They will stay in their room much of the time, and never go into more dangerous places of the fort because of the burrow. This does four things, it keeps the adults out of the kid's room, it allows the kids a variety of food/booze/clothing/crafts (for their preferences and to help their sanity), it gives the kids a chance to socialize with others including their parents (because their parents who have been hauling dead bodies might not tantrum if they get some family time), they will participate in the social scene of your fort which will make adults happy (like that poor dwarf who went into the tavern to Socialize! but all the other dwarfs are away hauling things), and they will have a craft workshop for moods. I would suggest no food or drinks in the kid's room, and write the kids burrow onto the dining room, the tavern, the food and drink stockpiles, and the clothing/crafts workshops and stockpiles. The completion of the stills had the lads spirits high. Summer This summer was a mixed in productivity. This way your still will have easy access to the plants needed to create alcohol, your kitchen will be near the ingredients used in creating meals, and your food storage room will keep the ready-to-eat food near the dining hall.For drinks, if you want the kids to have booze and you want no micro-management, you need a 2 tile stockpile because there will always be that one empty barrel.īut, for the design, you didn't mention anything about locking the kids into the room, and if you do not, then adults will go in there to take food and drink (I suspect they will do it as soon as the "most recently produced" food or drink is put in there). Our miners went straight away to work on the stockpile room. This will cause these things to get moved to your new stockpiles. Leave prepared food and other food types as permitted.įor your custom general use stockpile (the one on the ground floor) use q to change the settings to disable Food and also forbid (under Furniture->Type) barrels and large pots. Forbid Seeds - as with plants, select Food->Seeds and hit f.įor the main food storage room, enable only Food and forbid Seeds.(You want your brewers to get first shot at the plants so keep them away from the kitchen and close to the still.) Forbid Plants - select Food->Plants and press f for Forbid.Disable Prepared food - go to Food and press u.Disable other top-level categories if they aren't already disabled.Now hit Esc to exit the custom settings.įor the kitchen stockpile, use the same commands but:.Make sure "prepared food" is turned off for this storage area - select Food and press u (see lower right where it says u: Prepared Food).Forbid all subtypes of furniture except Furniture->Type->barrels and Furniture->Type->Large Pots/Food Storage (The latter of which is at the bottom of the list.forbid all subtypes of Food except Plants - You can also select Food, hit b for Block All, then move to Food->Plants and press p for Permit.enable Food and Furniture - select each one and hit e for enable.A general food storage stockpile in a food storage roomįor the still stockpile, customize the stockpile as follows:.This will give you some help optimizing stockpiles for your dining and food production areas. Level -6: Dining level with dining hall, kitchen, still, and storage area. Keeping all your seeds stockpiled near your farm will let your farming dwarves spend more time farming and less time hauling seeds around. You will need to go disable seeds on any stockpiles that accept food in order to force seeds to be moved to the new seed stockpile. Place the cursor on the stockpile, hit s, select Food, hit b for "block all", then move to Food->Seeds and hit p to permit seeds. The easiest way to do this is to create a food stockpile in the nook, then exit the stockpile menu and hit q. Press s to get to the stockpile settings.ĭig out a nook (2x2 is fine) near your farm plot(s) and create a custom stockpile that only accepts seeds.Place the cursor on the stockpile you want to change.Try to remember to disable/forbid types of things on general use stockpiles as you create more specific stockpiles for things.Īfter you have defined a stockpile, you can change what sort of items the stockpile accepts. At a minimum keep corpses, refuse, stone and wood out of any "general use" stockpiles.
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