![]() Improved work order filtering (respect partial vs.Stopped masterpiece trading from causing artisans to suffer effects of art defacement.Repeatable work orders, ability to set restart frequencies.Can set maximum number of general work orders per shop or disallow them by profession or altogether (note: this won't work for active old-save jobs).Can set maximum number of shops that a general work order can task at once.Can create work order from profile which is tied to specific workshop.Even better The Craftlord profiles were born out of my adaptation of the old 'Minmax build,' and 'Smithcaste with Anvil and Fuel' (from the 34. Can put start conditions on work orders (by amount of resources or dependence on other work orders) Ive been using your Craftslord embark Happy to hear that but tweaked for my Masterwork DF gameplay.Ability to pull branches from trees in adv mode.Ability to build up new sites in adv mode, either yourself or by assigning companions.Next up we'll be doing more bug fix releases to make sure we have a vaguely presentable DF before we disappear into a new compiler and 64 bits. You can also create orders tied to specific shops from their workshop profiles.Ī miscellaneous note: in order to retire at the adventurer sites you create, you'll need to name the site, create a main hall zone, and claim the hall during conversation (or while shouting to yourself). ![]() For dwarf mode work orders, you can set conditions and details from the manager. There are a few wonky things that I'll note at the end. You can use the new 'b' site building option in adventure mode to create a site (outside the bounds of other sites). The Play Now Embark Profile: So I'm only like 70 on this, but I wanted to create a baseline for messing around with the 'prepare carefully' option so I recorded a couple of play now embarks for people who want a starting point. (Also, they're a bit more expensive.A new version number! With the work order additions and adventurer-created sites, this one ended up with more new stuff and fewer bug fixes than expected, and my version calculator just tipped over at 0.43. However, they don't seem to breed as fast as I would like. I tend to favor raising pigs because they don't need to graze and have the added benefit of being milked. How many ever points I have left is spent in either wood or livestock. No crutches, splints, etc.Īlways a male war dog and two or more female dogs. Since you do use Dwarf Therapist with your tut video, you can save embark points by leaving some skills as Novice, and enable the skill in DT instead. I bring rope for restraints and a well, usually. (It's not hard to trade for one from the mountainhomes, and I rarely have the ability to have a metal industry anyway.)Ĩ0-100 Food Units (Usually 30-50 Plump Helmets,) 100 Booze UnitsĪt least 5 seeds of each type, except for Plump Helmets which I go up to 15. ![]() Two copper picks, a wooden training axe, usually an anvil but I've been sacrificing them lately for more embark points. 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 I understand the game is CPU bound but why can't the input thread be separated from the other threads I played the game in both Linux and Windows in 4K, 2K and 1080p and all resolutions have lag. Playing the game at 4K has an even greater impact. See the reasons for our rules here, and please report any problems!ĭF can be intimidating, but we're dedicated to helping new players. Are there any plans to fix the input lag in the UI The entire UI feels sluggish especially when choosing a place to embark. Use the ☼Dwarf Fortress Questions Thread☼ Want to start playing? Read this sidebar!
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