![]() ![]() We can set them to use only materials stored at certain piles, stopping the workers to drag around stones from another end of the fortress. Another thing we want to set up is a source restriction for our stone-using workshops. We also remove the stockpile near the entrance, the room will be turned into a barrack in the future. The here-yellow pile is a block-pile for stone blocks, the other side is for finished goods, furniture and the like. ![]() ![]() I wanted the storage area to be a single one storage for everything stored down here, but it didn’t work out due to size restrictions for stockpiles. We also need to order the cutting of more blocks, as we’re nearly out of stock – no blocks, no kitchen area. The miners can get to work on the fortifications around the entrance. But our miners finished all designated areas, so let’s construct the food preparation area and the finished goods stockpiles. I dread this day.Īnd then I forgot to pause the game while typing this, and now the merchants are gone. Up until now, not fulfilling caravan requests never led to repercussions, but this might be implemented some day. The export agreement is the same thing turned around: the caravan will pay more for some goods next year. The higher the priority given to a specific type of item, the more it will cost us. Requests for the mountainhome’s merchants and export agreement: we can request goods from home, increasing the probability that they bring some next year – at a price, of course. “The world is the same as ever”: major events would be named here. The gallery is used to not clutter the post with 10 screenshots containing mostly one-liners. In the meantime we listen in on the discussion between Bembul and the diplomat from home. I just hope it’s not enough around here that the river doesn’t freeze… Maybe we can get some things ready before the caravan leaves, or the brave citizens of Ringstaff will have to drink water. Sodel Idenodom, who arrived in summer, dreams of crafting a masterwork someday. We wanted some stone crafts to be ready, but we lacked a stone crafter. We order our broker to show up at the depot and take a look at the goods we want to trade… …DAMMIT! Right. More farmers will hopefully quicken the business. But still only two fields are ready to use. The reason we need more farmers is simple: all we’ve left are plump helmets, and our booze storage starts to run dry. They’re forbidden, but that doesn’t make the whole thing much easier to navigate. Unfortunately I didn’t take any screenshots of our stocks before the caravan arrived, and now the item they brought are listed there. It is autumn, so our liaison from the mountainhome has arrived, together with a caravan (a wagon, drawn by two horses, with a dwarf on it). They both have some initial experience in the field (höhö), and they don’t have any qualifications needed elsewhere. Here we see the dwarves of the second group of immigrants, and as we desperately need more farmers we assign the “farming”-job to Athel and Deduk. One of the most useful grouping options is “migration wave”, especially after the arrival of one. Legendaries blink ingame, which I can’t show you as I’m not planning on creating DF-.gifs. Vucar’s diamond at mining shows that he is a legendary miner, among the best of his trade. The higher the skill of a dwarf in a particular field, the bigger the black square in it. It is the single most useful tool I’ve ever encountered, as it provides us with a detailed list of our citizens, their skills and abilities, their jobs and the opportunity the change assigned jobs in an easy-to-use interface. I will now say some things about Dwarf Therapist: The storage floor is coming along, and so does the memory layout for 0.40.24 – we finally have access to Dwarf Therapist again. Sodel makes barrels and bins for storage, Urist is busy with doors. The workshop floor is slowly coming along: From left to right: 3/3 craftsdwarf’s workshops, 2/3 mechanic’s workshop, 2/3 and 0/3 mason’s shops, 3/3 carpenter’s shops. Kobolds usually run when spotted, and these boys are no different – and gone now. The three ks in the upper left corner, as you might have guessed. In which we follow the outpost Ringstaff.Īnd what better way to start the season than to have some visitors.
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