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2. Butcher shops will automatically butcher designated animals
3. Work orders. You need a manager for that.
4. There is a little check box when constructing that lets you continously place objects.
5. In the units menu, they're under 'pets/livestock'. You can assign trainers to some kinds of animals, and set others for butchery, gelding (snip snip), or adoption.
6. Cats eat vermin. It's not too important though.
7. In the units menu, set the pet to 'adoptable'. If there's a dwarf that takes a shine to the animal, they'll adopt them.
It's definitely intimidating to get into, but I've definitely seen plenty of people get into it fresh. I believe in you!
Quit using tasks and use work orders. Tasks are not meant to be a job controller. They are meant to be "make this right now or when you get the next chance". Work orders require a manager with a desk.
To place furniture, look at the popup. There's 3 options, chose material, use closest and a check box at the bottom.
Animals need a pasture zone. After you have created the pasture zone you have to assign them. If you want to select specific animals for butching, use citizens tab/pets and livestock.
From that page you can select training, trainers, butchering and gelding.
Most animals will always be stray. They are either a pet or a stray. You don't want a bunch of pets.
This is the guide you want:
https://steamcommunity.com/sharedfiles/filedetails/?id=2899235556
Animals aren't that important, they're either food or war/hunting animals. And cats (and some others) hunt versmin (those flies you saw). You can make a pasture and assign them to that. You can directly assign hunting and war animals, but can't directly assign pets (only elect them to be adoptable)
Get a manager for your first few questions. It lets you make many, many multiple jobs that repeat under certain conditions.
You somewhat can ? make it a repeat order task with the conditions you want ?
Yes again you can have that. Repeat order using a condition like build X chairs/thrones when there are less than X amount available
Maybe ? There is a little checkbox (in that windows that opens when you build someting) that let you activate the fact that when you decide to build, the build window will stay opened instead of closing everytime. So you can place 10 chairs in a row.
In the pet list, depending on animal, you can assign them a trainer, so you could choose to train your dog as a war dog, or a hunter's dog, etc
Now cats... they do them.
Besides that, they are there mostly for production chains, like milking, sheering, butchering.
For "vermins" (those annoying little critters) usually cats take care of them. Now flies specifically ? I honnestly don't know.
Most, if not all, your food stocks should be in barrels, so honnestly I don't see that many vermin (or maybe I just stopped to pay attention I'm really not sure)
They stop to be stray, once they have an owner. So in your aminals/pet list, you can decide which ones you want to make available to an owner, appart from cats who themselves decide if they want an owner.
Beware though, once they are someone's pet, no more butchery of that very animal.
You have to assign them a Uniform with that item or item type in it by first assigning them to a Military Squad. Otherwise, they pick up what they want or need for a job.
Hunters, Miners, and Tree Cutters have their own hidden uniform assignments and will equip missile/pick and axe items automatically. Do not assign them to military squads unless you want uniform conflicts or isolate them to applicable squads. (Even then, you can have issues if you assign a Tree Cutter to all Axe Uniformed squad, for instance. It's best to leave them out or take them out of those professions before assigning.)
In your Labor, Workshops, tabs, it is enabled by "default" if you have those set to Automatic. You can disable that and then do it manually if you wish. (All hunted animals are automatically taken to the Butcher and butchered if it's set to automatic in that tab.)
You need to assign a Manager. Then, you can use the Orders tab in the task bar to assign Orders all in one page/list. Otherwise, you will have to click on the individual Workshop and those orders are only filled "locally," meaning just from that Workshop instead of all applicable Workshops. (You really want a Manager and they only require one crappy office. :))
Once you place something, look in the confirmation window and click the little box so you can continue placing the item. But, you can't place different items like that, just more of the same. This has to be set from session to session, manually.
Assign them to a Pasture zone. Farm Workshops are managed "Automatically" for some tasks unless you disable that in the Labor, Workshop tab, as with the Butcher above. If you do that, you'll need to enable Milking/Cheese/Wool, etc manually, either by Farm individually or by using the Order Manager window. (Latter is best)
No idea, but if they're "vermin/pests" then you may need to let your birds/cats handle them. (Try Pasturing some Bids where they are and see if that cleans them up. Cats, maybe?)
AFAIK, if they're not specifically Trained or Domesticated, it'll show as a "Stray" even if you own it. (Domestication takes a little time, IIRC. Check the wiki. But, it doesn't matter at all, really, unless you wish to Train them.)
It's pretty easy, to be honest. (Edit: Easy to learn, not easy to "master." But, anyone familiar with management, base-building, production-chain, survival, games is not going to have serious hurdles to jump over with Steam's DF edition.)
One thing I'd suggest is watching some good Tutorial Vids and, especially, some good Let's Plays and streams.
Nookrium has had the highest overall "noob friendly" quality Streams, lately, IMO. (TwitchTV, some really nice gameplay and lots of different situations coming up)
A selection of Tutes/etc. Check their channels for more:
https://www.youtube.com/watch?v=zEt87BikHzA&list=PL3Hfqo2_KOlfDvTwvHBBXQxxlohZ4xAMW
https://www.youtube.com/watch?v=fCb0ag5dVBk
https://www.youtube.com/watch?v=cCONBDnqvSY&list=PLaWpwAg2KzlrQ4Jgg03WgfmNFJNAWCHar
https://www.youtube.com/watch?v=rNvltufh88M&list=PLcOt9GXNrkgiFBTcz_kMycm6fvnYsn9XG&index=4
Read the Wiki... But, only pay attention to ".50" or, at times, DF2014 entries. Those will be the most accurate. Even so, some are not complete for the Steam edition or entirely accurate, yet, for this release.
If you try to manually add an order to the butchering station, it will get cancelled if there are no fresh corpses in good condition to butcher (you can't butcher mangled corpses).
If you want to slaughter one of your livestock, you do that from the "Livestock" tab of the Creatures screen. Milking and shearing animals is handled through the Farmer's workshop (if necessary), or through the work orders system (preferable).
Flies means your food is not in a container (barrel or pot). Order your carpenter's workshop to make some barrels, or your stonemason's workshop to make come rock pots. Once you get a manager set up, make work orders to maintain a stock of empty barrels/pots.
1. You really don't, that is up to the dwarves themselves, but when you put them on a labor like woodcutting, they will try and find a battle axe that hasn't already been claimed by someone else. Same thing goes with military, so if your dwarves aren't equipping themselves correctly you want to produce more or check that you've assigned the correct gear you want them to use, they'll handle the rest. Unclaiming items can be bothersome, so I generally just produce more stuff instead of going through the hassle.
2. It does, you put in a work order then set it to 0 in quantity and it should turn into the infinity symbol.
3. You can't copy, but you can make work orders, then define how many you want and in conditions you can set it to repeat if certain conditions are or aren't met. But for chairs this is best left to manually add a new order when, let's say 10, has been made as to not clutter your fortress with unused chairs.
4. Nope, you place each object once and have to do it again, this was more tedious before mouse integration as you can imagine, it's just how it is, for now at least.
5. You pasture them using zones, you can pasture dogs at your forts entrance to guard against sneaky goblins or kobolds that are trying to steal your babies, artifact or other valuable items or as general defense, dogs have a high observer skill and can spot sneaking (invisible) creatures. Then you have egg producing animals like Turkeys which are excellent as a food source, Pigs are great for milk if you want some luxurious cheese made and you haven't discovered the caverns yet, by then Cows rule and Sheep are great to get a cloth industry going. Some animals can be trained in the animal training zone, for example dogs can be trained into war dogs or hunting dogs. Lots of different choices for animals, you can have giant crocodiles in a moat as defense or even a dragon that guards your treasures, up to you really, I usually have a sort of "airlock" between my entrance and my fort where I stash my war hounds which I release on attackers. You can use cage traps to catch interesting animals, some can be trained while some can't. Some only survive on land, some can fly, some are aquatic, some are amphibious and some can thrive in magma.
6. You want cats to guard your stockpiles against vermins, I don't know if flies are just there for show or if they're actual vermins, but vermins eat your food and cats kill vermins, so cats are good to have, just be careful of them reproducing, you dont want to suffer catsplosion.
7. Animals being strays doesn't really matter, but if you want them not to be you can put them up in the creature screen for your animals as adoptable, some animals can't be adopted. Remember if you let a dwarf adopt a dog and the dog dies, the owner will become very sad, but there are benefits as well, letting weaker dwarves adopt powerful animals to help keep them safe for example. Some animals may arrive adopted and cats may sometimes adopt an owner.
8. If the wiki isn't sufficient, there are several very good videos on Dwarf Fortess on YT, you can search on specific things you want to know more about like military or construction, farming or whatever really. That's how I learned the game a few years back, sure it was hell, but I didn't have access to mouse integration and didn't know about tilesets, so I went keyboard and ASCII, took a while. It's MUCH easier to learn now and it's a great game once you get the hang of the basics. I'm still learning new stuff each time I play, but you only really need the basics down; how to produce food and drinks, a militia, trading and then general fort defenses. That should get you up and running, the more advanced stuff you can leave until you feel comfortable with the basics of survival.
Hope this helped.
1. Where is the equipment screen in the squad menu? I need to make a squad just for people to wear stuff?
2. It has a task to "butcher animal" and I tried to set that to indefinite and it just cancels out. Same with any other task I set for it.
3. How do I make a manager?
4. Where is the checkbox?
5. Where is the units menu?
6. Oh good!
7. See 5 please.
Thanks for all the help, I'm used to Rimworld (entirely too much time sunk into it) so I thought I'd be able to figure this out but it's super not intuitive, I haven't given up hope yet though!
Thanks for the resource! I clicked the little circular arrow thing that says "make task indefinite" but it didn't work.
How do I set up a manager? I literally just started and have 7 people, I didn't think i could spare labor yet.
I know how to place one piece, but if I need to place 4 chairs I end up having to go into the menu, click furniture, click chair, click where I want it, etc. Every single chair. Is there not a faster way?
How do I know how much pasture they need? I made a pasture but the animals just kinda...ignored it?
1, I made helmets out of shells and would like my people to put them on so they take up less space on the ground in my stockpiles. Plus I mean...they're dwarves so I would think helmets would be useful?
2. I tried to set the task as indefinite and it just kept cancelling out. People keep mentioning work orders and managers and I have no idea how to set that up.
3. Thanks I'll look for that!
4. How do I do the production chains? The training? Any of that?
5. I had some bags of food and other miscellaneous stuff I gathered around the area, so I was concerned about spoilage. I come from Rimworld so I thought food spoilage was a pretty big deal?
6. Where is the animals/pet list?
the circular thing is just repeat, but when a job gets cancelled , in thase case because no animals assigned to butchering are available, it will be removed. however, for butchering, when you designate a creature for slaughter, a task will automatically be created. (becaus under labor menu, standing orders, there is a default option thats on, for slaughtering) But you need to assign the creature for slaughter, under citizen menu->petes/livestock->find creature and designate it for slaughter
7 people yeh its not a problem.Manager is a part time job, for sure in the beginning. You push the noble menu, then make a room and office, designate the manager to that office and room, and he will become active. the office needs a table and a chair.
multiple chairs yes, you have to read the option box, enable repeat, and enable 'closest material'
you make a pasture, but then you need to slect the pasture and assign the animals to it. graze animals need/eat grass, so , enough.
as a closing note, this game has a lot of concepts. It can be overwhelming in the beginning. Your brain needs some time to adapt.
I made helmets out of shells thinking my dwarves would find them useful but no one wants them =(
I'll try to find it in the menu, every other workshop had me set up tasks manually so I thought that was how it went...except every time I made a task in the butcher workshop it seemed to disappear in a second or two without anyone even working there, even when I set the task to "indefinite"
A few people have mentioned Managers and desks and I'm gonna need to find a tutorial or something on what exactly I need to do to set that up.
I don't know how big a pasture needs to be or how to get an animal to use it. I also have no idea how to get someone to farm since it kinda seems that you just set tasks and people do them when they feel like it...there doesn't seem to be a way to tell someone "this is your job now" that I saw...I'm likely missing it...there's a LOT of menus inside menus.
I have no idea how to pasture birds. =(
I'm...yeah no it's not even the tiniest bit easy. I've got an embarrassing amount of time in Rimworld and this makes that game look like it's made for toddlers. I'm pretty familiar with a lot of citybuilders and management games and....yeah this is in no way shape or form even close to "easy" to learn. XD I do really appreciate the effort to explain, though!
Thank you for the links! I'll check them out. This was a lot of good info.
How do I assign an animal to a pasture?
or you can use the button you used to assign the pasture (green button with dwarf on it) , find the pasture in your game, (it will be lit green in the world) select it with the mouse.
Once pasture menu is open there should be a button with a rabbit and a 'plus' , so push that to start assigning animals. once assigned a dwarf will go look for the assigned animal and lead it there, after which the animal will more or less respect the boundaries of the pasture, unless it is frightened / fleeing/ etc
you need some grass or plants for grazing animals (cows, yaks, lamas etc. )
some animals dont require food or water and are great to keep inside in a room with a door. f.e. pigs. Therefore pigs make an excellent breeding animal to learn about animals. in DF you can also milk pigs :)