Dwarf Fortress - Addiction in ASCII - Page 9
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LordWeird
United States3411 Posts
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Dfgj
Singapore5922 Posts
On May 22 2011 00:11 LordWeird wrote: How do I farm underground? Just mine until I find a soil capable of holding a plot? Yeah, usually soil layers are the ones just under the surface in a non-rocky area. Sand/soil ground all suffices. Alternatively, you can use a floodgate and lever to flood a rocky area to 1/7 and let it dry to create muddy ground, which can be used for the same purpose. | ||
Disquiet
Australia628 Posts
On May 22 2011 00:11 LordWeird wrote: How do I farm underground? Just mine until I find a soil capable of holding a plot? Anything that is not stone can be used to farm on (clay silt, loam, sand etc.). If you only have stone available you can run some water over the stone ground, wait for it to evaporate and it will leave a dusting of mud, which will then let you make farm plots on it. | ||
plated.rawr
Norway1676 Posts
On May 22 2011 00:11 LordWeird wrote: How do I farm underground? Just mine until I find a soil capable of holding a plot? I wrote a guide on how to set up an underground farm a couple pages back. Use that. Edit: Here it is, from page 3. + Show Spoiler + Well basically, you need to get water on cave floor to make a layer of dirt. To do that, I generally make two idential rooms, 5x5 size, one on top of the other. Once both rooms are mined out, channel (d > h) through the 3x3 center tiles in the top room, so that there's a hole through the floor in the top room, but still a walkable path around the hole. Then, use 'i' to create a zone in the now-channelled hole in the top floor. With the zone created, click 'p' to assign it to "pit/pond", then capital 'P' to enter the "pit/pond" submenu. Here, click 'f', which assigns the pit you've just made to be filled with water. What your dwarves now will do, is grab a bucket and toss water from a nearby water source (river, lake, whatever's available) down the hole from the walkways in the top floor, down into the bottom floor. When water hits a stone tile, it will leave water as well as a layer of dirt. Once a nice enough area of the bottom floor is covered either with water or just dirt from evaporated water tiles (use 'k' to see what a tile consists out of), go up to the top floor again, click 'i' to go to the zone selection screen and remove the pit zone, so that the dwarves stop tossing water down. Now that you've got underground dirt, you need to build farming zones. To do this, click b > p, and build the dirt tiles. After you've clicked b > p but before you've selected what tile to build, you can use 'u' and 'h' to enlarge the building zone (and 'k' and 'm' to shrink, if you want that) - what this does is that the entire field will act as one zone, meaning the entire area will follow the same planting order. Once a planter has prepared the tiles, you can assign what type of plant you can grow. Plump Helmet is the all-round plant you want to start with, as it can be eaten raw, be cooked and also be brewed into dwarven wine. I usually assign at least 5 tiles to grow nothing but Plump Helmets all four seasons. Oh, by the way - you need a dwarf with Plant Growing task assigned. It should be under the Farming menu in the task preference screen. So, as a summary: 1. Carve two identical 5x5 rooms, one above the other. 2. Channel 3x3 through the center of the top room. 3. Assign a pit zone with 'i', 'p' > 'P' > 'f' 4. Remove pit zone designation when enough of the bottom floor is covered in dirt 5. Use b > p to assign farm area 6. Assign plant growth for a. spring, b. summer, c. autumn and d. winter in each farming tile. As for the succession game - I just fixed the raws and d_init, and generated a world. Here's the changes made: Here's the changes I made to the raw and init. creature_standard.txt – elves [VERMIN_HATEABLE] d_init.txt [EMBARK_RECTANGLE:2:2] [POPULATION_CAP:80] [VARIED_GROUND_TILES:NO] Since this is 31.18, adding [NO_EAT] and [NO_DRINK] to kobolds is not needed, as they survive world gen just fine here. 31.19+ is what introduced the civilization food requirements, and which causes them to die off during world gen there. As for advanced world geneation features, this is what I did: Copied MEDIUM_ISLAND as base tileset Edited: END_YEAR_250 YEAR_TO_CHECK_MEGABEAST_PERCENTAGE:50 MINIMUM_VOLCANO_NUMBER:10 MAX_SEMIMEGABEAST_CAVES:52 NUMBER_DEMON_TYPES:18 NUMBER_NIGHT_CREATURE_TYPES:18 CAVERN_LAYER_OPENNESS_MIN:50 CAVERN_LAYER_PASSAGE_DENSITY_MAX:50 CAVERN_LAYER_WATER_MIN:10 CAVERN_LAYER_WATER_MAX:50 MINIMUM_NATURAL_CAVE_SIZE:3 MAXIMUM_NATURAL_CAVE_SIZE:8 MAKE_CAVES_VISIBLE:1 plated.rawr/rawrcakes For the advanced generation parameters: MINIMUM_VOLCANO_NUMBER:10 This is to add more volcanos in the world, if the player starting wishes to start near a volcano. CAVERN_LAYER_OPENNESS_MIN:50 CAVERN_LAYER_PASSAGE_DENSITY_MAX:50 CAVERN_LAYER_WATER_MIN:10 CAVERN_LAYER_WATER_MAX:50 MINIMUM_NATURAL_CAVE_SIZE:3 MAXIMUM_NATURAL_CAVE_SIZE:8 These ensures caves have limited z-level size, and also ensures that there's water in mostly every cave, which should remove dependance on surface water somewhat more reliably than usual. Caves are also less windy and more open, making them easier to navigate. The game can start once ArcticVanguard replies to my PM. | ||
tnkted
United States1359 Posts
Should I make the OP or did someone else want to do it? | ||
LordWeird
United States3411 Posts
![]() edit: this may be one of the greatest/most addicting games I have ever played. I find myself thinking about it when I'm going to sleep, and when I wake up. | ||
ArcticVanguard
United States450 Posts
On May 22 2011 02:23 tnkted wrote: I'm ready to get started, lets pick up the pace! Should I make the OP or did someone else want to do it? Well hold on, plated.rawr still has to generate the world and I need to get the rest of the base pack put together. I'm waiting on him since what I'm going to be distributing has the world in it. | ||
WarChimp
Australia943 Posts
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Snuggles
United States1865 Posts
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ArcticVanguard
United States450 Posts
On May 22 2011 07:09 Snuggles wrote: I just got DF today, and I am instantly in love with it. but all my people are dying of thirst.... goddammit. Build a still (b -> w -> l) and have your brewer constantly brewing. You need to have tons of barrels too. | ||
lmaonaise
1 Post
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nitram
Canada5412 Posts
On May 22 2011 07:20 ArcticVanguard wrote: Build a still (b -> w -> l) and have your brewer constantly brewing. You need to have tons of barrels too. Better to get pots than barrels | ||
nitram
Canada5412 Posts
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ArcticVanguard
United States450 Posts
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tnkted
United States1359 Posts
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N3rV[Green]
United States1935 Posts
Next thing I know it's 2am O.o God damn this game man, it's just too good. Also, a little story. I had a pretty worthless animal trainer...and after my Hunter had a mood, didnt make anything (even claim a shop, silly hunter) and died, I tried to make this worthless animal trainer take the hunting role. I mean he had 3 dogs with him, and there's nothing too scary out on the surface only capabaras. Well, he didn't make a single kill, and got all three of his dogs killed his first fight. So obviously he goes on a little tantrum, doesn't do anything too drastic, but its left a lasting meanness in him. So I kinda forget about him, and a while later I appoint my big chief military guy to be sheriff. His first act? He walks up to the dick of an animal trainer thats been kicking animals he comes across, and kills him one blow to the head. Watching that happen was a lot of fun xD | ||
Dfgj
Singapore5922 Posts
![]() I look forward to the succession posts. | ||
LordWeird
United States3411 Posts
edit: FUCK. Okay so spring comes, and my little settlement of 15 is doing okay. Just got 21 more dwarves. q_q | ||
forSeohyun
504 Posts
I did a two-pump wide, twenty+ stories high pump ladder (complete with a absurd number of water wheels, gear assemblies and axles) to drain out a gigantic, three z-levels deep lake. It took ages to complete but it is guaranteed fun and satisfaction when it reaches "critical mass/flow" and the pumping is self-sustained, but it gets a bit laggy. Pump up from the lowest possible level in the lake and the pressure makes sure your pumps work at maximum effiency. Remember to make a switch to turn it off so that water don't spout from wells and drowns your dwarves. | ||
randombum
United States2378 Posts
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