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A few years ago i tried to get into this. Like I really tried. I too installed and used Dwarf Therapist. here's where I struggled: I still wouldn't have the ha
by cletus 6y ago
A few years ago i tried to get into this. Like I really tried. I too installed and used Dwarf Therapist.
here's where I struggled: I still wouldn't have the hang of managing the dwarves I had and then a new crop would come along. Even with all these tools it quickly descended into me not having any idea who was doing what or why. Or why they weren't doing the things I was asking them to do.
A lot of the things seemed way too roundabout to me too. Like I'd have chickens (or were they ducks? I forget) and I was attempting to breed them. But the whole process of making egg-laying boxes or nests or whatever was tedious and then you had to lock the door to stop the dwarves coming in and taking the eggs.
Likewise, i found the process of feeding the dwarves hard to manage largely because I couldn't easily figure out if there was any food, whether that was because no one was making any or that it was simply all getting eaten. Was it an issue of not having room to stockpile food? Or was the dwarf who could make food doing something else (possibly because he was the only person who could do that or he just happened to be the one who'd picked up the pick for some reason)?
So I never got to that point where I felt like I had a good grasp of my colony as a coherent unit and could then engage in flights of fancy.
I think the last time I tried I then got a monster invading and I hadn't figured out military yet. That was a whole new system to learn and I just lacked the motivation so stopped and never went back.
- opportune 6y agoYou can cap the migrant waves by setting a max dwarf limit in the LNP configurations. The first two migrant waves are (or were) hard-coded so if you set the limit very low you would potentially go over it. But if you set the limit to like 60, you wouldn't get repeated huge wages. To make sure they're doing what you want them to do, have them "specialize" into professions. Leave a large bulk of low-skill labor for hauling, and try to keep the number of idle dwarves low (it shows up in the corner and you can inspect with 'u' from the main menu). Yeah, the initial set up process for industries like eggs take a bit of getting used to. I actually usually have my craftsdwarf start building nest boxes as soon as I've mined out enough stone. You can also selectively 'forbid' individual clutches of eggs rather than locking the door by selecting them with q and going to the nestbox (or t, I forget) and hitting f after scrolling down to the eggs. For food, it sounds like your issue was not knowing the UI. If you have a bookeeper (set with 'n'->bookeeper, change granularity with 's') with an office they will automatically keep track of your food, which you can check with z->kitchen or z->stocks. You should use a stockpile for food because it prevents food from rotting and keeps it in convenient locations. You can make one with p->f although when just starting a fortress you might instead want to create a general stockpile with p->t(select most things except refuse and stone)->c. Regarding the food production, it's good to limit dwarves in essential industries/positions to have all labors except their particular specialty disabled, including all hauling, and then manage tasks so that those dwarves are not left idle.
- htns 6y agoTools like Dwarf Therapist might give the impression that labor assignments actually matter a lot in the game, but really workers are really productive and a full-grown fortress of 200 dwarves can be easily run by under 10 workers. You could assign all your labors in the embarking screen, assign the first few arrivals as farmers and miners, and all the rest can be left to idle, or drafted into the military, or made scholars or priests or entertainers. The likely reason for there not being food is underproduction. Causes of that could be not having enabled planting for every season, planting textile crops or crops that need to be processed before they are edible (if the textile crop fields are too large it might be fine on embark when you have only 5 seeds, but end up using up all planting time once the seed count is high), lacking seeds, perhaps from cooking the plants directly (cooking does not give back seeds), or being bottlenecked on field size or planter count. Food will rot if not in a food stockpile, but the rate is pretty slow and easy to outproduce, also if underground the rot will produce miasma making it easy to notice. The next likely reason is that a single dwarf might have become unable to path to food. In such a case the dwarf is likely walled off from the fortress in either the caverns or the surface, because anywhere else there wouldn't be water and they would die of dehydration first. Disabling web gathering at game start helps prevent dwarves being stranded in the caverns. It's also possible all food was forbidden or there was an active civilian alert. It's a bit complex in that there are many ways to fail, but again the winning formula is simple. For me the learning curve was first giving up because I didn't even know what I was looking at or that z-levels existed, and then a year or two later watching a video tutorial that quickly laid down all the basics, and finding the game relaxing to play after that. Unfortunately I don't remember what the tutorial was and some tutorials out there are pretty mediocre, e.g. anything that recommends making a refuse stockpile outside is not adequately conveying that sealing off your fortress from the outside world is key, and IMO building an indoors well should be mentioned as something you need to do even if the process's not covered.
- intended 6y agoThere’s a very deep lesson in Dwarf Forts motto of loosing is fun. I’ve struggled to embrace it because my habit is defensive safe playing. In other words “succeeding”- beating your enemies without suffering a loss or misfortune and never having to deal with jank. My second fort blew up to a yellow “i” which I had no clue was a fire imp (2d DF era volcano embark.) But I got lucky and found the ascii explosion of ascii booze barrels fascinating. Embracing that pain makes all the stories of DF interesting. This does include just letting things blow up because you didn’t get the interface and just enjoying the situation you are in. To a large extent, the new tutorials and helpful community have eroded that ideal, the long learning curve have you a crucial part of the DF experience - loosing is fun. I have never been able to fully capture the point or explain how fundamental it is to appreciating the game and how it changes your enjoyment of things.