![]() So create a new item called "metal scraps" as a byproduct. which implies that the hammer doesn't use up the entire bar of metal when forging one. Say a war hammer takes 1 bar to make but returns 0.9 when smelted. So either cap melting returns at 1 bar to create = 1 bar recycled, or just produce fractional bars while creating/smelting. Which is the part that really annoys me about this exploit: the game already tracts fractional bars. Kitfox Discord #modding-discussion channelīronzemurder and Oilfurnace (illustrated) A three step guide:ĭownload DF Classic or install the premium version from Steam or Itch.ioįollow the quickstart guide on the wiki, or see other learning resources (below)Īsk any questions in the ☼Bi-weekly DF Questions Thread☼ - it's always active See the reasons for our rules here, and please report any problems!ĭF can be intimidating, but we're dedicated to helping new players. Updates and releases will still be posted, as will the questions thread for those needing help. Please note, the subreddit is currently closed to new user submissions, as part of the ongoing Reddit fiasco. Dumping useless rock is a good choice but don't do too much at once or it will take years and stuff will rot in your kitchen.Want to start playing? Read this sidebar! If there are no hauling tasks, create some. If you have idle dwarfs, put them to work hauling. If you want to make a large stockpile for it, that's probably later in the game.ĭwarfTherapist is all but essential for dealing with dwarf labors. So normally there is ore all over the place, and a small stockpile next to the smelter. Rock stockpiles are usually used next to where rock is used, so the guy who uses rock doesn't have to go far. It's normally just annoying in other places. If you work him up on sand first, your fortress will be uniformly coated in rock.ġ00% rock is something of a problem in furniture stockpiles, and you may have to dump some of the rock. Your miner won't get 100% stone return early, so if you just dig out your fortress, there will be open spaces. If you have too many labourers idling, then a good idea would be to draft them into your military and set them to pumping or training.īins/Barrels/Bag/Pots don't work for stone (including ore), wood, or furniture. When I start with a megaproject requiring a lot of masonry, I tend to enable masonry on all my labourers and then get building. If I don't quite need a specialist yet, I usually keep them as labourers or have some minor jobs enabled for them.farmers usually food processing, cooking or brewing other specialists usually have food hauling or furniture hauling since those jobs tend to keep them safe inside my fortress. Regarding the Grocers and Dumpers: these are jobs that I only enable much later for a fortress, when I have it large enough that there's significant travel time between ends and I want a guarantee that food is stockpiled (or stones are dumped). Pretty much everything else I have handled by my labourers. Nurse (only feed wounded / get wounded enabled).Brewers (only once the population/food production gets high enough otherwise I have it enabled on my haulers).Woodcutters (until all the outside wood is chopped down).Pump operators (for my military, unless I have a well pump I need pumped NOW). ![]() Furnace operators (once my metal industry really gets going).So I have a "hauler" class with all the "everything else" jobs enabled, and my specialist dwarves. I basically organize my jobs by those I want dwarves working on full-time and "everything else". Want to start playing? Read this sidebar!
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