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Rapporter et oversættelsesproblem
EDIT: Ok, there seems to be some confusion from my side. I just noticed theres a "garbage" zone, i have been confusing it with stockpile that can have "refuse" category in it. Whats the difference?
I still don't know all of the useful things to choose under refuse corpse/body parts.
I do feel the logistics and stockpiles is the most complicated aspect of this game until you have a system setup that works and you never touch it again.
Why do we have a hotkey for stockpile zone, but all it does is to bring up another sub"icon" that you have to click on anyway in order to start to draw the stockpile zone. And then if you dont swing your mouse all the way to the top left to "confirm" it, it wont even get saved.
1)
I noticed in many videos on youtube, people build multiple stairs next to each other? Do npcs block each other's way?
A refuse stockpile is a stockpile designed to take useless (at least supposedly) stuff where it can rot. If you just select it as a generic refuse stockpile, it will take anything rotten, bones skulls, untanned hides vermin bodies, animal bodies, etc. A refuse stockpile amplifies the speed at which things that degrade (food, clothes, etc.) will degrade. It does this even if you designate it as another type of stockpile, too (I believe - I haven't checked carefully), so it is a bad idea to combine a refuse stockpile with pretty much any other type.
Note that a corpse stockpile is also different from a refuse stockpile. Bodies stored in refuse stockpiles don't include intelligent creatures (your dwarves and your enemies) - they get stored in a corpse stockpile if you don't have tombs for them.
LOL - don't get anyone started on why the UI is the way it is. I don't know, and that bugs me too.
Yes, dwarves get in each others way. If a hallway (or stairwell) is only one tile wide, one dwarf will have to squeeze to the side (i.e. slow down) to let the other pass. If you have a two tile wide hallway, you will notice your dwarves stepping around each other without slowing down. Same behavior on stairwells but more difficult to observe due to only being able to look at one z-level at a time.
This is also a reason to consider double doors into a busy room. If there is a dwarf in the doorway when another dwarf does it's pathing calculations, they may choose a different door into the room even if it is a considerable distance out of their way.
Been using this stairwell for a while now found on the wiki
4x4 so it doesn't fit most of the existing designs out there. But it does fit around the wagon which is a 3x3 always covering the center of the map. Fastest way to strike the soil and compared to a 2x2 stairwell, there's less pathing required. it also encourages 2-wide hallways just as a 2x2 stairwell does. It's placed dead center of the map. I know dfhack has/had a command to find dead center quick as quil18 demo'd it, plus all embark sizes have an even number of tiles.
Yea I just can't wrap my head around the logistics. There's too many small issues that I can't find a way around. One thing I'm near certain at this point, with stockpiles as they exist right now. That if you're not using quantum, you're doing it wrong. My only proof atm is that you can't have a workshop take/give to the same stockpile, if you were to create an input/output stockpile for every workstation, then the additional gameplay I voluntarily added would be constantly resizing stockpiles to adjust for supply/demand.
2) My herbalists wont stop gathering plants. Usually i just drag a forage zone across entire map, and just let them go nuts, and to prevent every npc from going out and neglecting everything else, i usually just assign those who are actually herbalist or farmers to perform this task. And now im having too much food, and i want them to slow down a bit, so i removed the forage zone, yet they are still doing it.
and i thought hatch door is supposed to keep intruders out? turns out everyone can just waltz into it, i have big birds heading downstairs to chase some of my animals....