DF: Hints & Tips
Moderator: Forum Moderators
lack of co-ordination shouldnt really be a problem with this, we dont need to all be around at the same time to play it, just 1 person using a save at a time, and yeah it would be nice to be able to collaborate with people on what your doing/whats planned etc etc, but i think it would just make it more hectic and silly without it, and i dont think people would expect someone to do their whole turn in one go, problems would just be if the person who's turn it is forgets to upload the save after their turn or if someone cant manage to do their turn for whatever reason, but if thats the case then you just roll it onto the next person in line and the other person goes after that.
plus an ingame year isnt a huge amount of time spread out over a couple of days.
i think the most difficult part would be world generation and choosing a starting location that everyone is happy with
oh and if people want to do massive posts with anecdotal screenshots then i suppose that could be quite time consuming
plus an ingame year isnt a huge amount of time spread out over a couple of days.
i think the most difficult part would be world generation and choosing a starting location that everyone is happy with
oh and if people want to do massive posts with anecdotal screenshots then i suppose that could be quite time consuming
-
buzzmong
- Weighted Storage Cube

- Posts: 7167
- Joined: February 26th, 2007, 17:26
- Location: Middle England, nearish Cov
Windmills, pumps and power.
Power
Power is somewhat obvious, however the most important thing to know is that the constructions used to transfer power take up power themselves. 5 for a gear (which allows you to change direction, both x,y and z) and 1 per square of axle, so an axle 5 long drains 5 power.
Gears can be controlled with levers, you need to be careful though, as some structures require you to build on a mechanism (gear or axle) and if you turn off a gear that's supporting a structure above it like a windmill, then the windmill will collapse.
To get around that, just build a free standing gear either next to the first, or by where you want the power to go to (pump or something) and turn that one off instead. Obviously consumes more power, but it's a worthy trade off.
Windmills
Now, windmills. Does what it says on the tin. The DF wiki is quite good at explaining them but doesn't emphasise their construction. Essentially they cover two z levels.
The thing to note is that they transfer power to the z level below via the central square, meaning you've either got to tunnel under it, or build it on some walls to raise the windmill up. Windmills must either be built on solid ground (making you tunnel) OR build on top of gears (on the level above):
....+.... (+ is windmill, * is gear or vertical axle)
....*....
Once you've built it though, you can remove all the walls under it and it'll quite happily rest on that gear/v.axle and you can build axles to transfer the power away.
Pumps
Pumps are made of two squares, in design view they have a light green and a dark green. The light green is the square that needs to be adjacent to the water source, and dark is the output.
The green square pumps from the body of water next to it from the z level below ie:

I need to point out something important that diagram doesn't explain: See by the pump intake (water on lower level side) there is a piece of wall missing?
It's not part of the pump but it's a space for the operator or for power to come in (providing there's nothing on the level above providing power).
Make sure if you excavate a wall for your gear/axle that it's always by the intake side. If you chose to link up via the output side you'll find water crosses the diagonal and floods the place.
Oh yea, pumps are seriously fast badgers, unless you're running from a river you'll want to turn it off after a short time.
Pumps are made from big corkscrews (carpenter), pipes (wood or metal) and stone blocks (mason). They require an architect just like windmills.
Power
Power is somewhat obvious, however the most important thing to know is that the constructions used to transfer power take up power themselves. 5 for a gear (which allows you to change direction, both x,y and z) and 1 per square of axle, so an axle 5 long drains 5 power.
Gears can be controlled with levers, you need to be careful though, as some structures require you to build on a mechanism (gear or axle) and if you turn off a gear that's supporting a structure above it like a windmill, then the windmill will collapse.
To get around that, just build a free standing gear either next to the first, or by where you want the power to go to (pump or something) and turn that one off instead. Obviously consumes more power, but it's a worthy trade off.
Windmills
Now, windmills. Does what it says on the tin. The DF wiki is quite good at explaining them but doesn't emphasise their construction. Essentially they cover two z levels.
The thing to note is that they transfer power to the z level below via the central square, meaning you've either got to tunnel under it, or build it on some walls to raise the windmill up. Windmills must either be built on solid ground (making you tunnel) OR build on top of gears (on the level above):
....+.... (+ is windmill, * is gear or vertical axle)
....*....
Once you've built it though, you can remove all the walls under it and it'll quite happily rest on that gear/v.axle and you can build axles to transfer the power away.
Pumps
Pumps are made of two squares, in design view they have a light green and a dark green. The light green is the square that needs to be adjacent to the water source, and dark is the output.
The green square pumps from the body of water next to it from the z level below ie:

I need to point out something important that diagram doesn't explain: See by the pump intake (water on lower level side) there is a piece of wall missing?
It's not part of the pump but it's a space for the operator or for power to come in (providing there's nothing on the level above providing power).
Make sure if you excavate a wall for your gear/axle that it's always by the intake side. If you chose to link up via the output side you'll find water crosses the diagonal and floods the place.
Oh yea, pumps are seriously fast badgers, unless you're running from a river you'll want to turn it off after a short time.
Pumps are made from big corkscrews (carpenter), pipes (wood or metal) and stone blocks (mason). They require an architect just like windmills.
I'll wait until I can get a stable fortress I think before pissing about with pumps and stuff, because that makes no sense to me. In the meantime I'm struggling to get any consistency out of anything with a workshop;
Stuff that seems to putter along on its own:
Crafts
Farms
Furnaces (with decent supplies)
Stuff that works most of the time, then stops without you noticing:
Brewery
Kitchen
Jeweller
Farmer's workshop
Stuff you set off and forget about, depleting your resouces and/or filling your storage with shite:
Carpenters
Masons
Mechanic
Stuff that just never seems to work because you have to micromanage the resources:
Butcher
Fish workshop
Ash workshop
Stuff that never works because you can never find the resources:
Clothesmaker
Tannery
Kennel
Bowyer
Stuff that never works because you have to micromanage production:
Leatherworks
Metalworks
Stuff that I just don't get:
Millers
Looms
Querns
Stuff I've never even built:
Soapmakers
Dyer
Siege workshop
Stuff that seems to putter along on its own:
Crafts
Farms
Furnaces (with decent supplies)
Stuff that works most of the time, then stops without you noticing:
Brewery
Kitchen
Jeweller
Farmer's workshop
Stuff you set off and forget about, depleting your resouces and/or filling your storage with shite:
Carpenters
Masons
Mechanic
Stuff that just never seems to work because you have to micromanage the resources:
Butcher
Fish workshop
Ash workshop
Stuff that never works because you can never find the resources:
Clothesmaker
Tannery
Kennel
Bowyer
Stuff that never works because you have to micromanage production:
Leatherworks
Metalworks
Stuff that I just don't get:
Millers
Looms
Querns
Stuff I've never even built:
Soapmakers
Dyer
Siege workshop
-
Roman Totale
- Robotic Bumlord

- Posts: 8475
- Joined: October 24th, 2004, 0:27
- Location: Manchester, UK
I wish I could be more specific, but I'm not entirely sure how I got it working.Go to the tips thread and explain how you got the livestock/hunter/butcher/bones thing working!
I built a butcher, tanner, leatherworker and craftshop all in an open square surrounding a central 9x9 room (doorway on each side for access from any shop). Designated the room as a refuse pit, but customised it to accept dead animals, unrotten rawhide and bones only. This way any animals that is slotted, all bones picked up from anywhere and the hides left over after butchering all stay in this hub - the key is to get dead animals butchered and hides tanned quickly before they rot.
If you start with a hunter, he should come kitted with leather armour, a crossbow, quiver and arrows. If not, you need to kit someone out with them and set him as a hunter. He should then go poking around for animals and haul the carcasses pack to the fortress. You can also use your militia to manually attack animals if you want to take something bigger down.
The butchering and tanning is set to auto when you build the shops so as long as there is a free dorf with those skills set it'll get done.
Oh, and livestock:
Make a room and a bunch of ropes or chains. 'Build' the ropes/chains in the room as 'restraints' with 1 space between each, then designate (q) the chain and you can select a free (non-pet) animal to chain up.
Chains can hold one animal each, but will let them breed. Cages can hold multiple animals, but prevent them from breeding. Animals don't need to be in the same location to fuck - a trade caravan arriving with a horsey pulling the cart will impregnate one of your tethered horsies even if it's way underground.
the miller and quern have the same purpose of processing certain crops, the difference is the miller needs power, and the quern is just a single square workshop that you build at a masons and then place on the map and set a dorf with plant processing to work atDog Pants wrote:
Stuff that I just don't get:
Millers
Looms
Querns
Siege workshop
also you use the farmers workshop for various things, i think you process stuff there to make cloth, with you then sent to a loom and then a clothier
I'm just starting to become aware of the manager screen. In there you can set a job and a quantity of things to produce, and your manager will do the micromanagement for you. Effectively it should end the process of finding a workshop, selecting a job, running up a production list etc. I've not fully tested it yet, but I'm hoping it's going to be a massive effort-saver once I've worked it out.
If a production mandate expires without being fulfilled, the noble will get an unhappy thought, and one or more dwarves will be sentenced to punishment for the 'violation of production order' crime. The dwarf chosen tends to have a skill appropriate to the mandate, but random dwarves may be chosen as well. If the noble can't sentence any dwarves for punishment because of noble or legendary status, or the sentenced dwarves can't be punished because no officer is assigned, he will get another unhappy thought.
Source: http://df.magmawiki.com/index.php/40d:M ... z0mlM6PCYw
thats from the old version though so i dont know if its changed at all
also producing them makes them have a happy thought, although i dont know what benifit that is apart from it should stop them being a grumpy shit
Source: http://df.magmawiki.com/index.php/40d:M ... z0mlM6PCYw
thats from the old version though so i dont know if its changed at all
also producing them makes them have a happy thought, although i dont know what benifit that is apart from it should stop them being a grumpy shit
I finally worked out how to make a larger viewing area without messing up the aspect ratios.
Running in windowed mode and I'm using the Phoebus tileset (which uses 16x16 tiles). I've set GRAPHICS_WINDOWEDX: 1680 and GRAPHICS_WINDOWEDY: 1050 which gives a window size a bit smaller than my monitor. Then set the GRID: 105:65 which maintains the aspect ratio of the grid squares relative to the window size.
There's maths involved, but someone's listed the common ones on the Wiki already: http://magmawiki.com/index.php/40d:Tech ... rid_Ratios
Running in windowed mode and I'm using the Phoebus tileset (which uses 16x16 tiles). I've set GRAPHICS_WINDOWEDX: 1680 and GRAPHICS_WINDOWEDY: 1050 which gives a window size a bit smaller than my monitor. Then set the GRID: 105:65 which maintains the aspect ratio of the grid squares relative to the window size.
There's maths involved, but someone's listed the common ones on the Wiki already: http://magmawiki.com/index.php/40d:Tech ... rid_Ratios


