What's more, almost every single migrant I get adheres to the same religion, which at least is making meeting their prayer needs fairly simple thus far. Finally, I realized that continuing this would lead to inevitable tantrums, so I had to scramble to make a fully-outfitted and engraved etc temple before even making my first bed or wine barrel. So Im used to the old DF burrow system where you assign the burrow and when you activate it, all the dwarves assigned will immediately head to the location - On all my forts I made in steam version, when I activate a burrow I make, all dwarves that are idle go to the spot, but any dwarf that is currently on a task i.e. I didn't think anything of it as I didn't at first notice it was all of them, so I dismissed the demand. Before the first season ended, meaning before I even got the basics started (stockpiling wagon goods, dining, still, farm, etc) every single of my embark dorfs demanded a specific temple for their organized religion. And if they worship a specific religion, that will need a specific temple too.Speaking of, with my most recent start, I had an oddity occur that I hadn't encountered before. But as soon as they are "ardent worshippers of. Originally posted by McOrigin:For most dwarves a generic temple will be enough. Some few dedicated specialists without many needs. I try to split my population in half with custom professions: half farmers, half metalworkers. Or make him a profession you have plenty of. After doing 1-3, those dwarves assigned should have very few jobs they can still do other than hauling the logs outside to the stockpile you created inside. Make him a butcher or gem cutter, whatever job you don't need permanently. Later in a fort, a dwarf with many gods and relatives can be kept as long as he does not do much work. However, sending away dwarves with many relatives can be tricky, because it causes negative thoughts on said relatives. Even if they manage to pray to each god, that's all time they are not working - which is extremely crucial at the start of a new fort. That's why I sort through each migration wave and expel or send away anyone with 6 or more deities. And if they worship a specific religion, that will need a specific temple too.Īnd dwarves with many deities, like 8 or more, may never have enough time to pray to all they need. It was necessary to keep the dwarves from trying to clear out the cistern I was filling up.For most dwarves a generic temple will be enough. In addition, I have found that selecting an area and forbidding the items can prevent unwanted hauling jobs. The daily questions thread is particularly helpful. You'll probably get better responses with time that are more clear. This subreddit is really good usually, and not just memes. It's really just one person's response so far, so ignore them and forget about them. I think the other guy is right too though, burrows would only cause a problem when they are active so pausing them solves problems.īut I don't think that the miscommunication is worth continuing though. It seems to just be one redditor right now, and I think the miscommunication is along the lines of "A thinks it's problem X, B thinks it's problem Y and tells A, A insists it's problem X, so A gets hate for not listening to B." I don't think you come off as "not listening", and a problem can combine causes and have multiple solutions, so you aren't really wrong here - removing the tasks is definitely a solution for a management game like DF. Kitfox Discord #modding-discussion channelīronzemurder and Oilfurnace (illustrated) A three step guide:ĭownload DF Classic or install the premium version from Steam or Itch.ioįollow the quickstart guide on the wiki, or see other learning resources (below)Īsk any questions in the ☼Dwarf Fortress Questions Thread☼ - it's always active See the reasons for our rules here, and please report any problems!ĭF can be intimidating, but we're dedicated to helping new players. Use the ☼Dwarf Fortress Questions Thread☼ Want to start playing? Read this sidebar!
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