Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Mine are all set to Brew 50 drinks when less then 25 and i havnt had issues yet.
they are probly drinking the drinks as fast as they are being made. Make more breweries.
Make sure the stockpiles are close to your still, too. Give each still its own work order so the orders arnt spread out between multiple workshops. check how many brewers are active in your fort.
No empty food items?
No unrotten plants/fruit?
... in linked stock pile?
If your still is set to take plants and fruit from a specific stockpile, it must also take empty barrels from a designated stockpile
Try assigning your still to a single worker and restrict their labor to only brewing through the workshops menu.
More dedicated skilled brewers, larger stacks from dedicated skilled farmers, and centralised storage above and below the stills in a vertical stack to reduce travel time. If you want to go further you can burrow the brewers into the brewing factory complex and build their quarters right next to their dedicated stills :)
Unrelated note, but two other things that have been ongoing if you have any idea:
I've got a dwarven child who keeps throwing tantrums, getting into fights, etc. I've been trying to figure out how to deal with that. I've convicted him for every "disorderly conduct" occurrence, even tried falsely accusing him for a murder that a (now arrested) vampire did. Dude just keeps going around kicking peoples' teeth in.
And on a more general note, I've seen a lot of neat advice and tricks that seem to involve either settings that I can't find or micro managing. Stuff like sending dwarves to your holdings when there doesn't seem to be an option. Someone suggested chaining your vampire up in a tower somewhere on the map so they can act as an immortal watch-tower, but there doesn't seem to be a way to choose what chain to tie them to or to move them once they're in place. One suggestion that you scout deep holes by pushing a dwarf into them, but I can't for the life of me figure that out. Is there actually a way to do all of these things? Or are these the kind of tricks that involve a lot of manipulating the game's systems in abstract or otherwise convoluted ways.
The vampire is probably a citizen, so you don't need to use the justice system to put him in place. As long as he has recently fed, or you isolate him from all potential victims (likely with a private hall to where he is going, and locked doors along the way), you can put him in a squad and give him a station order, or build a lever where you want him, put his name on it, and order it pulled. After he is in place, you can lock the nearest door behind him, and optionally build a wall in front of it, Cask of Amontillado-style.
Depending on what you put in his prison, he can be your bookkeeper, manager, lever-puller for defenses, or you can have him train combat skills forever (and let him loose on invaders). Lever-puller may require some fiddling to get him away from the lever room if you need to install something new, and endless training works better if you have two of them, since sparring is much faster training than individual combat drill.
Dropping a dwarf down a volcano likely involves using a station order to get them to stand on a bridge, then retract the bridge out from under them.
Drinks don't spoil so you might as well make it "if less than 200, brew 50". You can add a second rule for "if less than 10 empty barrels make 10 barrels" and before you know it you'll have a nice healthy reserve of booze.
Prepared meals don't spoil either (as long as they're in a stockpile) and they're really good money (a bin of masterwork lavish meals is enough to buy out an entire human caravan, including all the raw food ingredients, which you can immediately turn into more masterwork lavish meals).
I had a similar issue, three stills and drink supply was dwindling despite them all being constantly in use. I added a dedicated brewer and they worked significantly quicker, clearing the backlog. You could also just keep adding stills, but that takes more labour than having a dedicated brewer
Anecdotally, to demonstrate the difference skill level makes, I had a legendary gem cutter and a novice gem cutter in adjacent workshops. The legendary jeweller cut 11 gems in the time the novice cut one. That's the extreme, but even if skilled brewers are only twice as fast, it makes a difference
And thanks for the tips on the micro management! No idea why I never thought of just making a squad.
I have stills are dedicated to making drinks from dwarf plants - which can run almost constantly... then others that have a 'fruit' or a plant that doesnt grow in my biome i buy from those above ground freaks.
I'm careful with those though - the little buggers go for 'different alcohol' given a choice - and i dont want them standing around in the drink stockpile (if you use higher pathing costs in front of the stockpiles it will discourage this, but not if that's where you keep the good stuff)
If the arrow is missing, is it missing because he's a child, or is there another problem, possibly related to his CONSTANTLY being a ♥♥♥♥?