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Question is, where can I change that in the Steam version?
How does this affect missions? Can dwarves safely/effectively deploy without food?
Alternatively, but probably less feasible, is a means by which to un-own items that are dropped from the inventory, hopefully including clothes. This currently isn't possible in vanilla either.
Third option is to never instruct dwarves to unequip backpacks/food to begin with, but this will have issues involving uniforms and how dwarves go back to an off-duty status, and would possibly be horribly unfriendly to fortresses that share equipment across squads.
As far as I know, all three of these ideas involve the hardcoded portions of the game, not anything the average user has access to.
Or, from the wiki:
"Alternately, excavate the roof of your refuse pile/butcher's shop/fishery so that it is open to the surface, then build a floor over it. The tiles underneath will forever count as "Light Above Ground" and therefore will not generate miasma. (For style points use a transparent roof.) See tile attributes for more information."
This seems to work just as well in the Steam version so far.
This is a solution for large rooms you can place on the surface or near-surface level, but it isn't very viable when it comes to things like bedrooms, of which i need at least a couple hundred, and which i don't want to sprawl out an insane distance in the horizontal axis for pathing efficiency's sake. Not to mention it'd be aesthetically displeasing, though that's a personal issue first and foremost.
Yeah, I know, it's also not how a solution here should look like. I mean, you could assign them custom bedrooms closer to the surface and try air venting, but of course that is only a rather cumbersome work-around.
This begs the question of whether or not cast-obsidian structures on the surface are considered inside or outside, as they've already been exposed to sunlight. There's already weird stone layering issues with casting obsidian - sandwiched between two Z-levels of cast obsidian will be the natural floor of that part of the map, including things like sand. It's possible the game doesn't properly update outside/light/above aground conditions *backwards* into inside/dark/subterranean tiles as well. If this were the case, it may be possible to manufacture a bedroom area from natural stone for lag reduction/aesthetic purposes that can still be fairly below ground (if you channel the entire region deep underground, more or less strip mining) and yet be considered outdoors, causing miasma to automatically ventilate into nothingness.
As far as I understand the wiki an inside-tile cannot be transformed back once it becomes an outside tiles, no matter how long you put it underground again. So your plan might work, however, there might be oversights, exceptions or edge-cases we don't know about. Sounds like a fun idea for some testing though :- D
These soil levels grow grass, and can farm surface crops like raspberries and turnips, which grow year-round in vanilla (though in my opinion, any half-competent modder should have already converted the subterranean crops to grow anytime of year). The question, then, is what are the exact conditions of my fortress? What combination of inside/outside, dark/light, and subterranean/above-ground are these tiles? If we knew exactly what token or condition allows the plants to grow like this, we could narrow it down. Supposedly, inside/outside accurately changes based on whether a tile has a ceiling or not, but that's only one of three variables and assuming it updates correctly. Extra questions include - will it dissipate miasma automatically, and will weather somehow manage to permeate the ceiling? More science is needed, but input would help at this stage too.