Meat industry: Animals can be hunted, captured, or bred, and later butchered for a number of goods.Fishermen will automatically fish in nearby pools and rivers unless you designate a fishing area, and combined with a fishery can put out a truly impressive amount of raw food and shells for cooking and crafting. Fishing industry: Most natural bodies of water contain at least some delicious fish and other aquatic vermin.Several plants are also important for turning into thread, cloth, and parchment, and an experienced grower can have an incredible effect on secondary industries. Early fortresses can get by with whatever grows outdoors, but farming is invaluable for keeping any fortress larger than an outpost fed and boozed up in the long run. Farming industry: The gathering and farming of plants.Sure, constructions of any material are all but indestructible to invaders, but a stone fortress is certainly the dwarfy option. Stone is a versatile material and can be used to make many types of furniture, crafts, and other useful objects, or turned into blocks and used as a cheap and abundant material for constructions to protect your squishier dwarves. Stone industry: Exploration and mining of stone to produce buildings and items.Those tree-hugging elves will whine and send a diplomat begging you to stop if you chop too many trees down. Wood can be used for making pretty much anything, and is the only material that can be used to create beds in particular, but note that wooden weapons will become training weapons instead (and danger rooms are no longer very viable) and that wood is definitely not magma-safe (obvious). To start wood crafting, a carpenter's workshop is needed. Wood industry: Growing and cutting wood to produce items, including furniture and fuel.I think you need a glass cage filled with water to store those guys, but you could, I suppose, tame them and release them into a pool or something, though I've never tried that before. if you don't want to get too technical, which are treated as tame-able critters. However, I have a feeling that they're prohibited from spawning in artificial pools, as those squares may still retain their default biome tag or whatever.Įxceptions to this are carp and halibut, and whales and merpeople etc. I have never seen a fish in any of my dorf-made pools, though I don't see why they couldn't swim in after spawning in a river/brook or smthg. Caverns spawn cave fish year-round, and that's pretty much it I think. Since brooks tend to freeze over in cooler climates, fish may not be around for at least some of the year. I'm not an expert on this, but from what I've read in the wiki, I'm fairly confident that most fish are treated like vermin, which means that they pretty much spawn randomly. 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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