![]() I leave it to you, gentle reader, to make the fun choice for your fort. Obviously some of these are much more dwarvish than others many of these may not even work. No booze allowed! Forbid / unforbid the full water skins, then sell them to traders - maybe you can sell just the water. Plus, now you’re !!FUN!!-proof.Įquip every soldier with a water skin. Minecarts, magma-pistons, or whatever other DvSSs you can think of.Ĭome on, do you really think your fort is gonna last long enough to flood? Just pump the water back down throughout the fortress, by the time it’s a problem, other fun should occur. I have four plots with 2 running full plump helmet spawn and two running cave wheat and pig tails. Allow dwarven science to launch your waste water into space. on: May 21, 2012, 05:26:15 pm Something since one of the updates is that my farms keep running out of plump helmet spawn and other seeds without making new ones during harvest. Channel the ice, then quantum stockpile/ pit dump the ice boulders.ĭwarven-Spacelaunch-System (DvSS). Pick an area where animal people are aquatic, recruit new water-breathing citizens from visitors, and allow your whole fortress to flood, keeping a few air bubbles for workshops and whatnot.Ĭreate many many ponds (not full), and get your dwarves to empty things out with buckets + evaporation.įreeze the water on the surface. Every time it fills, switch to adventure mode and manually empty it with a barrel or waterskin. Just flood the caverns - it’ll run off the edge.įill minecarts, then place them on the surface for keas to steal. May also work with dragon fire + wood artifact.ĭrop into the centre of a volcano (turn off collapse notifications). Trap a burning Forgotten beast, and evaporate the deluge. Pour it onto some semi-molten rock to evaporate (can’t recall if this one works). Multiple wells, with a high enough population to keep the wells low. I changed the preferences so the only brewable item is PHs, I then got a stack of seeds, changed the permissions back and carried on. It seems my brewer is brewing other plants so I have a pile of PHs and no seeds. Bonus points for doing it at the highest z-level. So my farm which just grows plump helmets all year round suddenly had no seeds. They require an underground farm plot, which requires soil or muddy ground. They are one of the fastest growing plants and can be cooked, brewed into dwarven wine and even eaten raw. Pump-stacking the water to the surface, and off the edge of the map using bridges to finish the aqueduct. Plump helmets are the most basic, resilient, and versatile of the six underground plants for dwarves to grow. Hollowing out 3-4 z-levels, setting up a pressure plate and hatch, and letting the water spread to 1 deep and evaporate. To be be comprehensive, here are some other (not that good) ways to deal with it. 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 ☼Bi-weekly DF 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. DT allows you to control their labors, however (but Dwarf Manipulator does not).Want to start playing? Read this sidebar! Gremlins can't have their labor controlled by DF, but all hauling labors are enabled when they become citizens. Therefore, I set them to fully tame with DFHack when they've joined the civ. Gremlins more or less require at least DFHack, as they'll start to work as haulers when they've petitioned to become citizens and have been accepted, but they then basically won't show up for retraining, and so eventually revert to wild status (while the trainers become hungry, thirsty, and drowsy due to missing pupils). I didnt even bother locking the fortress down, knowing that. I don't know what effect that would have on visitor animal people. They were ready, more of less, when the second Plump Helmet Man lead the second, greater siege. The forum says animal people (and I would assume plump helmet men) can be made to behave like gremlins when captured if they're modded to get the exotic pet tag. As They Got Leader said, Plump Helmet Men can only join through arriving as petitioning visitors the same way animal people can only join through visiting and petitioning, so for the time being "wild" plump helmet men and animal people are "useless". ![]()
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