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Have you played any embarks on volcanos? I love playing on volcano maps, you get easy access magma and great materials right at the higher z-levels, so when you hit caverns/etc you can be really geared out. Just have to move quick with the security as your generated wealth will rise quick because you'll hit aluminum/plat/silver/etc more often than normal. They never erupt/explode in DF but their "volume level" will rise and fall some over time, so you'll want to do an aquifer/cistern like setup to pull from the side and not the top (if that makes sense).
One of my favorites I build my entrance over the top of the volcano using two bridges. Many an elf didn't wear SPF 1000000 and got too crispy.
As to hanging blocks, are you talking about the hanging rock trap you can build? It's a type of trap option. I just chain up 2x war dogs at every main access/entrance/etc and they'll "detect" any vampires or intruders automatically. As soon as you see a "blue" dwarf, I tend to just banish them.
For more !fun! with vamps, you can also assign them to be your bookkeeper and chain them with a gold chain up in a room with a bed, desk, and chair. Presto, you have an immortal book-keep that is enslaved for you forever.
Oh yeah absolutely, though volcanos that are inland are very rare for me sadly, the custom map settings tend to be a pain in the ass to get right.
Nope! I'm referring to building a bunch of walls and carving around them with a chain attached the ceiling, something like this:
X = empty space
______ <-- ceiling
I <-- chain
H
XXXH
XXXH <-- the hammer handle
XXXH
HHHHHH <-- the hammer (made of walls of iron/steel/gold)
HHHHHH
e <--- elf
I could be fully wrong about this since I swear the story I read years ago mentioned something like this being done
Also, for magma-safe I use glass, assuming sand. You'll need some fuel to get rolling, but you don't need a lot to set up magma glass furnaces.
Also, in this version of Dwarf Fortress, mineral scarcity is almost as generous as the settings allow. You'll be rolling in electrum before you know it. I accidentally made 115 bars assuming the veins I had automined would tap out after 3-5 tiles and I'd have a bar. Not so much.
Clothing is handled much better as well. DFHack's cleanowned scattered appears to be baked in, meaning handling xclothingx is now just a matter of making sure you have the stockpiles set up. You'll see a few items here and there, and dwarves still will wear items to disintegration and get bad thoughts for it.
Islands are good for a "full globe"-esque map since the borders are almost always water, giving a planet feel. Like you're looking at the full map of Earth.
Regions have a lot more land with the main "divider" being mountains instead of water. They're more like looking at a continent map instead of the full planet. (note; i mean this as in what it feels like, not what it actually is)
Then, in the advanced world gen settings for your new template, find the "minimum volcanoes" and set it to whatever you prefer. This is a hard number minimum for the volcanoes in your world; if the world generated does not contain that minimum it will restart.
Do not edit the "Volcanism" setting. Increasing the minimum value will not make more volcanoes, just potentially give you errors about not enough variance whereas if you lower the maximum you won't get any volcanoes (as they need a volcanism of 100 to spawn on a square).
If you do any editing to it, only change the variance.