One time I had a fortress with a chasm. Perhaps things could be dumped down there?
Most definetly. Put a one square meeting zone at the bottom and dump stones to kill a few dwarves if you're evil.
And you just gave me a really [bleep]ing awesome idea. Now I want to make a chasm all the way from the top fortress floor to the bottom one. And make a dump site over it on every floor and then build the stone needing workshops at the bottom. I haven't tested it, but I think the dwarves will pick the closest dump site. And now I also wonder if it's possible with a stone stockpile over an open space, though the wiki specifically mentions this dump site method to manage stones, so probably dwarves don't throw stuff on stockpiles.
Setting a dump site over a chasm or magma is a good idea. And you're right, they don't throw stuff onto a stockpile, they place stuff.
Also, you can manipulate where things get dumped by switching dump sites on or off. For example, I often use dump sites to organise my ore. If I have a bunch of hematite, limonite and magnetite, and I want them near my smelter, I set up three dump sites near the smelter, 1x1 square each, switch off all but one of them, and then order all of the hematite to be dumped. Eventually, all the hematite ends up in one of my dump sites near the smelter, I switch that dump site off, and then repeat the process with limonite, then magnetite, until all the ore is stored away. Then I mass unforbid all the ore, and then I'm ready for smelting.
Continued journal of head miner Water 22nd Galena Due to the lack of supplies and food, I've decided to create another farm room on the farm level. I installed another floodgate to prevent any damage to the current farm in case something happens. When I went to flood the farm via the irrigation channel, too much water was let in due to a mishap in time management and the whole compartment flooded, including trapping a dwarf inside! For the greater good, I've decided to keep him in there until we can safely drain the system. It will be a tedious process, and I doubt that he will survive, but one can hope.
25th Limestone Things have been running smoothly throughout the fort. Three goblin thieves arrived, however they were quickly eliminated by my newly appointed military force consisting of an Axedwarf and two recruits. Blood has stained the walls of the fort, we have finally made this place our home. Also, a local fisherdwarf becomes possessed and creates an earring artifact. Dwarf Traders have also arrived.
26th Limestone The milker dwarf trapped in the flooded compartments has died. It is unfortunate and the residents have seem a bit depressed to learn of our first death, however they knew the risks when they came to found this new home. Progress on the drainage system is slow as production of the wooden grates is at a standstill due to a wood shortage. With the furnace running at maximum to produce more coal to smelt our copper, the carpenter will have to cut down his own trees. Hopefully we can get back on schedule.
1st Sandstone Finally! The drainage system has been completed! I've created a small drain that has three wooden floor grates which drain water to a larger room I have dug below. This "pond room", which I have aptly named, it is a large room that will hold water drained from irrigation compartment above. The upper drain is sealed with a malacite door which has been tightly sealed and forbidden for the residents to enter. A similar stone door seals off the pond room below. It is imperative that these doors never be opened for any reason, especially if there is water behind them! The closest floodgate should be attached to a lever and opened after the compartment has been drained in order to access the second farm room. I hope my successor will continue to seal off the pond room more securely and plant a second farm.
The pond room
21st Sandstone I have been very pleased with the construction of the fort so far. The Hall of Honor has been fully smoothed and ready for engraving. Also, two large copper doors were placed at the entrance of the hall. The barracks has also been expanded in order to allow the squad to spar. I've decided to reward the dwarfs with personal bedrooms by starting a housing complex behind the Hall of Honor. They will consist of assigned beds in individual bedrooms and maybe some other furniture later on.
24th Pal As we approach the ending of my term as leader, I can only speculate on the progress we have made. The fortress has been widely expanded with the construction of a industrial quarter, residential quarter, a new refuse room which prevents deadly miasma from escaping, and the installation of a basic drainage system. Hopefully my successor will be able to continue this wonderful fort that I call home. I've attached some maps of the current status of the fort for reference.
The main fortress
The farm level (partially flooded)
The pond room
Some notes to my successor:
Supply levels are returning to normal with the help of the farm and a dedicated brewer, however we are still not producing enough.
We are short on wood, try chopping down trees from several levels up. There is a stairwell to the right of the copper vein which leads to the surface were you can find some.
The irrigation compartment is still draining. I suggest EXTREME caution with this area
I dug several exploration tunnels on the bottom level, but have yet to find any magma. Continue the search!
WARNING!!! There is a water source a level up from the bottom of the right corner of the Hall of Honor! The rooms on the left side of the industrial quarter enclose the source. It is just a simple pond, but MAKE SURE YOU TAKE CARE WHEN DIGGING AROUND THERE!
Great job WIP. The journals are interesting reads; should be tough to follow, primarily because I'm still playing my first real fortress. I have little experience with flooding, but it sounds like your project was very successful. My settlement is built into sand besides. We'll see how my reign goes when it comes.
One question though: am I the only one here who plays with the default tileset? I've really gotten used to it, though I probably will still switch over for convenience.
One question though: am I the only one here who plays with the default tileset? I've really gotten used to it, though I probably will still switch over for convenience.
I play with the default, but everyone else seems to like the graphics.
One question though: am I the only one here who plays with the default tileset? I've really gotten used to it, though I probably will still switch over for convenience.
I play with the default, but everyone else seems to like the graphics.
The graphics add-on Scott linked to makes things much easier to read. You spend less time figuring out what you are looking at and more time solving game related problems.
I play with the default, but everyone else seems to like the graphics.
The graphics add-on Scott linked to makes things much easier to read. You spend less time figuring out what you are looking at and more time solving game related problems.
Yeah, I suppose, but it gives more of the old-school charm, and it's not too bad after a while. You get used to it, just like you learn the rest of the clunky interface.
I used that graphical set only because it allows a non-player to get a vague idea of what is going on in the game. Otherwise, the ASCII is just fine for me. In fact, I find the ASCII makes it easier to figure out what's goin' on, what with my craptacularly blurry CRT display making the graphical stuff kind of look shite.
One question though: am I the only one here who plays with the default tileset? I've really gotten used to it, though I probably will still switch over for convenience.
As Scott said, I like the graphic set. Makes the game slightly less arbitrary and more visually pleasing. That, and having actual images of dwarves beat smileys.
I just opened the save game, and I have a question. I usually just build stairs going all the way down, why are there ramps instead? Are ramps better in some way? How do you make them?
I just opened the save game, and I have a question. I usually just build stairs going all the way down, why are there ramps instead? Are ramps better in some way? How do you make them?
Ramps allow for wagons to go to a higher or lower z-level, hence why you should hit [Shift]+[D] when you've made your Trade Depot (that way you know it is accessible for humans). As on how to build them, You can just designate them, though you cannot put anything on the z-level directly above the ramp, hence the spirally stairwell that has been made. Why Thane and WiP did it I don't know though. Perhaps aesthetics.
Oh, I should add, you can only designate upward ramps, this means you should designate the ramp on the lower z-level. So on z-level x-1 if you want to connect the z-levels x and x-1. The roof is automatically removed iirc.
I just opened the save game, and I have a question. I usually just build stairs going all the way down, why are there ramps instead? Are ramps better in some way? How do you make them?
I chose ramps for that huge stairwell because ramps in the game act more like RL stairs than stairs in the game do, and stairs act more like ladders. No deeper reason that that. I just like ramps.
I am still a newby at this game but I thought I'd help with some spare ftp space. address and username: ftp://dwarf_fortress@ftp.omgmag.net password: mrperiodisanecessaryevil Just copy that into the explorer address bar of windows explorer, nautilus, etc.. Make a new folder with the syntax yyyymmdd - username and put your files in there. Don't delete old ones, it will be nice to see how things develop over time. Screen shots of interesting things also good. If you want to link to something you can find them here: http://omgmag.net/dwarf_fortress/
How can I get the dwarves to stop dicking around in the meeting hall? Supplies are low and they've been hanging out doing nothing for months. I'm *this* close from destroying that fucking "Hall of Honor".
Comments
And you just gave me a really [bleep]ing awesome idea. Now I want to make a chasm all the way from the top fortress floor to the bottom one. And make a dump site over it on every floor and then build the stone needing workshops at the bottom. I haven't tested it, but I think the dwarves will pick the closest dump site. And now I also wonder if it's possible with a stone stockpile over an open space, though the wiki specifically mentions this dump site method to manage stones, so probably dwarves don't throw stuff on stockpiles.
Also, you can manipulate where things get dumped by switching dump sites on or off. For example, I often use dump sites to organise my ore. If I have a bunch of hematite, limonite and magnetite, and I want them near my smelter, I set up three dump sites near the smelter, 1x1 square each, switch off all but one of them, and then order all of the hematite to be dumped. Eventually, all the hematite ends up in one of my dump sites near the smelter, I switch that dump site off, and then repeat the process with limonite, then magnetite, until all the ore is stored away. Then I mass unforbid all the ore, and then I'm ready for smelting.
22nd Galena
Due to the lack of supplies and food, I've decided to create another farm room on the farm level. I installed another floodgate to prevent any damage to the current farm in case something happens. When I went to flood the farm via the irrigation channel, too much water was let in due to a mishap in time management and the whole compartment flooded, including trapping a dwarf inside! For the greater good, I've decided to keep him in there until we can safely drain the system. It will be a tedious process, and I doubt that he will survive, but one can hope.
25th Limestone
Things have been running smoothly throughout the fort. Three goblin thieves arrived, however they were quickly eliminated by my newly appointed military force consisting of an Axedwarf and two recruits. Blood has stained the walls of the fort, we have finally made this place our home. Also, a local fisherdwarf becomes possessed and creates an earring artifact. Dwarf Traders have also arrived.
26th Limestone
The milker dwarf trapped in the flooded compartments has died. It is unfortunate and the residents have seem a bit depressed to learn of our first death, however they knew the risks when they came to found this new home. Progress on the drainage system is slow as production of the wooden grates is at a standstill due to a wood shortage. With the furnace running at maximum to produce more coal to smelt our copper, the carpenter will have to cut down his own trees. Hopefully we can get back on schedule.
1st Sandstone
Finally! The drainage system has been completed! I've created a small drain that has three wooden floor grates which drain water to a larger room I have dug below. This "pond room", which I have aptly named, it is a large room that will hold water drained from irrigation compartment above. The upper drain is sealed with a malacite door which has been tightly sealed and forbidden for the residents to enter. A similar stone door seals off the pond room below. It is imperative that these doors never be opened for any reason, especially if there is water behind them! The closest floodgate should be attached to a lever and opened after the compartment has been drained in order to access the second farm room. I hope my successor will continue to seal off the pond room more securely and plant a second farm.
The pond room
21st Sandstone
I have been very pleased with the construction of the fort so far. The Hall of Honor has been fully smoothed and ready for engraving. Also, two large copper doors were placed at the entrance of the hall. The barracks has also been expanded in order to allow the squad to spar. I've decided to reward the dwarfs with personal bedrooms by starting a housing complex behind the Hall of Honor. They will consist of assigned beds in individual bedrooms and maybe some other furniture later on.
24th Pal
As we approach the ending of my term as leader, I can only speculate on the progress we have made. The fortress has been widely expanded with the construction of a industrial quarter, residential quarter, a new refuse room which prevents deadly miasma from escaping, and the installation of a basic drainage system. Hopefully my successor will be able to continue this wonderful fort that I call home. I've attached some maps of the current status of the fort for reference.
The main fortress
The farm level (partially flooded)
The pond room
Some notes to my successor:
save.zip
Good Luck!
[Edit] The save isn't downloading.
One question though: am I the only one here who plays with the default tileset? I've really gotten used to it, though I probably will still switch over for convenience.
http://www.apreche.net/~apreche/dwarffort/year1.zip
http://www.apreche.net/~apreche/dwarffort/year2.zip
Oh schist, there's pitchblende at the bottom level of the fortress! Sail, get ready for some UN sanctions!
Oh, I should add, you can only designate upward ramps, this means you should designate the ramp on the lower z-level. So on z-level x-1 if you want to connect the z-levels x and x-1. The roof is automatically removed iirc.
address and username: ftp://dwarf_fortress@ftp.omgmag.net
password: mrperiodisanecessaryevil
Just copy that into the explorer address bar of windows explorer, nautilus, etc..
Make a new folder with the syntax yyyymmdd - username and put your files in there. Don't delete old ones, it will be nice to see how things develop over time. Screen shots of interesting things also good.
If you want to link to something you can find them here: http://omgmag.net/dwarf_fortress/