I offten find myself distracted in the wiki just reading linked articles and forget that the game is running.Ĥ) It is incredibly entertaining and inevitable to see a dwarf loose thier mind and scream and punch someone in the face in the dining hall. Plus you get to see all of the amazing dedication and contributions from the community. The game is too opaque to proactively learn most info in game. And then add a few in for each new playthrough.ģ) have the wiki open at all times. Go to settings and disable invaders, forgotten beasts, warebeasts, aquifers, strange moods, set a population cap of 20/40 (thats 20 and also 40 kids), etc. Turn down the "difficulty" to get to know the core colony management features or to just have a more chill experience. But i have found it to be incredibly compelling and always return to it after a break.Ģ) Df is overwhelming at times even for folks with hundreds or thousands of hours of play time. I routinely get incredibly frustrated with it. Df is by its completely and nature(2 person dev team) a clunky experience. Chances are they may be a community workaround eventually even if it is unpolished and sub optimal. So dont rage quit/refund if there is a frustrating or missing feature. But the community is going to need time to catch up to this update. The utilities in the Lazy newb pack have been essential and the game was not very enjoyable for me without them. I have played off and on for 15 years and most of that has been heavily modded. At least until this gets patched out.Įdit to add: Lots of other items have this property (all trap component weapons, for example) but there you have the danger of creating masterwork items, which will cause negative thoughts in the crafting dwarf if you melt them down, and eventually lead to tantrums.ġ) The mod community for Df is amazing. So you can set up work orders to mint coins at a forge and melt them at a smelter and generate limitless quantities of metal for the price of the fuel it takes to do so. So crafts are always at least as valuable as coins, and are much better on average.īUT! Coins have a weird property (as of 0.47.05) where if you make 10 stacks of coins from 10 bars of metal, and then melt them all down, you now have 11 bars of metal. However, all crafts have a value of 10, but can have a quality modifier that starts at x2 and can go as high as x12 through normal crafting, and one unit of starting material can produce between 1 and 3 crafts. So if you're interested in selling metal, minting it into coins doubles the value of the metal. A stack of coins has an inherent value of 10. If I understand correctly, a metal bar has an inherent value of 5, multiplied by the material value (e.g. In many ways, the world above can be the least important part of the map.
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