We set the crops for every season in the building-menu, and now we probable wont starve. But one z-level higher up we’re finally lucky and start to designate farm plots.īuilding -> Farm Plot (b -> p), and Meng, our planter, starts working. (There’s a “finished” bridge in the second screenshot because planned bridges blink.) The first attempt to find soil went wrong – nothing but stone. These will be connected to levers to force attackers through the twisty passage. While our miners go to work, Urist, our mason and mechanic, start building the bridges over the holes in the main entrance. Why? To find subterran soil to start farming. I hope that we can supplement the diet of the dwarves a bit. Afterwards they wanted to dig their way towards the stairs, which we could prevent by using a priority designation.Īs soon as the stockpile is placed, we dismantle the cart and start bringing our stuff inside. Up next we place some beds in the room in front of the newly build office and create a dormitory – a shared bedroom for civillian use, as opposed to barracks.Īnd finally, we place a stockpile for everything that is not logs or stones.īefore our miners finished the stockpile room, they got thirsty, went back to the wagon and started digging out the square part next to the entrance – it was the closest designation when they started looking for a new job. The office gets assigned to Bembul, who gets to work on the books. We place a table and a chair behind a door in the appendix behind the planned dormitory and create an office from the chair. Room qualities are a function of room size, decorations and the amount of smoothed surfaces, all of which we will encounter later. Neccessary rooms for nobles are indicated by a red on the overview, not depicted above. Our expedition leader, Bembul Regdesis, gets some additional workload: manager, broker, bookkeeper, and chief medical dwarf. Our miners continue digging, and in the meantime we take a look at our nobles. We make some doors, a table and a chair and some stone blocks. The bone crafter-job, so can he make his own bone bolts… Been there, done that.Īlso: Dôbar, our hunter, is already out of ammunition. Play this game long enough and you know it. ![]() ![]() Below the butcher are the tanner and the kitchen, left of the kitchen the craftsdwarf’s shop. ![]() Above that the mason’s shop, on the right of that the carpenter’s shop. If a workshop doesn’t get build, we simply lack the neccessary professional.īelow the cursor (the yellow x): the butcher’s shop. Workshops are exclusively build by the corresponding craftsmen. And as we have a hunter hunting, we also build a kitchen, a butchery and a tannery to get the kills processed before they go bad. Blocks are cut from stones and give a higher building value when used for construction. We also build a carpenter’s workshop and a masonry, to get some beds, doors and tables as well as blocks. While Vucar and Unib, our miners, go to work, we designate a small area around the local brook as a water source and fishing area. In which we follow the outpost Ringstaff.
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