I've always trued to work with the existing noble structure - the idea of instantly atomizing a noble feels weird to me. Unlike aquifers its a challenge I normally like. However, as the game is currently coded I've had an attack on the capital suddenly drop twenty barons and their families in my lap at weird times and it goes from being a challenge to just being a frustration.
@@Tom_Cruise_Missile Yeah but they're not really all the rich. They have more free time than certain dwarves but until the economy gets put back in the game they're still far more planned-economy semi-scocialists with nicer rooms.They ain't got money.
Man in my first successful fortress so many died could keep up with the tombs and slabs I spend like an hour assigning slabs I had a whole floor as a tomb complex fucking hell was that a chore. I say successful it reached 200 people and people where okay happy. Man DF can be a pain in the ass for micromanaging micromanaging xD
I don't know if it still applies because it's been years since the last time I played, but my old strategy for "mist generators" used to be to build my entire fortress along one central 3x3 column staircase, and then put a waterfall in the center tile. Can't remember exactly how to make it safe but I think bars. Anyway, any time a dwarf wanted to go to bed, or work, or eat, or outside, they'd have to pass through the central staircase and the mist. I think it also helped keep them clean as well. It also helped kill my framerate.
If the mood of your dwarfs is particularly low the tavern is a godssend. Equip the tavern with enough food and drinks for a while and make it a burrow and get your dwarfs in there for a few days (maybe have a side room with beds to) Their mood will skyrocket and afterwards you will have a bunch more friends and relationships :D
for the Kids, I make a room with a bunch of Dummy Levers and set it to repeat, have the Kids chores to only do lever operation. Also make a Custom Job making everyone else not use Levers. In the Dummy Lever room I put a stockpile for toys. it keeps them busy and out of the way for the most part. Also if you have kids that super unhappy you can put a Mist Generator in there too. I found the kids end up playing together and get socializing while flicking levers and playing with toys all day. If you need some to pull a lever, just hit the ! and the kids will come and pull the lever. this hasn't slowed down Lever pulling much.
You can pretty much do that with adult dwarves too if you want to play matchmaker. Lock dwarves in a small space together and they'll get really close, maybe fall in love, maybe get married, and maybe babies.
@@aarontrue5719 I think it is easy to make adults be together. you can just make a Squad with 2 people and make them train. Put the Training area in a Tavern or near a Waterfall for positive interactions
Stockpile toys in the chosen guild, open it for all citizens. Children get XP on it early on. I used to do it for doctor's guild, but lately I have been doing it in a metalworker's guild. You know, for nice metal artifacts.
Would you ever do a video on the ways you can best satisfiy dwarven needs? It seems like some needs the player can influence solving for a dwarf, but there are lots of needs that even reading though the wiki and old fourm posts leave me stumped on how to create situations that could satisfy them. This video was super helpful and I learned a ton! Thanks for making it!
Very good tips! I love the idea of dining halls inside of the tavern and using guildhalls for teaching and learning. The best is the temple idea. I have so many dwarves frustrated about not praying to one particular deity, despite having a generic temple. I would never have thought of different altars in one big temple.
I have found clothes to be a massive help. Getting them several " put on an exceptional Item" every year is a massive boost. I don't even need mist generators anymore
My favorite quick start mood is 7 miner/engravers lots of food, drink, picks, and axes. One the forts central stairwell is safely under the aquifer is such a simple solution. And quick to make personal palaces with just 8 5x5 rooms around the center stairs. Just a bed and some engravings are enough when the scales big enough.
@@BlindiRL Dwarves with the 'Cheerless' trait. It seems like nothing that happens ever makes them feel anything positive, so they just eventually spiral into misery, and if not spotted sooner than later, throw tantrums. Havn't found a cure for them
@@curious3342 yeah that's mostly tide to the civilization i had this one civilization of dwarves and everyone there was evil and mean trait. for the most part i didn't have that much trouble with them.
@@curious3342 I had a legendary bonecarver in one fort, couldn't make him happy for the life of me, eventually retired the fort and started a new fort in the same world and he showed up again but he had some personality changes due to stuff that had happened in the previous fort and his mood had been reset by being generated as a migrant to a new fort. Probably one of my forts happiest dwarves now, still just carving bones, including a masterwork totem made of the head of one of the forgotten beasts we killed, which is decorating his workshop. I think he had "prone to depression" or something, still has it too i think but his ethics changing has him actually enjoying things instead of feeling nothing to 90% of thoughts.
Blind Thanks again for these tutorials. As I said before, I am returning to DF after a year hiatus. The Windows version is new. I'm so glad you are making content on some older topics using the new interface. The Windows version is more accessible especially on days where my autoimmune condition causes so much brainfog. Thanks again
Glad you mentioned the statue gardens. I learned about those while trying to run an all necromancer/int undead fort which was really hard to keep happy. For minmaxing purposes constructions give an additional thought if you have a good architect, and can be made out of expensive metals. Pretty funny how much impact a single tile of gold bridge can have on a dorf’s mood. Also stuffing one of every animal in a cage in your tavern and making it a zoo can give some nice thoughts.
I've lost several forts due to my dwarves going from temple, to library, to guild hall, to the tavern. They literally did not do any productive work. Edit: taverns are a great way to end up with ware-beasts showing up, killing or infecting everyone inside.
If you have a tavern. With a glass floor and statues are below it. Do they get the feel of awe from the floor below or is it limited to the same zone and z level?
I've applied a lot of this and usually works well. Except for the kids. Yes I remove the more unpleasant/endless chores, like burial, refuse, stone and wood. Yes, I do make a bunch of toys as soon as I get kids and am careful not to trade too many of them away. They still are grumpy little buggers most of the time. Kids these days, amirite? Edit: guess i could remove cleaning as well, since most stuff that needs mopping up is blood/vomit, huh?
Very helpful. Some of my dwarves seem to still just refuse to do things that will make them happy but this definitely helped to improve my population of traumatized children.
Really informative video. I've been playing for a long time and I didn't know some of these. Some of the newer zone types are more important than I thought.
I had this one horribly unlucky kid, born to one of my squad leaders, born in the middle of a goblin siege, and has been present for every single bar fight and beating in the history of the fort. Given this kid expensive things, exempted him from chores, he literally cries on the shoulder of my queen, my duke, and at least one of my three priests each week, and went out of my way to find his favorite animal to give him a pet, and this kid still disassociates or tantrums about once every three months. Any ideas for how to deal with him without ruining the day of my best weaponsmith and his Axelord wife?
I swear that children are ticking time bombs. My broker went berserk and started going through the primary passageway into my fortress fighting people. I sent my militia to put him down and a singular dwarven baby was so distraught by the sight of my broker getting his head and all of his limbs lopped off, that she is just constantly angry all the time. I just hope babies can’t go berserk.
Last couple forts mt guys keep drying of dehydration, i got plenty if booze and even access to water. But i got guys dehydrating before i even get my bedrooms finished. Ts ridiculous, ive had 100+ dwarf fortresses before akso. I dno what i nosing different now
I saw your tutorial on how to do the mist generators powered with windmills in the link, and I see the water wheels in this one, so kinda wondering is the water wheels spinning by the water moving by it as part of the mist generators? Just trying to understand the mechanics of that to build that sort of style.
How did you create those Dining Halls within the Tavern as separete areas? I can see the little outline, is that an item that creates an enclosed area? I can't figure out how to do it on my own.
thank bud. i didnt know some of these and want to also ask when you're making a tavern do you have to divide the dining rooms i usually just make one big dining room then make it a tavern it seems to work is there any specific fault in that? i also notice dungeons help a lot and you have to have like one cell per each dwarf in your fortress
@BlindiRL I think the wiki said tables and chairs for at least 1/5 of your population in both. From my experience, I just have both, and if it is small, have more. Also, just think about travel time. The Tavern is usually one of the first things you build. Later in the game, it is very far away from everything.
@@EDreyer i do try to put my food production and my housing of my dwarves close to the tavern it helps alot i have this a i have a volcano fortress in a blessid wilds and it has been going for 17 years my major problem is mostly getting my dwarfs to acquire things i think you had a video that helped me out with that.still had to re change my whole stockpile game that was such a head ace but after it works alot better. until you mentioned that it had to be acquired through hauling never would've figured that out and i never would have realized that my treasure stockpiles were so bad
Did i see that right or did you had for example all your metalsmith workshops INSIDE the metalsmith guildhall? Is that just for convenience or does it have a bonus? Does the person crafting socialize at the same time as they craft? And i would guess that they get the decoration bonus from the guildhall while they craft?
Now I've been flooded by ants, and I wonder how to deal with burails, as the layers I dare to use are full of aquafiers... Maybe I move my whole fort to lower levels. Just to see how that works.
I've always found... Have food, Have liquor, have a bed, extra clothes, and keep them out of the rain. Anything else is extra. That and keeping your children from going into psychosis after hauling dead bodies (i'm lookin' at you Labor tab...)
Some dwarves just make no sense though, I got an optimist who's pissed and they have a bunch of positive recent thoughts and only a few negative memories, meanwhile I have a few dwarves with a lot of negative thoughts and memories and tend to feel nothing towards alot of things with tons of unmet needs (that they won't fulfill for themselves despite there being temples or guilds to visit) and they're like at most content.
Alot of the classics covered. I've played for 100+ hours so far, and still haven't even TOUCHED soap. The warmachine demands more soldiers for holding back the underground invaders!
2:12 You can avoid that type of problem by designating specific production line with specific ingredients to create specific booze. That's how it looks like in chain: storage for Pots (mostly it's rock pots) and barrels + Storage of Specific ingredient near entry to workshop room (Cave Wheat, Plump Helmet, Sweet Pod, Pig Tail etc - I prefer 3x3 or 5x5 tile, if it's misty workspace under dump stone layer) => Brewery Workshop => Storage of specific booze. All this linked by storage orders of where it gets items and where to place the product (you need to designate "Take Item" to Pot or Barrel Storage too, because if you don't do that, dwarves won't start the production of booze). And there you have it - 4 sources of specific booze that you can control individually. It saves a lot of headache when your fortress is in evil biomes or in sparse lands, like deserts, arctic fields etc.) What comes to food, you can just build a 9x9 room with 4 storage of food items with specific types (or 3 food items and 1 booze item type), 2-3 storage tiles of Pots and Barrels and 1-2 storages of Prepared food, which you can link up to unload to dinner room or tavern storages. Cooks usually will use that storage contents, because they use closest items as priority, if you didn't designate production specifically. 4:15 Hospitals first, taverns with full stock second. One will benefit from another. But keep some space and coffins ready just in case.
Dwarf dead on the ground and turned to bone. On tomb it says his name. But dwarf still on the ground. Set orders and turned off all plant gathering OCD dwarfs. But again still on the floor in front of the tavern. I can not figure this out. Every play through has the same results. Hours of gameplay lost trying to get simple tasks done. Tbh the game is broken and nobody want to admit this. Crazy times for gaming. Crazy times for everything really. 😐
It always surprises me how many people would rather kill their dwarves than try to make them happy. Good list for sure.
I've always trued to work with the existing noble structure - the idea of instantly atomizing a noble feels weird to me. Unlike aquifers its a challenge I normally like.
However, as the game is currently coded I've had an attack on the capital suddenly drop twenty barons and their families in my lap at weird times and it goes from being a challenge to just being a frustration.
Can't make an omelette without breaking some eggs.
@@jamesderiven1843atomizing the rich when they annoy me is my favorite power fantasy lmao
@@Tom_Cruise_Missile Yeah but they're not really all the rich. They have more free time than certain dwarves but until the economy gets put back in the game they're still far more planned-economy semi-scocialists with nicer rooms.They ain't got money.
Children with beards deserve to be placed in aquariums and submerged in magma
I can't believe Dwarf Fortress has therapy jobs. But I can easily believe Dwarf Fortress players never use them.
Another one that made a big difference in my fort: Assigning tombs / make memorial slabs for pets.
would make me happy too
Man in my first successful fortress so many died could keep up with the tombs and slabs I spend like an hour assigning slabs I had a whole floor as a tomb complex fucking hell was that a chore. I say successful it reached 200 people and people where okay happy. Man DF can be a pain in the ass for micromanaging micromanaging xD
I don't know if it still applies because it's been years since the last time I played, but my old strategy for "mist generators" used to be to build my entire fortress along one central 3x3 column staircase, and then put a waterfall in the center tile. Can't remember exactly how to make it safe but I think bars. Anyway, any time a dwarf wanted to go to bed, or work, or eat, or outside, they'd have to pass through the central staircase and the mist. I think it also helped keep them clean as well. It also helped kill my framerate.
If the mood of your dwarfs is particularly low the tavern is a godssend.
Equip the tavern with enough food and drinks for a while and make it a burrow and get your dwarfs in there for a few days (maybe have a side room with beds to)
Their mood will skyrocket and afterwards you will have a bunch more friends and relationships :D
👌
Yea, just letting them socialise can do wonders. A fort that is too optimised leaves no time for them to hang out
Yeah doesn’t always work though
for the Kids, I make a room with a bunch of Dummy Levers and set it to repeat, have the Kids chores to only do lever operation. Also make a Custom Job making everyone else not use Levers. In the Dummy Lever room I put a stockpile for toys. it keeps them busy and out of the way for the most part. Also if you have kids that super unhappy you can put a Mist Generator in there too. I found the kids end up playing together and get socializing while flicking levers and playing with toys all day.
If you need some to pull a lever, just hit the ! and the kids will come and pull the lever. this hasn't slowed down Lever pulling much.
@@benji6651 Also if you want your Kids to develop skills, you could set dummy levers in Guild Halls with Toys.
You can pretty much do that with adult dwarves too if you want to play matchmaker. Lock dwarves in a small space together and they'll get really close, maybe fall in love, maybe get married, and maybe babies.
@@aarontrue5719 I think it is easy to make adults be together. you can just make a Squad with 2 people and make them train. Put the Training area in a Tavern or near a Waterfall for positive interactions
Didn't realize how important happy nobles are and guild halls. Great vid.
After you described a stockpile of toys I immediately thought of a child pasture.
Isn't that just a weird way of saying playpen?
@@BlindiRL I am almost 100% certain that DF dwarves would respond with "Isn't playpen just a weird way of saying child pasture?" ;)
Stockpile toys in the chosen guild, open it for all citizens. Children get XP on it early on.
I used to do it for doctor's guild, but lately I have been doing it in a metalworker's guild. You know, for nice metal artifacts.
Armor and weapon smith guilds give lots of bling for the military
@@peterstedman6140 one weapon or armor artifact piece for every squad leader! Wooo
Would you ever do a video on the ways you can best satisfiy dwarven needs? It seems like some needs the player can influence solving for a dwarf, but there are lots of needs that even reading though the wiki and old fourm posts leave me stumped on how to create situations that could satisfy them. This video was super helpful and I learned a ton! Thanks for making it!
Probably depends on their LUST_PROPENSITY value 😘
Very good tips! I love the idea of dining halls inside of the tavern and using guildhalls for teaching and learning. The best is the temple idea. I have so many dwarves frustrated about not praying to one particular deity, despite having a generic temple. I would never have thought of different altars in one big temple.
Honestly, that temple idea is brilliant, and I'm taking that idea without hesitation.
I have found clothes to be a massive help. Getting them several " put on an exceptional Item" every year is a massive boost. I don't even need mist generators anymore
My favorite quick start mood is 7 miner/engravers lots of food, drink, picks, and axes. One the forts central stairwell is safely under the aquifer is such a simple solution. And quick to make personal palaces with just 8 5x5 rooms around the center stairs. Just a bed and some engravings are enough when the scales big enough.
Could you do a video on what to do with 'Cheerless' dwarves? They always seem miserable, like time bombs waiting to explode in unhappiness.
On what now?
@@BlindiRL Dwarves with the 'Cheerless' trait. It seems like nothing that happens ever makes them feel anything positive, so they just eventually spiral into misery, and if not spotted sooner than later, throw tantrums. Havn't found a cure for them
@@curious3342 yeah that's mostly tide to the civilization i had this one civilization of dwarves and everyone there was evil and mean trait. for the most part i didn't have that much trouble with them.
@@christophera.-mckeown130sounds like the perfect guys to do an evil embark and go crazy on that sliver dye.
@@curious3342 I had a legendary bonecarver in one fort, couldn't make him happy for the life of me, eventually retired the fort and started a new fort in the same world and he showed up again but he had some personality changes due to stuff that had happened in the previous fort and his mood had been reset by being generated as a migrant to a new fort. Probably one of my forts happiest dwarves now, still just carving bones, including a masterwork totem made of the head of one of the forgotten beasts we killed, which is decorating his workshop.
I think he had "prone to depression" or something, still has it too i think but his ethics changing has him actually enjoying things instead of feeling nothing to 90% of thoughts.
I only knew about half of these interactions and have been playing the game since 2014. Thank you for making this.
Blind Thanks again for these tutorials. As I said before, I am returning to DF after a year hiatus. The Windows version is new. I'm so glad you are making content on some older topics using the new interface. The Windows version is more accessible especially on days where my autoimmune condition causes so much brainfog. Thanks again
Glad you mentioned the statue gardens. I learned about those while trying to run an all necromancer/int undead fort which was really hard to keep happy. For minmaxing purposes constructions give an additional thought if you have a good architect, and can be made out of expensive metals. Pretty funny how much impact a single tile of gold bridge can have on a dorf’s mood. Also stuffing one of every animal in a cage in your tavern and making it a zoo can give some nice thoughts.
Banger guide, alot more detail than your previous guides. Much appreciated my man 💪
Was just looking for a video like this the other day, great video as always
I've lost several forts due to my dwarves going from temple, to library, to guild hall, to the tavern. They literally did not do any productive work.
Edit: taverns are a great way to end up with ware-beasts showing up, killing or infecting everyone inside.
sounds like ya chose depression the civ for a base line
9:08 I use the 'statue gardens' to raise the value of the temples and guild halls.
Excellent tips and I love havng the in-depth videos for each available!
If you have a tavern. With a glass floor and statues are below it. Do they get the feel of awe from the floor below or is it limited to the same zone and z level?
This sounds bad out of context but dwarves can't look up. Lmao.
@@BlindiRLdam so gamer and dwarves have on thing in common they dont look up
"The drawbridge technique" lol
I've applied a lot of this and usually works well. Except for the kids. Yes I remove the more unpleasant/endless chores, like burial, refuse, stone and wood. Yes, I do make a bunch of toys as soon as I get kids and am careful not to trade too many of them away. They still are grumpy little buggers most of the time. Kids these days, amirite?
Edit: guess i could remove cleaning as well, since most stuff that needs mopping up is blood/vomit, huh?
This video was incredibly helpful, just started DF myself and your content is much appreciated.
Glad it was helpful!
What is up with the waterwheels in the tavern. Is that mist generator self-powering?
Decoration
Very helpful. Some of my dwarves seem to still just refuse to do things that will make them happy but this definitely helped to improve my population of traumatized children.
Really informative video. I've been playing for a long time and I didn't know some of these. Some of the newer zone types are more important than I thought.
I had this one horribly unlucky kid, born to one of my squad leaders, born in the middle of a goblin siege, and has been present for every single bar fight and beating in the history of the fort. Given this kid expensive things, exempted him from chores, he literally cries on the shoulder of my queen, my duke, and at least one of my three priests each week, and went out of my way to find his favorite animal to give him a pet, and this kid still disassociates or tantrums about once every three months. Any ideas for how to deal with him without ruining the day of my best weaponsmith and his Axelord wife?
maybe good to fix what other problems your fort has first.
put him in the atom smasher :)
Sounds like your fort is a hell hole and the life experiences that kid has had reflects that.
Atom Smasher
I actually learned a lot from this video, thanks!
Legendary tutorial thank you!
This video was very helpful and informative, thanks!
I swear that children are ticking time bombs. My broker went berserk and started going through the primary passageway into my fortress fighting people. I sent my militia to put him down and a singular dwarven baby was so distraught by the sight of my broker getting his head and all of his limbs lopped off, that she is just constantly angry all the time. I just hope babies can’t go berserk.
I literally had to pause after the "nobles are therapists" information because it blew my mind.
I had no idea you could do half of these things lol. Still got a lot to learn
I dont know why but Taverns and Churches break my dwarves. They basically socialize and worship their gods for days, heck, even weeks at a time.
Cuz they really need it
I just dig through a light aquifer above my main staircase and the dripping water makes it an automatic and safe mist generator.
Very helpful
Glad you think so!
Thank you very much, extremely helpful! They're jus so moody.
thanks for the video!
My pleasure!
I put statues everywhere and have large main halls
thanks for the guide
No problem!
"Dog lung biscuits again? Aww man"
Last couple forts mt guys keep drying of dehydration, i got plenty if booze and even access to water. But i got guys dehydrating before i even get my bedrooms finished. Ts ridiculous, ive had 100+ dwarf fortresses before akso. I dno what i nosing different now
I saw your tutorial on how to do the mist generators powered with windmills in the link, and I see the water wheels in this one, so kinda wondering is the water wheels spinning by the water moving by it as part of the mist generators? Just trying to understand the mechanics of that to build that sort of style.
Water wheels are powering the most generators.
oh dude you're a lifesaver
How did you create those Dining Halls within the Tavern as separete areas? I can see the little outline, is that an item that creates an enclosed area? I can't figure out how to do it on my own.
thank bud. i didnt know some of these and want to also ask when you're making a tavern do you have to divide the dining rooms i usually just make one big dining room then make it a tavern it seems to work is there any specific fault in that? i also notice dungeons help a lot and you have to have like one cell per each dwarf in your fortress
As long as you have both zones set up there is no fault there
For dungeons you need one cell for every 10 dwarfs
Thanks for the response ☺️. This has improved my game.
@BlindiRL I think the wiki said tables and chairs for at least 1/5 of your population in both.
From my experience, I just have both, and if it is small, have more.
Also, just think about travel time. The Tavern is usually one of the first things you build. Later in the game, it is very far away from everything.
@@EDreyer i do try to put my food production and my housing of my dwarves close to the tavern it helps alot i have this a i have a volcano fortress in a blessid wilds and it has been going for 17 years my major problem is mostly getting my dwarfs to acquire things i think you had a video that helped me out with that.still had to re change my whole stockpile game that was such a head ace but after it works alot better. until you mentioned that it had to be acquired through hauling never would've figured that out and i never would have realized that my treasure stockpiles were so bad
Did i see that right or did you had for example all your metalsmith workshops INSIDE the metalsmith guildhall? Is that just for convenience or does it have a bonus? Does the person crafting socialize at the same time as they craft? And i would guess that they get the decoration bonus from the guildhall while they craft?
Just for looks.
@@BlindiRL Alright
Now I've been flooded by ants, and I wonder how to deal with burails, as the layers I dare to use are full of aquafiers... Maybe I move my whole fort to lower levels. Just to see how that works.
Important note: "crafts dwarfs hauling can fulfill 'Acquire Object' needs"
I've always found... Have food, Have liquor, have a bed, extra clothes, and keep them out of the rain. Anything else is extra. That and keeping your children from going into psychosis after hauling dead bodies (i'm lookin' at you Labor tab...)
Queue up crafts as your fortress grows, your dwarves will have a readily available item to acquire when the need comes up
I am really impressed with legendary children on your tab. How?
The God of Screaming
Some dwarves just make no sense though, I got an optimist who's pissed and they have a bunch of positive recent thoughts and only a few negative memories, meanwhile I have a few dwarves with a lot of negative thoughts and memories and tend to feel nothing towards alot of things with tons of unmet needs (that they won't fulfill for themselves despite there being temples or guilds to visit) and they're like at most content.
Nice details on the Children and Chores.
Ooooh, nice!
Oh yeah!
Alot of the classics covered. I've played for 100+ hours so far, and still haven't even TOUCHED soap. The warmachine demands more soldiers for holding back the underground invaders!
i got a sugestion *BUILD A BLOODY WALL AND ROOF TO WERE YA WANT TO FARM*
2:12
You can avoid that type of problem by designating specific production line with specific ingredients to create specific booze. That's how it looks like in chain: storage for Pots (mostly it's rock pots) and barrels + Storage of Specific ingredient near entry to workshop room (Cave Wheat, Plump Helmet, Sweet Pod, Pig Tail etc - I prefer 3x3 or 5x5 tile, if it's misty workspace under dump stone layer) => Brewery Workshop => Storage of specific booze. All this linked by storage orders of where it gets items and where to place the product (you need to designate "Take Item" to Pot or Barrel Storage too, because if you don't do that, dwarves won't start the production of booze).
And there you have it - 4 sources of specific booze that you can control individually. It saves a lot of headache when your fortress is in evil biomes or in sparse lands, like deserts, arctic fields etc.)
What comes to food, you can just build a 9x9 room with 4 storage of food items with specific types (or 3 food items and 1 booze item type), 2-3 storage tiles of Pots and Barrels and 1-2 storages of Prepared food, which you can link up to unload to dinner room or tavern storages. Cooks usually will use that storage contents, because they use closest items as priority, if you didn't designate production specifically.
4:15
Hospitals first, taverns with full stock second. One will benefit from another. But keep some space and coffins ready just in case.
Love you blind.
Blind! Considering how your dining room is laid out would it be possible to just have everything in one big room??
thats one way to try but from memory room stacking DOES dampen things
Awesome
How can I be careful with how much alcohol my tavern keepers serve? Do you mean just not employing too many keepers in one tavern?
Don't employ to many of them.
I wouldn't employee one until close to 100 dwarfs and maybe 2 at 200 dwarfs if you have 1 gigantic tavern
Wereisms oh okay (that going over my head that werewolves are in the game)
I would be interested in a more in depth clothing setup.
Am I wrong in assuming mist generators could lead to a lot of lag?
Not really.
@@BlindiRL not really wrong? or not really it doesn't happen?
Most of the lag from water is from temperature calculations but mist generators don't cause a huge amount of that.
@@peterstedman6140 thanks for the tip. Maybe one day I get as far to build my own.
@peterstedman6140 thanks for the tip. Maybe one day I get as far to build my own.
Finger Miller Beder issent litterally made of fingerˋs, is it?
Blind thanks for my dwarfs (ratmen steam mode race aha( happiness
cryptHappy, cryptBeer
I don't get far enought to have any dwarfs actually get mad. Have to say Rimworld is really frustrating with moods. Dwarffortress has better balance.
You could also let them kill each other. Without dwarfs, there's no mood problems.
The age of Dorf is over.
The age of "lead cage (two-humped camel)" is NOW.
turns out a dwarve fortress works much better without all these bloody dwarves
who is Miss Generators
:D
*2024 comment to appease ARMOK and the youTube AI algorithms*
edit: Yes, it was very helpful 🍺😁 cheers
Why in hell do you have 2k units of dog tallow?
I had dogs that needed unlifing.
Dwarf dead on the ground and turned to bone. On tomb it says his name. But dwarf still on the ground. Set orders and turned off all plant gathering OCD dwarfs. But again still on the floor in front of the tavern. I can not figure this out. Every play through has the same results. Hours of gameplay lost trying to get simple tasks done. Tbh the game is broken and nobody want to admit this. Crazy times for gaming. Crazy times for everything really. 😐
corpse stockpile?