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Author Topic: The DF2010 Little Questions Thread  (Read 1141927 times)

rephikul

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Re: The DF2010 Little Questions Thread
« Reply #7710 on: January 23, 2011, 12:47:08 am »

by any chance, your food are claimed by militias?
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RiderofDark

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Re: The DF2010 Little Questions Thread
« Reply #7711 on: January 23, 2011, 01:36:35 am »

Another thought is that everything in the barrels is alcohol. Have any animals to butcher, or bushes available for plant gathering?
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Arphahat

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Re: The DF2010 Little Questions Thread
« Reply #7712 on: January 23, 2011, 02:08:19 am »

I have a forlorn spirit of my long dead dwarf haunting my fortress, but I have him in a coffin and he's been in it for ages already.  What would make him suddenly appear?
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shmelse

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Re: The DF2010 Little Questions Thread
« Reply #7713 on: January 23, 2011, 02:13:45 am »

I have a forlorn spirit of my long dead dwarf haunting my fortress, but I have him in a coffin and he's been in it for ages already.  What would make him suddenly appear?

did you make and engrave a slab for him?
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"Aye, th' fortress o' Barbedgear. They say th'r was a dinin' room dere...o' such splendor tha' it'd reduce ye te tears! Masterful engravings lined th' walls! Th' food was endless!"

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Arphahat

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Re: The DF2010 Little Questions Thread
« Reply #7714 on: January 23, 2011, 02:18:20 am »

I have a forlorn spirit of my long dead dwarf haunting my fortress, but I have him in a coffin and he's been in it for ages already.  What would make him suddenly appear?

did you make and engrave a slab for him?

I did not.  From the details I could gather, you only need a coffin or a memorial slab, but not both.  Am I incorrect?
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Lord Shonus

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Re: The DF2010 Little Questions Thread
« Reply #7715 on: January 23, 2011, 02:19:41 am »

That should be adequate. Either you've found a bug, OR two dwarves with very simiar/identical names have died on your map.
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mwanafalsafa

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Re: The DF2010 Little Questions Thread
« Reply #7716 on: January 23, 2011, 02:32:00 am »

If you enable a new job for a dwarf is that dwarf listed as being a novice in that job automatically or will he/she have to perform the job to some extent before even reaching the novice level?

Thanks!
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Lord Shonus

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Re: The DF2010 Little Questions Thread
« Reply #7717 on: January 23, 2011, 02:34:52 am »

Once the dwarf has executed the job once, he reaches dabbling skill level. He has to work his way up to Novice.
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Poindexterity

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Re: The DF2010 Little Questions Thread
« Reply #7718 on: January 23, 2011, 02:40:00 am »

ive gotten the hang of this game through trial and error, pretty much and had lots of !fun! doing so, but there are a few things still eluding me.
If you good folks wouldnt mind taking the time to illuminate a mug.
1- can someone walk me through the process of making rope and clothing from scratch. I mean from like planting pig tail seeds to wearing the garment. im clueless.
2- how can i eat trapped vermin? how can i release trapped vermin who have been tamed? how can i catch wild animals without killing them?
3- how do i milk animals? i've tried a million times and it just doesn't work out for me. on that subject, can i milk vermin?
4- how do i get my dwarves to go pick up the corpses of non-dwarf-non-prey animals (wolves/goblins/elves/etc) and butcher them for meat/bones/whatever? and on the subject of butchery, can i do anything with the cartilage, nervous tissue, hooves, and hair of the things ive been butchering? also, can i bury enemies like goblins and elves in coffins?

thanks in advance for any light anyone might shed on these subjects.
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Particleman

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Re: The DF2010 Little Questions Thread
« Reply #7719 on: January 23, 2011, 02:58:56 am »

1: Have some rope reed, pig tails, or silk. If you're starting with rope reed or pig tails, you need to build a farmer's workshop and queue up a 'Process Plants' job. This will get you thread.

Once you have thread (either plant or silk, it doesn't matter) you need to weave it into cloth at a loom. Once you have cloth, you need to queue up a job at a clothier's workshop to make bags or socks or shirts or whatever.

2: Dwarves generally won't eat trapped vermin unless they're starving. A few dwarves with odd tastes might, but as a general rule, vermin is a last resort food.

3: Build a farmer's workshop and queue a 'Milk large creature' job. Obviously you need a milkable creature to do this. If it's not working then all the milkable animals may be outside the burrow assigned to the milker, or you may not have enabled the milking labor on any dwarves.

4: Dwarves don't seem to want to butcher anything dead unless it's RIGHT NEXT to the butchery, and even then it seems to be iffy. I don't know why, but someone else might be able to help. You CANNOT butcher goblins, elves, humans, kobolds, or other dwarves without modding the game.

Cartilage, nervous tissue, and hair have no use and will eventually rot away, but you can have your bonecarver make stuff out of hooves (via the "make horn crafts" job.)

You can't put anything besides your own dwarves or their pets in coffins.
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mrbaggins

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Re: The DF2010 Little Questions Thread
« Reply #7720 on: January 23, 2011, 03:00:35 am »

4- You cant butcher anything intelligent, so no elf stew or goblin roast. wolves though... that should be either automatic, or turn on "Dwarfs gather outside refuse" from the Orders - Refuse menu (
  • - [r])


1-
Plant pig tails (below ground) or rope reed (above ground) in a farm plot
When they've been harvested, use a Farmers Workshop, with someone with Plant Processing on, to "Process Plants" (Not to bag, or to vial, or anything else. Just the first one)
Then use a Loom (Another workshop) with a dwarf wish Weaving on to turn plant thread into cloth.
Then use a Clothiers Workshop with a dwarf with Clothesmaking on to make cloth items.

You can also skip steps one and two if you can find cave spiders or giant cave spiders webs.
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Kogut

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Re: The DF2010 Little Questions Thread
« Reply #7721 on: January 23, 2011, 03:36:33 am »

How can I lock pet animals?
[I just lost fort due to imp killing 12 pets using 3 fireballs. Result: 2 pages of miserable dwarves and spiral]
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shmelse

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Re: The DF2010 Little Questions Thread
« Reply #7722 on: January 23, 2011, 03:38:14 am »

1- can someone walk me through the process of making rope and clothing from scratch. I mean from like planting pig tail seeds to wearing the garment. im clueless.

I found the wiki on this subject to be incredibly helpful: http://df.magmawiki.com/index.php/Textile_industry
Really lays out the whole industry step by step.
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"Aye, th' fortress o' Barbedgear. They say th'r was a dinin' room dere...o' such splendor tha' it'd reduce ye te tears! Masterful engravings lined th' walls! Th' food was endless!"

"An' th' tables?"

"Oh, those fuckin' TABLES...*weeps gently into beard*"

rephikul

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Re: The DF2010 Little Questions Thread
« Reply #7723 on: January 23, 2011, 03:55:11 am »

How can I lock pet animals?
[I just lost fort due to imp killing 12 pets using 3 fireballs. Result: 2 pages of miserable dwarves and spiral]
make a corridor with 2 doors at the side of a retracting bridge. Forbid door when there's only the pet within the corridor and drop it to the nuclear shelter below the retracting bridge.
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Flaede

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Re: The DF2010 Little Questions Thread
« Reply #7724 on: January 23, 2011, 04:04:28 am »

1- can someone walk me through the process of making rope and clothing from scratch. I mean from like planting pig tail seeds to wearing the garment. im clueless.

I found the wiki on this subject to be incredibly helpful: http://df.magmawiki.com/index.php/Textile_industry
Really lays out the whole industry step by step.

There are some innacuracies in there. Giant Spiders don't have to be on the map for their webs to exist on breaching the caverns, and they can walk in at any time from the map edge. Which sucks. I don't think they have ambush capability now, so at least that's something.

Also, you can turn on and off the "Automatically collect webs" and "automatically turn all thread into cloth" in the (o)rders menu, under (W)orkshop submenu. If you toy with options, it also lets you only auto-weave your DYED thread to cloth, and only use your DYED cloth in qued cloth jobs.

Another thing folks have missed explaining -> I am pretty sure you need a stockpile for the famed plants to be harvested to in order to have them be harvested. And without being harvested, they don't get used in process plant jobs, I am pretty sure (correct me if I'm wrong, that would be cool and useful to know).

EDIT: also, getting your dwarves to wear garments can be infuriatingly... infuriating. I would really like my dwarves to wear their nice new shoes and stop passing out in the puddles of biotoxins by the cleaning well. But nooo...
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