Skills for your initial dwarves determine how quickly they will work early on, what industries you are able to start with skilled workers, how well you can defend your dwarves early on, and what the quality of various goods they produce will be, and possibly many other considerations. ![]() There are two components of a starting build: skills and items (which includes animals). 3.2.3 Biome considerations: Dude, where's my wood?.3.2.2 Finished product or do-it-yourself.3.2.1 Container mechanics and free items.2.8 Which dwarf should have which skill?.2.3 Balancing military and economic needs.2.2 Design Constraints: Which skills do I need, really?.Finally, some people do things solely because it is hard, and that makes it more fun for them. And then there is the environment, where your dwarves will arrive, the creatures, the resources available, and so forth. The goals you have for a fortress will dictate which sets of items and skills are best suited to achieving that goal - in your opinion. One thing should be made clear - there is no "best" build, no "perfect" or "clearly superior" final mix of skills and items, if only because there isn't any one goal of play. This page assumes you have already made certain decisions, such as where you plan on settling, and that you are looking at the Prepare Carefully screen. This page is not an explanation of the mechanics of doing so, see the embark page for an explanation of the interface itself. This page attempts to provide a discussion about how and why you make the choices on what you bring with you. The skills and items which you assign to your dwarves will have a large impact on life in your new fortress, especially in its first year. The following are intended for beginners:įor an explanation of the interface for starting out, see Embark.Ī starting build is a personal strategy for choosing the initial supplies, equipment, and skills of your initial seven dwarves when starting a new game in fortress mode (see Sample Starting Builds). This is a mildly advanced theoretical treatment for someone ready to take the plunge and make all the decisions about their own fortress. Here's the syntax for writing a sphere file, since there is no example in the download name: text_sphere_fire.This is not a tutorial, a FAQ, or a new player's guide. you cannot simply re-define the vanilla object it creates duplicate errors that mess up saves after loading for 2nd time PERSERVERENCE was already a dead personality, but now it is no longer a valid CE target LIKES_FIGHTING was already a dead tag, but now it is no longer a valid CE_add or CE_remove target ? (MODJOB# or some tag like this, for build labors - tag has not yet been found Here's the list of only everything you need to know to update mod raws tidbits:ĭETAILSTONE -> ENGRAVE_STONE (this tag does not appear in the vanilla raws)ĪLCHEMY, ALCHEMIST no longer recognized tokens Secret_death.txt -> text_secret_death.txt Lair_hunter_minotaur.txt -> text_lair_hunter_minotaur.txt Text_general is the default kill speech file Many miscellaneous text files are moved to the folder vanilla_text To: Įach example is unique, but this effects: Larch heavy branch density changed from 25 to īag is no longer a reagent argument, see: Muckroot tuber prickle strawb longland ratweed fisherĭwarven beer display color changed to Mountain avens gained an entirely new budĪnd flower gained īanana carambola durian guava papaya rambutan custard-appleĭate lychee pomegranate apple apricot bayberry cherry Turnip passionfruit grape cranberry bilberry blueberry blackberryīaby toes BUD changed arguments in the following: Plants with a drinkmat get a STATE_COLOR for their material_template:drinkĬarrot cassava parsnip potato radish sweetpotato tomato tomatillo TGwheat gets for the material_template:drink SGwheat gets for the material_template:drink ![]() Muscle_template gains īrain_template is now Steel changed to Įvery material in this file gained a [STATE_COLOR Lost the tag (perhaps this tag was removed? verfy if it exists in the files) _subterranean cave spider depth 1:2 -> 2:3Ībility to add tooltips _ocean_new octopus/cuttlefish ink fix, 5105įormat change: ->, etcĮlves, goblins style their hairs (more than modest mod)įormat change: -> >Ĭreature_large_riverlake platypus man/giant 5105ĭeer, moose antlers have - new tagĬreature_large_tropical elephants now PACK camel 1/2 5105Ĭreature_next_underground elkbird Creature_bug_slug_new bark scorpion man/giant bugfix 5105Ĭreature_fanciful griffons got a castename
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