![]() If I'm feeling really ambitious I'll make a stairway up to the outside surface and release it on siegers and see what happens.Īnother trick if you aren't above a bit of exploity behavior. Or just leave it there if it's too bad to mess around with. Then if I have it trapped in the stairway, I build a zoo for it if it's worth keeping. Personally, I build a drawbridge at the bottom of the stairs to anything dangerous like caverns, and another at the top in case I can't get Urist McLeverpuller out of the tavern to pull the lever in time. Also one rock = four blocks so if you do big projects, blocks are the way to go. I usually do this just to have them around. If a visitor shows up that you aren't ready to deal with, you can quickly build a wall to keep it out. Originally posted by True Guesser, Wand Bearer, etc.:Good stuff :) Here's another I got into the habit of doing after many years playing: Keep a small stockpile of bricks (rock blocks) near major hallways, especially the entrances to the surface & underground. Putting grazing animals in a pen/pasture where there's grass ('i' for zones, mark out the zone over some grass or cave moss, 'n' to designate it as a pen, 'N' to set pen/pasture information, then use '+' '-' 'Enter' to assign grazing animals) will stop them starving to death.Īnyone else got any tips to share? Any new players with specific questions? Left alone, they will go hang out in your grass-less dining hall and slowly starve to death. Non-grazing animals don't need to be fed. The wiki has a lot of info on strange moods. Common missing items are shells (which can be acquired from processing certain fish in the fishery), and distinct types of cloth (moody dwarves distinguish between silk, plant and yarn cloth). If required materials are missing, the workshop's 'q' screen will tell you what the dwarf needs. When a dwarf gets a mood, you can use the 'q' key to look at the workshop they claim. If they need a material that isn't present, they will be unable to start their project and will eventually have a breakdown that will result in their death. To do this, they'll claim a workshop and gather resources from around your fort. Sometimes dwarves get strange moods, and create something special. The manager also opens more options for workshops, like setting max/min skill levels. All I have to do then to keep the booze flowing is ensure a supply of brewable plants and barrels/pots, and I'll get warnings if we run out of either. For example, once I've built a still, I appoint a manager and create a work order for brewing drinks 5 times whenever we have less that 50 drinks. Once you've assigned a manager from the nobles screen (accessible by pressing 'n'), you can create conditional jobs on workshops. Work orders are a great way of automating work, especially in larger forts. When you're building something that requires choosing many materials (like when building a 5x5 floor) clicking shift+enter on a material will use the max available of that material. When you're moving a cursor around (like when looking, building furniture or designating mining) holding shift and pressing a direction will move the cursor 10 tiles in that direction. The shift key can be used in a few places to speed things up. I usually cancel hauling on at least my carpenter, mason and miner. You can also hit 'v' from the main screen and move the cursor to a dwarf instead of 'u'->'z'). Pressing shift-enter will enable/disable all sub-labours. If they're storing things in stockpiles instead of more important tasks, cancel hauling and other labours on relevant dwarves (select the dwarf from the 'u'nits menu and hit 'z' to zoom to them, then 'p' for preferences and 'l' for labour. If nothing is getting done, check the 'u' screen and see what your dwarves are doing. From this menu, you can select the creature and hit 'v' to get more info about it, or 'z' to zoom to where it is on the map. Checking this intermittently can help identify if something dangerous wanders onto the map, especially if you've breached the caverns. The 'u' screen has a tab (Others) for showing creatures on the map that don't belong to your fort. To make these changes, open the file /data/init/d_init.txt and change: This makes dealing with migrant waves a little easier and stops some novice kicking your legendary weaponsmith out of the forge, or fisherdwarves flooding you with hundreds of fish. In addition, turning migrant labours to 'off' means new migrants will arrive with all non-skilled labours disabled. Lowering it to, say, 40, can help keep a first fort more manageable. The default population cap of 200 can be a lot to learn with. Here's a few things I think may be helpful to newer players: Thought it might be worth having a thread for sharing tips and tricks that may be useful to newer players.
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