d)(b)(d) designation. Also, when you're in the (d)(b) mode you can see background highlighting of purple, green (ah yes, forbidding is green) and (probably) red to demonstrate "one or more items on this particular tile have a dump/forbid/melt designation on them".
What you may have done, actually, is decide to clean out the rooms of rock spoil left over from their designation. This would have covered the beds, if you had already placed them there, but (until you deconstruct the beds) would not be acted upon. So perhaps you already know a lot of what I've just told you.
Anyway, either toggle with (D) on the k-view, or (d)(b)(D) and double-<Enter> on each of the spots with the beds or (if the rest of the area
is cleared out, now) redo the same sort of all-beds-enclosing designation to cover them all with the "clear (D)ump" setting.
Thanks so much for all your answers ^_^
If you can understand what I'm telling you, you're welcome. If it's far too much irrelevant, over-explained or plain badly explained information, then my apologies.