Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Author Topic: Newbie Questions  (Read 1188 times)

FakerFangirl

  • Bay Watcher
    • View Profile
    • Youtube
Newbie Questions
« on: February 08, 2015, 05:53:36 am »

Why are dumped corpses ignored for so long? When I have burial-ready coffins why is hauling mussel shells to refuse stockpiles more important than burying corpses? Why don't brooks give my waterwheels power? Why doesn't wind give my windmill power? Do I need a gear assembly underneath instead of a millstone? Why does building near trees cause the game to crash when branches or twigs overlap with constructing floor tiles? Why are there no goblins even though I'm one overworld map tile from a goblin fortress with maximum world aggression settings? Why is there no ore despite prioritizing mining at 1-3 priority for years through gneiss, marble, slate, and granite (descending order) and I have over 3000 prepared meals and 2000 ammunition :(

Why haven't my farming plots after a year despite having a high traffic area leading there and three farmers? Why do tree cutting and mining designations turn light-blue and not get done (when a caravan came). Why won't dwarves with one labor preference and a burrow on top of where they need to work do their job? Why do I have to dump axes before woodcutters will use them? Why can't I pacify moody dwarves? Had a married mason go mad and become a craftsdwarf even though he hates crafting and wasn't annoyed by anything other than a lack of tables when there are medium dining halls with chairs near every sleeping quarter. He was sad being apart from a loved one so I had his wife station beside him for a month and he dies of dehydration. Locking him a room with beer doesn't help. Had another dwarf commit suicide when he was trying to make an artifact but I ran out of wood even though I had a dozen dwarves available for woodcutting and high priority tree chopping designations. How do I prevent dwarves from trapping rodents that escape their cages while getting them to trap animals for food or keep enough traps in stock for mussel-fishing? What do I do with captured flies and tamed caged rodents? How do I sell animals? How do I butcher tamed animals? Is there a way to get notifications when animals or NPCs enter the map or keep a side-tab open which lists the newest "Others" creatures that enter the map? (i.e. placing the "Others" creatures list below my minimap and sort by order of newest.) Is there a way to heal possessed or diseased dwarves? Why do blood and slime spread so ridiculously when washed? Does dumping water on animals and dwarves prevent disease and ticks? Is there a way to sort alphabetically when assigning dwarves to squads and furniture to dwarves or searching through room owners? Why can't I click a dwarf to select him/her or simply drag his name/icon with the mouse onto a room/squad/room? Why do I have to manually de-assign all labors to dwarves whenever I run out of a material and then assign a warren at the collection-point so that they will go and get that? Why isn't the priority of obtaining those resources automatically increased when other dwarves need them (to the point of suicide over lack of logs)? Can we have an artifacts tab at the trade depot? Perhaps replace the Cheese <Plant> tab in stockpiles. Can I make new civilizations by retiring my fortress? To for example increase the number of migrants that arrive when I attempt to colonize adjacent evil biomes. There are certain aspects of the game which I enjoy more than others yet it would be nice to be able to focus on those without constant resource shortages and migrants. In which ways can I interact with a retired fort without reclaiming it, and what variables (e.g. population, military strength, opulence) affect these future post-retirement interactions..? It would be nice if cancelled manager orders would automatically temporarily increase the priority of the resource collection relevant. Perhaps dependant on manager skills. Will v40.24 save files be compatible with new releases? What are a few things I can do to avoid randomly killing-off all of my dwarves? This is my first time playing outside an evil/desert biome and my first time surviving longer than 2 years. Population 100; created wealth 545740. How do I type the correct symbol?

And where are the zombie carp?
Logged
"Should we call a beak dog a gobbo doggo?" - Relevant_-_-Username

ptb_ptb

  • Bay Watcher
    • View Profile
Re: Newbie Questions
« Reply #1 on: February 08, 2015, 06:36:34 am »

Why are dumped corpses ignored for so long?

When something is taking too long it's often better to pick a dwarf or two and disable every labor type except the one you want to get done. (In your case 'burial' or 'refuse hauling')

If it still doesn't get done then something is wrong. Burrows, pathing, or whatever.
Logged
()==[:::::::::::::>

Reelya

  • Bay Watcher
    • View Profile
Re: Newbie Questions
« Reply #2 on: February 08, 2015, 07:09:54 am »

Quote
Why are dumped corpses ignored for so long? When I have burial-ready coffins

Coffins have to be built before they can be used. Then you can either assign dwarves to them manually or set it up for auto. Make sure to turn off pet burial or they use the coffins for dead cats and dogs too.

Quote
Why are there no goblins even though I'm one overworld map tile from a goblin fortress with maximum world aggression settings?

When you set up the fortress you need to check the neighbors screen to see all civs and their relationship with you. Plus, you won't have other civs appear on your list until you first encounter them, which could be years in game time - assuming you meet the wealth criteria. You need to build up wealth before invasions are triggered. If you're too poor, goblins can't be assed to attack.

Quote
Why is there no ore despite prioritizing mining at 1-3 priority for years

That's site-specific. Did you customize the world to have more ore? "prioritizing mining" doesn't do anything to ores. You should dig thin criss-crossing exploration tunnels on each level, don't waste time digging out whole levels if there's no ore veins. Metal veins run for long distances.

Quote
Why haven't my farming plots after a year despite having a high traffic area leading there and three farmers?

Traffic zones don't affect which jobs dwarves go for. They only affect pathing once a dwarf has already decided where he wants to go. don't bother with them.

You need (1) seeds (2) farmers with grower/planter labors on (3) farm plots where you have selected what type of crop to grow there each season. Cooking destroys seeds, so it's also a good idea to turn off cooking for raw plants if you build a kitchen. Eating raw plants, or brewing raw plants creates seeds, so brewing plants gives back plantable seeds. So making a lot of booze is a good way to ensure a steady seed + booze supply. Drinking booze give dwarves a huge productivity boost too, so if you're not keeping up the booze supply then that's an efficiency problem.

Since you have many prepared meals, maybe you accidentally cooked all your crops with the seeds in them (which destroys the seeds).

Quote
Why do I have to dump axes before woodcutters will use them?
I've never heard of this one at all. Are you sure you're not doing something else. Dumped axes should be forbidden, so not usable.

Quote
Why can't I pacify moody dwarves?
"Moods" are when dwarves go insane and want to make an artefact. If they can't get the materials they want, they either go hikkomori and starve to death, or go insane and kill everyone. It's a game feature. you can only try and help them make the artefact, or wall them up before they start going psycho.

Quote
Had a married mason go mad and become a craftsdwarf
"Moods" always target a random skill. If they complete their little mission, they make an artefact and become Legendary in that skill

Quote
him for a month and he dies of dehydration
Yeah, because he failed to create the artefact, he stops eating and dies or goes insane. You're lucky he didn't go beserk and kill his wife, it was a 50/50 chance. This is a deliberate game feature.

Quote
How do I prevent dwarves from trapping rodents that escape their cages while getting them to trap animals for food
Trapping vermin isn't a source of food. You want hunting, which needs bows, quivers and bolts, or fishing, which needs a usable river area with a fishing zone.

Quote
How do I butcher tamed animals?

Have a butchers building, give 1 or more dwarves the butchery labor. Go into the animals screen and click "b" next to the animal you want to kill. you can also use the cursor on an animal on the map, and tag them for slaughter.

Quote
Is there a way to heal possessed
No, "possessed" is a Strange Mood which makes an artefact. It can only end in an artefact (and the dwarf becoming Legendary in the crafting skill) or death/insanity.

Quote
Does dumping water on animals and dwarves prevent disease and ticks?
Being dirty doesn't make dwarves sick. Unless it's poison slime or dust from some monster or evil dust clouds/poison rain, which you sometimes can get in evil biomes. Cleaning is generally for fortress housekeeping/FPS, not health (other than keeping poisonous Forgotten Beast secretions out). You can make a small depression in a corridor, fill it with a few levels of water. This "foot bath" will wash stuff off any dwarf passing through. Otherwise, use the dfclean (I think) cheat in dfhack.

Quote
Why isn't the priority of obtaining those resources automatically increased when other dwarves need them (to the point of suicide over lack of logs)?
The priority system is new, so it's only been implemented in a basic fashion. And it's up to the player to manage that. Are you sure it was lack of logs? did you check the dwarf message against the wiki page on Strange Moods? Managing resources for the moods is part of the game, not automated.

Quote
it would be nice to be able to focus on those without constant resource shortages and migrants.

If you're having resource shortages, that's your issue not the game. You had too much of lots of stuff, like 2000 prepared meals and 3000 ammunition. You need more experience in how to manage production. If you get that covered you never have shortages of anything.
 
Are you saying you have too many migrants as well? Because migrants = resources. Just ignore their "profession" and re-assign them to whatever labor you need. Turn OFF hauling on the most important specialists so that they focus on doing important jobs too. Use custom names and custom profession labels on all dwarves to help keep track of who does what.


« Last Edit: February 08, 2015, 07:25:03 am by Reelya »
Logged

Pirate Santa

  • Bay Watcher
  • [CURIOUSBEAST_EATER]
    • View Profile
Re: Newbie Questions
« Reply #3 on: February 08, 2015, 07:19:22 am »

Next time, please put some breaks in that wall of text, it would make it much easier to read through your post. That said I will now attempt to help as best I can.

Firstly, what ptb_ptb said about specialisation is very true, consider having some dwarves whose sole duty is hauling. Also make sure you're not overloading your dwarves with too many jobs at once.

Brooks are weird, they also won't supply a well if you build one on top of it, try digging a channel connected to the brook at both ends and see if you can get flow that way.

Windmills provide either a little, a little more, or no power depending on the wind level in your biome. Unfortunately there is no way of knowing what the wind level is unless you build a windmill.

Bug tracker has confirmed your tree floor bug as a duplicate of this bug

Reelya just ninja'd me on the gobbos and ore.

Blue designations mean they're marker only, witch you get by pressing "m" while in the designation menu, press "m" again to set it back to normal.

If a burrow does not also contain all the materials needed for a job as well as the workshop they can't complete it.

You should read up on Strange Moods.

There is an odd problem with woodcutting designations getting forgotten sometimes, undesignating and redesignating usually fixes it. Could be be related to your dwarves being swamped with work though consider specialisation.

Animals must be in cages to be sold.

You just have to check the "Other" tabs regularly if it worries you that much. You'll get an announcment if anything important (like the caravan) arrives.

Giving a dwarf the fishing labor will cause them to go to a water source and catch whatevers in there. Including mussells if there are any. No equipment is required.

You can't sell artifacts and will get unhappy thoughts if they are lost.

Save files are generally compatible with new versions but sometimes you will have no choice but to gen a new world.

As Reelya said your main issue seems to be you're not managing your resources (including dwarf labor) properly. Solving this will solve half your problems.
« Last Edit: February 08, 2015, 07:35:17 am by Pirate Santa »
Logged
Welcome to Dwarf Fortress. Where peaceful death of old age is something nobody sees coming.
it turns out Dog Bone Doctors aren't very good at doctoring.

PatrikLundell

  • Bay Watcher
    • View Profile
Re: Newbie Questions
« Reply #4 on: February 08, 2015, 07:30:28 am »

It's a lot easier to handle questions if they are written as a list rather than a massive block of text. Since you've got a fair number of questions, numbering them makes answering by referring to question number easier.

- "Dumped" corpses are "forbidden" when dumped, so you have to unforbid them for further hauling (Assuming that was the question).
- Refuse hauling is a task different from burial, but when faced with more tasks than hands, some tasks tend to get starved.
- Windmills can give 0, 20, or 40 power sort of dependent on latitude. There is a wiki page describing the relation, but AFAIK this breaks down on pocket embarks.
- I believe a millstone should work as well, although that design is vulnerable to building destroyers. 'q' over the windmill to see how much power it provides, but I suspect you have an unfortunate embark.
- Goblins: Unless you change file parameter settings, goblins appear only when pop has reached 80, but they can take quite some time to show up anyway.
- Don't quite get what your ore question is. Pre embark would show you if there are shallow and deep metal(s) in your embark. If there are, you have to perform exploratory digging to find them (although you just tend to run into them when doing your "normal" digging). I don't know what "priority" you're referring to. If it's digging designation, that just specifies the order miners should mine in, but I don't think it factors in competition with other tasks. Miners generally should have only mining enabled to keep to their job.
- Farming plot what? Broken sentence. Have you ordered planting?
- Haven't encountered blue markings, but there is a designation marking I've never used that's used to prepare for work, but not actually do it. You might have turned that on by mistake.
- Burrows: All the material used for jobs have to be in the burrows, or the task can't be performed.
- I've never had to dump axes... If someone else is holding on to the axes that would be an issue.
- If "taken by a mood" and failing to create an artifact, the dorf will go mad and die.
- Captured vermin are essentially useless (cave spiders might possibly be an exception). They can be given as pets, but some dorfs hate some kinds of vermin... If using animal traps, stuff all the useless vermin into a single built regular cage.
- Animals can be traded only after they have been trained by an animal trainer. Haul the cage with the animal to the trade depot. If the cage contains an untrained animal it will be released can !!fun!! will follow.
- I butcher using Dwarf Therapist, but you can also use the animals screen under 'z' to mark them, or 'v'iew the animals and mark them for butchering. They have to be trained to be butchered.
- Notification: Not that I know of, with the exception of titans, enemy forces, caravans, etc. I periodically go to the "others" list to check. My observations indicate latest arrivals always are on top.
- Don't think diseases are implemented, and I don't think you can do anything about the vermin except futile capture.
- DF is essentially keyboard driven.
- Warren? Deassign?
- Don't think it's possible to sell artifacts.
- 0.40.24 compatibility: We'll have to see when a new version appears.
- There are quite a few things you can avoid doing to kill off everyone. Don't flood the fortress with water or magma. Isolate surviving lycanthrope victims until they've been confirmed free of infection/curse. Don't build a fortress that can't be closed to keep hostiles out. Always use airlock bridges at entrances. Observe local wildlife when entering caverns (e.g. wait until the Giant Cave Spider either has been caught or left before venturing out). Wall off cavern. Don't charge a superior force (e.g. 5 legendary hammerdwarves agains 50 undead), don't be too greedy for adamantine, ...

I'd assume zombie carp would be where carp are if it's also a reanimating biome.

Others duplicated parts of the above while I wrote it.
Logged

Deboche

  • Bay Watcher
    • View Profile
Re: Newbie Questions
« Reply #5 on: February 08, 2015, 08:06:42 am »

Quote
Had a married mason go mad and become a craftsdwarf
"Moods" always target a random skill. If they complete their little mission, they make an artefact and become Legendary in that skill
It's not a random skill, it's the moodable skill the dwarf is trained highest in. I made every useless craftsdwarf in my fortress a weaponsmith and have them make copper bolts so that there's a higher chance the next mood will be a weapon. In Therapist you can sort your dwarves based on "Highest moodable skill".

As for brooks, you need to channel the top tile before you can access water for water wheels.
Logged

Uzu Bash

  • Bay Watcher
    • View Profile
Re: Newbie Questions
« Reply #6 on: February 08, 2015, 02:26:51 pm »

Why is anyone taking this post seriously?
Logged

FakerFangirl

  • Bay Watcher
    • View Profile
    • Youtube
Re: Newbie Questions
« Reply #7 on: February 08, 2015, 03:10:47 pm »

Thank you Reelya your response was very helpful! I'm assuming it was logs since he claimed a craftsdwarf's workshop and then became melancholic while I was scrambling to make people chop trees. I didn't keep the battle axes dumped. Just wanted them available rather than in my militia's inventory. I'll do the stuff you suggested. The channel got the well working. I'll try channeling beside the waterwheel too. Thank you Pirate Santa, there's a lot of stuff I didn't know. I will specialize more dwarves.

I am impressed that you guys actually read (past tense) through my questions. I was expecting my topic to be ignored or flamed, as is the case in most other game forums :)

@PatrikLundell: I am using querns for milling atm but I'll play around with the waterwheel mechanics. Damn... I assumed designation priorities (1-7) affected priority over other tasks, since anything past 4 tended to be ignored. I will assign more miners and remove their hauling labors. I haven't ordered planting. The plots are waiting but I think the farmers are tending planted fields. I will try out all the options in the Status > Animals menu. Thank you for explaining training and moving animals to trade depot! Dwarf Therapist looks beautiful. Omg are these boxes clickable? That would be like... Godly!

Will stone doors suffice to stop hostiles or do I need floodgates? How far away can a lever be linked from? Will stone doors block magma? I'll try and figure-out how to use airlock bridges... Ooh this is an interesting concept! I'll have to finish my walls first :D The wiki has a lot of helpful tips on defense. Regarding carp: I need my revenge.

@Deboche: I'll do that once I have (enough) ore for weapons.
Logged
"Should we call a beak dog a gobbo doggo?" - Relevant_-_-Username

Reelya

  • Bay Watcher
    • View Profile
Re: Newbie Questions
« Reply #8 on: February 08, 2015, 03:33:55 pm »

Close doors/floodgates always block water or magma. But an open one can melt in magma if it's not "magma safe". That's because the building can only melt if there's the liquid in the same tile, not an adjacent tile. you should use the wiki e.g. googling "dwarf fortress magma safe" will give you a link to the df wiki about the topic, just click the first link then make sure to switch to the DF2014 article version.

doors and floodgates are buildings. These can be destroyed by enemy units like dragons ogres or trolls.

bridges are not buildings. The standard defence is the raising bridge. a 1x1 raising bridge is like a non-destroyable door.

levers have no limit on distance. One strategy is to seal a dwarf in a room with the levers as a permanent controller. A vampire is perfect for this since they won't require food/drink. But you can stick a small farm + brewery in with a regular dwarf, plus years worth of food.

with planting, it's a one-off deal where you designate which crop is for which season. You must cycle through all 4 seasons (a-d) on each plot or it will only schedule the current season. The most basic thing is to pick 1 farm and schedule "Plump Helmets" every season. Then brew the hell out of the plump helmets. This will sort you mightily for booze.
« Last Edit: February 08, 2015, 03:38:26 pm by Reelya »
Logged

PatrikLundell

  • Bay Watcher
    • View Profile
Re: Newbie Questions
« Reply #9 on: February 08, 2015, 04:19:26 pm »

Farmers plant fields, but only when they know what to plant, i.e. crops are designated to farm plots...

I usually use drawbridges longer than 1 tile, because graphically you cannot distinguish between an open and a closed single tile long drawbridge, but it has an atom smashing side effect (for good and ill).

Why revenge on the carp? It's already dead:) Chase the guy that revived it instead...

I'm not surprised at you being flamed or ignored, since the machine gun style of writing is hard to deal with. Calm down, think things through, and ask questions in a way that's possible to deal with in a piecemeal manner. Some people know some things, but very few knows everything and too much can put people off.
Logged

Uzu Bash

  • Bay Watcher
    • View Profile
Re: Newbie Questions
« Reply #10 on: February 08, 2015, 05:25:48 pm »

I'm not surprised at you being flamed or ignored, since the machine gun style of writing is hard to deal with.
I'm surprised the OP was serious and not just trolling. Most of those questions are answered in the wiki, some of them are bugs, some of them are just frustrations that come with the gameplay.
Logged

FakerFangirl

  • Bay Watcher
    • View Profile
    • Youtube
Re: Newbie Questions
« Reply #11 on: February 08, 2015, 07:49:59 pm »

I will follow those tips Reelya.

I'm not surprised at you being flamed or ignored, since the machine gun style of writing is hard to deal with. Calm down, think things through, and ask questions in a way that's possible to deal with in a piecemeal manner.
I played a few years (in-game) with 4-30 dwarves in 2009. When I posted I'd only had the game for a day and a half and my only goal is to keep my dwarves alive. It is not newbie-friendly. "Bash"ing newbies is the status quo on most forums I've used so I'm actually impressed and grateful towards the help.
Logged
"Should we call a beak dog a gobbo doggo?" - Relevant_-_-Username

PatrikLundell

  • Bay Watcher
    • View Profile
Re: Newbie Questions
« Reply #12 on: February 09, 2015, 02:41:57 am »

Flash flooding with questions has a tendency to cause would be responders to have their ability and patience to respond washed away with it, even though the forum is generally very friendly.

DF certainly has a lot of stuff to learn, and is definitely not for the instant gratification crowd. Since it's under constant development, things change, and the inevitable bugs come and are squashed. The wiki contains an amazing amount of stuff and should be consulted constantly (the search function is very useful). Beware that you may end up at a page for an old version, though. The pages state which version they refer to, and there are links to the latest version from those. There is a page on how to start your fortress which I used a lot initially. A number of video tutorials have been produced as well, although I personally prefer the written style.
Logged