Dwarf fortress how many haulers




















Using this shortcut will become extremely familiar to you as you jump to this list, select a dwarf, and whack c to see what on earth they are up to now! Lets examine what we can see here. On the left we have a yellow X over the dwarf we selected. By the way, you can pull up the X directly without going through u just by hitting v from the main map. So, lets focus back on Ingish Noramshem, Miner. You can see some info about this stunty.

Instead, look at the bottom menu list. Things can get a little confusing from here, so follow along carefully. Not much to see. We can see that this dwarf owns 14 things snore , has a modest quarters.

Wall of text! As you will read from the first paragraph Ingish is quite happy, except for the vermin problem erm, my fault, I forgot to bring any cats with us.

A couple of cats will hunt vermin away. On the whole, a content dwarf, which is good. Upset dwarfs go crazy and kill other dwarfs. The text in blue concerns the religious and group affiliations of this dwarf. Reading about the gods, creatures and civilisations in your world can be quite an amusing post-game sideline.

Food preferences are interesting as well. This dwarf likes quarry bush leaves. The next block of text covers the personality traits of the dwarf. Over time dwarfs that spend all their time underground will become nauseous at the sight of the sun, which slows them down when they go outside.

This can have a big impact on your military and so some fortress designers like to build open air spaces into their fortress. But more on that later. With this examining done, space back a menu and hit r. I just noticed that with the selection over the deity you can hit v and get information on the god worshipped, cool! You also get a list of friends here, and in time, partners and children.

And of course you can build tracks for the minecarts this way they will get pushed by a dwarf. But keep in mind the fact that carts are actually moving quite fast and anything that comes in their way gets trampled and injured or even killed, be it pet or another dwarf.

So it might be a good idea to designate special tunnels for tracks a minecart needs only one track in both directions, unless you build a complex transport-tycoon-ish kind of transport network inside your fortress or at least designate the tracks as low traffic areas from the d-o menu. That being said - if you've built your passageways to be at least 3 blocks wide you don't need to change your core design ideas.

Sign up to join this community. The best answers are voted up and rise to the top. Stack Overflow for Teams — Collaborate and share knowledge with a private group. Create a free Team What is Teams? Learn more. How do the hauling changes and minecarts change the elements of fortress design? Ask Question. Asked 9 years, 5 months ago. Active 9 years, 5 months ago. Viewed 1k times. Wild or hostile animals require both animal hauling and animal training labors to move to a cage or chain.

Bug : Dwarves with the Trade Good hauling labor will bring goods to the depot. Dwarves with the water hauling labor will fill pits and ponds. To ensure that high-priority hauling tasks like food , to clean up after get done quickly, you should employ a large number of haulers, and specialize them by having only one or two hauling labors enabled.

This is most important for food hauling, where prepared meals in the kitchen often rot while your dwarves are hauling individual seeds left behind after someone eats a plump helmet, or if your hunters bring a herd of animals in for your butchers all at once. The backlog problem is exacerbated by the fact that the hauling job queue is tied to how many haulers of each type you have; if dwarves have food hauling enabled, up to food hauling tasks can be in the queue, even if those dwarves are busy hauling stone, doing workshop tasks, sleeping, or doing anything else.

Verify This is why hauling specialization is so important. From Dwarf Fortress Wiki. More Info. Namespaces DF Discussion.

Views Read Edit View history. Seeing this as well. The truly hideous bit is that it's a stone stockpile in the dwarf's area. There's plenty of stones nearby, but they want the ones z-levels down. To reproduce: locate a dwarf hauling something, disallow that itemtype from being hauled by that dwarf, observe it dropping the item, walking a few tiles go red "?

See as well: I've had this happen again and again with no hauling enabled. I can forbid the offending item, but if I unforbid it, another burrowite with no hauling enabled will go stand over it spamming cancellation messages. I have a save linked in I've had this issue with a doctor trying to store cloth or thread in the tailor stockpile, which is outside the hospital burrow. Plenty of storage inside, but since tailor is the room next door, it probably thinks it is closer.

This issue seems to keep popping up. I have a bunch of dwarves constantly cancelling jobs due to the need of stone stockpiles now for sorting.



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