You can also pause dump zones, but if you're anything like me you'll forget all the time and end up crushing all your goblinite and stacking bodies in your cage room!
I though I should put the barracks near the cavern for police/tantrum reasons but prevention is better haha, or maybe find a nice decent usage for all that raw green glass caravans haul me ?
very good, very keen and precise :) excellent pedagogy about the dumping zone and the sorry storytelling haha dear duchess. Yes I wondered why my guys are going upstairs to the goblin dumper to throw their old socks when they have a local home level atom smasher to do so ? I got the answer now thanks to you :D
If the room has a single bed the multi makes it a bedroom. If it has 2 or more it becomes a dormitory. -When making bedroms for couples; place a single bed in each room, then multi paint the rooms and finally add the 2nd bed.-
Couples will share a single bed so you can give them the same bedroom everyone else gets. Even young children will share that one bed with no downside. Currently there's a bug where they may not share the cabinet though, so adding extra cabinets is all you need.
@@FurtherReadingTV thanks, I tried making a family appartment for a mother of 2 childs suffering of not being with family. 3 rooms and a dining room plus toys, only the toys where effective to the kids, the mother continued tantrum
I always get the same 3 or 4 guilds in my forts. -_- Miner, Craftsdwarf, Farmer, and Metalsmith when I have ore. It's a little annoying that the skills simultaneously have a general skill and an umbrella of specialized subsets beneath it (i.e. Stone**workers** vs. Masons, Engravers, and Stonecrafters). The craftsdwarf and farmer guild end up covering almost half the skill tree alone. It feels really weird having 50+ legendary craftsdwarves who never even touched a workshop before.
I make my first guildhall a weaponsmiths one, so all the dwarves that dont have much crafting skills will have their highest one be weaponsmithing to create the maximum number of artifact weapons with
@@Pilvenuga thanks great tip ! I usually make my first proactive guild the doctor's one, then the rest are reactive to petitions, now I will think about yours
Hmm strange - how big is the drop and are there animals nearby? I've found that as long as there are multiple z-levels and no animals in line of sight no one gets spooked enough to break the pit.
@@FurtherReadingTV I keep the pit in my barracks with a group of military dwarves always training nearby. Some of them do have pets, though. Didn't know prisoners would get spooked by tame animals. Thank you!
I like your tip videos, they aren't long rambling videos and you explain things quite well, thank you. Have you done a video that specifically shows how to get animals like those large hyena looking things you have in your fort in this video and tame them? I had an unfortunate encounter with a pack of seven or eight "aggravated giant boars" that walked right up to my embark point that promptly had me starting a new game after my starting seven were all dead two minutes into arriving.
I got the hyenas from the elves - they'll trade exotic animals so it's worth contacting every elf civ and trading with them. I talked a bit about that in my trade video. For dealing with agitated beasts I tend to rely on cage traps. I'll try to minimise my time outside and when I am out there keep an eye for them spawning. When they do spawn I take everyone inside and let the cage traps catch them. Once they're caught you can tame them - I think I may have covered it in my cage trap video but I'm not certain.
Multi toonworks exact same way as rooms do you have to have an enclosed room which means of door and no other exits. Multi tomb cannot make one tile tombs or open area tombs.
For dealing with undead in haunted biomes -> arm your dwarves with hammers. They'll mangle corpses without severing limbs which will help make them stay down. For multitomb you need each tomb to be its own room, if you check my dealing with death video you can see how I make my tombs to allow using the multi option.
I was looking at deep rock galactic stuff, and literally thought this this was deep rock galactic tips and not dwarf fortress.... I feel really stupid. xd
You can also pause dump zones, but if you're anything like me you'll forget all the time and end up crushing all your goblinite and stacking bodies in your cage room!
Love the tip about the Barracks in the Tavern.
I though I should put the barracks near the cavern for police/tantrum reasons but prevention is better haha, or maybe find a nice decent usage for all that raw green glass caravans haul me ?
very good, very keen and precise :) excellent pedagogy about the dumping zone and the sorry storytelling haha dear duchess. Yes I wondered why my guys are going upstairs to the goblin dumper to throw their old socks when they have a local home level atom smasher to do so ? I got the answer now thanks to you :D
Congratz on 3k followers! Great content as usual.
If the room has a single bed the multi makes it a bedroom. If it has 2 or more it becomes a dormitory.
-When making bedroms for couples; place a single bed in each room, then multi paint the rooms and finally add the 2nd bed.-
Couples will share a single bed so you can give them the same bedroom everyone else gets. Even young children will share that one bed with no downside.
Currently there's a bug where they may not share the cabinet though, so adding extra cabinets is all you need.
@@FurtherReadingTV thanks, I tried making a family appartment for a mother of 2 childs suffering of not being with family. 3 rooms and a dining room plus toys, only the toys where effective to the kids, the mother continued tantrum
Good advice! Thanks!
I always get the same 3 or 4 guilds in my forts. -_- Miner, Craftsdwarf, Farmer, and Metalsmith when I have ore. It's a little annoying that the skills simultaneously have a general skill and an umbrella of specialized subsets beneath it (i.e. Stone**workers** vs. Masons, Engravers, and Stonecrafters). The craftsdwarf and farmer guild end up covering almost half the skill tree alone. It feels really weird having 50+ legendary craftsdwarves who never even touched a workshop before.
I make my first guildhall a weaponsmiths one, so all the dwarves that dont have much crafting skills will have their highest one be weaponsmithing to create the maximum number of artifact weapons with
@@Pilvenuga thanks great tip ! I usually make my first proactive guild the doctor's one, then the rest are reactive to petitions, now I will think about yours
My goblins are escaping fairly regularly now when I try to pit them. Your method has worked fine for me in previous forts, though.
Hmm strange - how big is the drop and are there animals nearby? I've found that as long as there are multiple z-levels and no animals in line of sight no one gets spooked enough to break the pit.
@@FurtherReadingTV I keep the pit in my barracks with a group of military dwarves always training nearby. Some of them do have pets, though. Didn't know prisoners would get spooked by tame animals. Thank you!
I like your tip videos, they aren't long rambling videos and you explain things quite well, thank you. Have you done a video that specifically shows how to get animals like those large hyena looking things you have in your fort in this video and tame them?
I had an unfortunate encounter with a pack of seven or eight "aggravated giant boars" that walked right up to my embark point that promptly had me starting a new game after my starting seven were all dead two minutes into arriving.
I got the hyenas from the elves - they'll trade exotic animals so it's worth contacting every elf civ and trading with them. I talked a bit about that in my trade video.
For dealing with agitated beasts I tend to rely on cage traps. I'll try to minimise my time outside and when I am out there keep an eye for them spawning. When they do spawn I take everyone inside and let the cage traps catch them. Once they're caught you can tame them - I think I may have covered it in my cage trap video but I'm not certain.
Great video! Thanks for the info.
any tips for dealing with undead in haunted biomes, or getting multi-tomb to work?
Multi toonworks exact same way as rooms do you have to have an enclosed room which means of door and no other exits. Multi tomb cannot make one tile tombs or open area tombs.
For dealing with undead in haunted biomes -> arm your dwarves with hammers. They'll mangle corpses without severing limbs which will help make them stay down. For multitomb you need each tomb to be its own room, if you check my dealing with death video you can see how I make my tombs to allow using the multi option.
Very useful vid 👌
MOAR TIPS
How did I live without the multi aerea I don't know...
Howdy
I was looking at deep rock galactic stuff, and literally thought this this was deep rock galactic tips and not dwarf fortress.... I feel really stupid. xd
Damn im early
Lightning fast comment!