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Re: DWARF FORTRESS
Posted: 19 May 2008, 08:11
by Saktoth
Sleksa wrote:Incorrect.!
Actually, in the case of chunks, and other unusable junk its best to have a stockpile outdoors. A fortress that lacks efficiency and doesnt use custom stockpiles is not a proper fortress!
Also, a fortress surviving almost entirely on meat (cat farmers, glacial fortresses, etc) is probably going to want to let some of their bones decay.
Re: DWARF FORTRESS
Posted: 19 May 2008, 11:07
by Sleksa
Actually, in the case of chunks, and other unusable junk its best to have a stockpile outdoors. A fortress that lacks efficiency and doesnt use custom stockpiles is not a proper fortress!
Good point!
But other than chunks(and skulls, totems are for goblins not dwarves)
Many refuse can be reused, and thus should be saved.
Also, a fortress surviving almost entirely on meat (cat farmers, glacial fortresses, etc) is probably going to want to let some of their bones decay.
Why so?
Re: DWARF FORTRESS
Posted: 19 May 2008, 16:57
by Erom
Even if you don't make totems, save a few skulls for strange moods.
Re: DWARF FORTRESS
Posted: 19 May 2008, 17:03
by Zpock
Skulls of huge invading beasts like dragons inside some kind of museum are pretty dwarf-approved I think.
Re: DWARF FORTRESS
Posted: 19 May 2008, 18:12
by manored
But if you got the oportunity to have a huge skull in a museum you will mostly have your dwarves die inside it before having the chance :)
Unleash beasts come to invade you from outside, what Im not sure about.
Re: DWARF FORTRESS
Posted: 19 May 2008, 21:41
by Erom
That's a really cool idea, actually - the ability to build pedestals, and place items on them, allowing dwarves to admire those items like they admire architecture.
Re: DWARF FORTRESS
Posted: 20 May 2008, 02:16
by manored
I think dwarves already admire cool stuff around the fortress, tough im not sure, and maybe they only admire whats theirs. (such as stuff in their room). I think that maybe in "room style" places such as meeting halls they will admire it.
Re: DWARF FORTRESS
Posted: 20 May 2008, 03:23
by El Idiot
They do admire furniture and buildings, but not some random masterwork gem in a pile.
Re: DWARF FORTRESS
Posted: 21 May 2008, 03:31
by Saktoth
Sleksa wrote:Why so?
If every single meal is meat and produces bones, the whole of the rest of your economy will need to be based on bones just to use them up. Sure, you can stockpile bone bolts or something, but this just creates a bunch of useless objects filling your stockpile.
Bones are not so valuable that they are worth taking dwarves off of your forges or out of the military just to use them up. Crafts can only buy so much from a caravan (and id rather be getting rid of stone) and you only need so many bolts.
If you combine fish/meat heavy food consumption with goblin sieges and the huge bone counts they can create, you quickly find yourself with more bones than you could ever use.
Re: DWARF FORTRESS
Posted: 21 May 2008, 04:16
by manored
Just dump then :) A lame thing about this game is that any amount of itens can be dumbed anywhere, as long as they are "dumbed"... quite exploitable I would say. Maybe having to deal with where to put all your trash would be fun... :)
Re: DWARF FORTRESS
Posted: 21 May 2008, 08:14
by lurker
I found this image and had no choice but to bring it here. It disturbs me.
Re: DWARF FORTRESS
Posted: 21 May 2008, 11:41
by SwiftSpear
manored wrote:Just dump then :) A lame thing about this game is that any amount of itens can be dumbed anywhere, as long as they are "dumbed"... quite exploitable I would say. Maybe having to deal with where to put all your trash would be fun... :)
It's still in beta. Item space constraints are really only very very simply controlled at this point in time. Item sizes and their relation to storage is planned IIRC.
Re: DWARF FORTRESS
Posted: 21 May 2008, 13:07
by Michilus_nimbus
I store all of my dumped items in a 1x1 garbage zone

Re: DWARF FORTRESS
Posted: 21 May 2008, 16:46
by Erom
I usually use several zones, cause they dump into the nearest one, so I can organize what goes in what. A zone near my quarry to stack a ton of stone into a single space, a zone near the outside of my base to stack goblin crap, ect.
Re: DWARF FORTRESS
Posted: 21 May 2008, 19:31
by Michilus_nimbus
Alright, I need clothing advice.
I want to get rid of all the tattered clothing, and give my dwarves a new set of clothes.
Any advice on what I should produce to keep em happy?
Re: DWARF FORTRESS
Posted: 21 May 2008, 20:40
by nemppu
full silk clothes all dyed red
Re: DWARF FORTRESS
Posted: 22 May 2008, 00:08
by manored
One thing that I have no experience in this game is in how to make clothes... How do I make clothes? :) How I harvest spider webs to make clothes? How I make dye and paint then?
Re: DWARF FORTRESS
Posted: 22 May 2008, 08:10
by Saktoth
Spider webs can only be gained if you have a chasm or cave river (I actually think the spier webs are caused by the chasm at the end). They should appear in any area connected to the chasm. Then just get a loom and set it to harvest webs/make cloth.
Alternatively grow pig tails and make pig tail cloth, but your cloth from traders, or make leather clothes.
Re: DWARF FORTRESS
Posted: 22 May 2008, 17:06
by Erom
I use pig tails, since silk is hard to find. The production chain goes,
->input
Process (requirements)
<-output
->Pig tail seeds
Plant pig tails (Grower)
Harvest pig tails (whoever)
<-Pig tails
->Pig Tails
Process Plants (Thresher, Farmer's Workshop)
<-Pig Tail seeds
<-Pig Tail thread
->Pig Tail thread
Weave Thread (Weaver, Loom)
<-Pig Tail Cloth
->Pig Tail Cloth
Maek clothes(Clothier, Clothiers Workshop)
<-Clothes
Die takes additional steps, but increases the value. The nice thing about setting this up is you also can produce more bags and rope than you'll ever need.
Re: DWARF FORTRESS
Posted: 22 May 2008, 17:23
by Sleksa
skinning kittens and supplying your fort with kitten-leather clothing is a faster and easier , and way more E V I L way