- 7
- 32 109
UnsubtleSilk
United States
เข้าร่วมเมื่อ 16 มิ.ย. 2016
I'll think of something witty to put here later
Food and Drink Industries Dwarf Fortress
In this guide, I show you one way to set up a food and drink industry that prioritizes variety for Dwarven happiness.
Link to DF Farming wiki: dwarffortresswiki.org/index.php/DF2014:Farming
Follow me on Twitch!
www.twitch.tv/unsubtlesilk
Link to DF Farming wiki: dwarffortresswiki.org/index.php/DF2014:Farming
Follow me on Twitch!
www.twitch.tv/unsubtlesilk
มุมมอง: 2 755
วีดีโอ
Clothing Automation Dwarf Fortress
มุมมอง 9K9 หลายเดือนก่อน
In this video I go over some steps on how to set up a stable plant cloth clothing industry. Calculating the necessary farm tiles is covered heavily. Dwarf Fortress Farming Wiki: dwarffortresswiki.org/index.php/DF2014:Farming Follow me on Twitch! www.twitch.tv/unsubtlesilk
Setting up an Oil and Honey Industry Dwarf Fortress
มุมมอง 3.7K11 หลายเดือนก่อน
In this video I walk you through the steps for setting up a beekeeping industry and how to make sure your bees are managed effectively. Because the later steps are similar, I also walk you through an oil and paper industry. Follow me on Twitch! www.twitch.tv/unsubtlesilk
Automate Milking and Shearing Dwarf Fortress
มุมมอง 6Kปีที่แล้ว
This video outlines all the jobs listed in the farming table. It also explains how to use a workaround to automate the milking and shearing jobs which are otherwise un-automatable. Follow me on Twitch! www.twitch.tv/unsubtlesilk
Glassmaking Industry in Dwarf Fortress
มุมมอง 2.4Kปีที่แล้ว
This shows a quick overview on how to set up a Glassmaking industry that automates the sand collection process. Follow me on Twitch! www.twitch.tv/unsubtlesilk
How to Set Up a Milling Industry Dwarf Fortress
มุมมอง 7Kปีที่แล้ว
This shows a quick overview on how to set up a milling industry that prioritizes drinks and avoids cancelation spam. Follow me on Twitch! www.twitch.tv/unsubtlesilk
There is a way to quickly collect a lot of sand. 1) Build 10-20 or as many ordinary sand furnaces anywhere. 2) Order sand collection from the manager, for example, 200 bags. The sand will be collected by one dwarf per furnace and taken to the sandbag stockpile. Then the furnaces that collected sand should be forbidden. In this case, the production order will be carried out by furnaces (say, magma ones), which are located next to the sand stockpile.
Really need to crank the bag production into overdrive if you want to produce a lot of glass. I've come to the conclusion that if you're looking for glass specifically on your embark then you might want to avoid other industries that rely a lot on bags, like some types of farming.
Can anyone tell me why I can't make loincloths?
dużo jest poradników ale twoje jak na razie są najlepsze. UnsubtleSilk + hoodie hair i nic więcej na temat DF nie potrzeba. nie lubie Blind - ssie
Lava ✍️is ✍️bad ✍️for ✍️bees✍️
Will you do guide on paper making and book making industry?
This is far too complicated in general and I'm talking bout the whole game design. I'm not convinced that many people will get what you're trying to explain. I will never understand why they made this game that weird and complex, when all the excitement is from building, training them, discovering new places and sending those dwarfs on raids. I mean, this is a game when you supposed to handle/write a story, not a food stock manager.
This is a pretty good baseline to work towards since it can allow for some standardization of prepared meals for export. Some ingredients have very high value but hard to get, some are low value but easy to get lots of. This can end up being a question about producing high value or high quantity meals.
great work
The dragon murdered my FPS. I had a lot of grass to burn in the biome. What's your CPU there?
@@arleyantes9321 AMD Ryzen 5 3600x with a fairly light overclock
@@unsubtlesilk7081 Okay. I have a non-X 7600 at the moment. My plan is to get the latest X3D of the AM5 platform when it reaches EOL.
The bees being killed/destroyed on harvest is accurate to the old ways of beekeeping using those cone shaped hives shown in the graphic. Modern hives are designed to have the bees make their comb in removable windows allowing just the honey filled comb, which bees usually store in the top half, to be removed and replaced with empty windows. In contrast the the cone hives where you needed to get past the majority of the bees and brood filled comb to get to the honey filled ones at the top. Which was most easely done by killing all bees and then scooping it out.
Good video, but this approach is too optimized for me; my kitchen setup usually boils down to "brew whatever you can find"😅
This is something I’ve personally not messed with yet in the game. Awesome guide, I guess I don’t have any excuse not to try it out now lol
Would love to watch you do a full let’s play, you seem to do everything super efficiently. I just make far too much of everything and give all the excess away to traders so I don’t have it all lying around.
Man you put a lot more thought into this than my 10x10 farm plot and just "process plants when processable plants >o" jobs. I wonder I end up with 10,000 cloth laying around.
What do people do with old clothes? Are they generally solid to the traders?
could you also set up a jeweller and gem setter in to the system?
We need more videos, id also like to see a lets play of somesort staring a new fort. I just started playing a couple weeks ago and im fully invested now and love the content!
Nice video! Well-thought out and well-explained, but you also kep it concise, a rarity!
Always great to have more DF content! For new players though... I suggest holding off on complex min/max strategies like this... keep it simple... big farms... over production... bigger simpler stock piles. (and don't forget to turn off cooking plump helmets) That way you can enjoy the game and start tweaking when have more stable rock under your feet. Dig Deep!
I love to overproduce so I don't have to worry for about thirty of forty years.
Hrmm, definitely food for thought. As someone that tries to go for more variety I see some interesting components here rather than a full system. But well presented.
Used a bit different approach for MASSIVE production of MRE's for sale. 1) Designated 1 room 9x9 with 4 workshops using 1 specific material (rock or wood type) to produce furniture, goods, polished stones (if you found magma and have forges, you might use Coke and Coal ore for making polished stones for extra cost, because they worth like low-medium grade gems) and mechanisms. 2) Used 1 room 9x9 for storaging non-encrusted pots or barrels, connected to polished stones or cut gems (or glass) to make incrusts and with storage for encrusted food storage items. 3) Encrusted food storages goes to another room of 9x9 with 3 spots of storages for pots, 1 storage unit for prepared food (you can even name that production line whatever you like by renaming storage and kitchen where it was made) and 4 specific storages for each ingredients. For example, I separated 2 kitchens where it used different edible parts of Red Spinach, Garden Cress and Bitter Vetch and added different alcohol for usage in making those dishes. It still works quirky, but you still control variety AND usage of specific ingredients in your fortress. As for alcohol production, you can use 9x9 (or larger) rooms for making 3 (or more) separate beverage making lines from specific ingredients. Like I did in my fortress, making cider, beer, wine and rum/moonshine (sewer brew) from rat weed/river spirits in different rooms, where lines or production were like: 3x3 storage for ingredient => Brewery with designation taking pots and ingredients from specific storages => unloading ready alcohol into storage 3x3 for specific one near brewery. 4) In the end, you have maximized networth of the goods and a HUGE variety of it, which you can control to minute details. Just unload them where you need it by designating "give to" from temporary production storage room and you are good to please your dwarves with abundance of food and drinks. It may sound too difficult, but that's what mass production optimization looks like. A bit of chaining of production, a bit of bug and mechanic abuses and a bit of work with designation. But that way your dwarves will know exactly where to go and what to pick and where to place it.
mmm
Much needed thanks
By far the best 'advanced tutorial' videos available on how to play Dwarf Fortress - love them! Please make more. I would love to see how you set up your defence infrastructure, as well as your thoughts on fortress design.
What you overlooked was to teach how to change tasks from daily to monthly
This guy is the fucking GOAT
Neat little tutorial. Thank you!
Does this math create a surplus to sell. Second. How many dwarves are needed to create this many. How many farmers, how many seamstresses
No, this math doesn't create surplus to sell. He was showing work order for 60 units of caps while he had 116 dwarves. His calculations are made to ensure almost half of population always get new clothes. You need like 40% more of that to create a surplus to sell.
Dude! I was struggling with this last night. Thank you! Want to note for others, pause while setting up work orders in a workshop. Just makes your life easier.
how do you empty your 10000x seeds from your millstones? Dwarves seem to just ignore them.
This was way better then Blind.
So helpful. Some of the best guides on TH-cam! Can't wait for your other guides. Especially clay firing etc
*Promosm* 👉
I forever prefer your tutorials! I needed a refresher on some of these industries stockpile linking and yours were so succinct
Is there a way for to make dwarves to haul empty bags whenever they're available? I always see a lot of empty bags in my kitchen and dyer.
I generally set up 1 glass workshop dedicated to glass collection (using workshop work orders) for every 2 production glass workshops. This keeps sand collection from slowing item production.
Nice video man. Hope you can do food and drinks next since I always find myself overflowing with food or drinks.
Producing yearly is a really nice trick, thanks ! I always had trouble with old clothes messing with my work orders. 😁
I remember trying to make a fortress that lived entirely on Dairy products, and tried to figure out how to maximize the milking rate. I came up with a convoluted system of chained work orders that got reset by a minecart dumping a an extremely specific item like a rose-gold chain.
QUESTION ON EVERYBODY: . I am lil bit confused. I thing that correct calculation is much easier (cross-multip.). 25 animals * 28 days / 17 days. Roughly 40 milking per month. Not 35. Other words: I use 1,6 coeff. (60%). You 1,4 (40%). Please. Where is the truth? :-) Thx for cool video.
I know I'm late to the party, but UnSubtle Silk is correct. Only error was in perhaps his wording when he was explaining the math. In any given month, 11 days are actually the productive number of days, while 17 days are unproductive days. A milkable creature cannot be milked for 17 days after being milked; in other words, if milked as frequent as possible, then, for ~60% of a month, the creature is on coolddown and cannot be milked. Only ~40% of the month is the creature able to be milked.
How do you do a empty bag stockpile? Y use furniture => type => bag, but the sumbiches never move the bags from the leatherwork workshop
nicely described, succinct. so much of Dwarf Fortress automation is truly best described as, "this number is arbitrary and mostly roleplay related, anyways, here is the exact mathematical steps to arrive at a meaningful result."
the missing part: what to do with the annoying royal gelly
I trade them away as fast as I can before the full jugs fill up my stockpiles
See this is why I just buy all of our food and clothing in exchange for the stuff we give up. So what a couple dwarves are nude or got tattered clothes, we got a tavern and a functioning millitary! We got more food and drink in our stores than what we know to do with.
Lov it waitin for more.
nice dwarfen science I mean manufacturing research
Tutorials like this that don't waste the viewer's time, actually display a deep understanding of the mechanics, notable flaws within them that everyone has run into, and workarounds for them, are honestly the highest form of content on this platform. Great video.
A note: Putnam has clarified on a Bay12 forum post (topic=180689.msg8448153) that while farming on non-cavern soil results in poor soil, muddied stone doesn't suffer from the same de-buff. Only soil (clay, sand, etc.) does; even if the soil is muddied. From a quick test, it appears that not only is muddied natural stone fine (does not display 'poor soil' message--and confirmed by Putnam to be okay), but muddied constructed floors of any type (logs/blocks, stone, metal) do not display 'poor soil' either. So you'd be best off constructing floors and irrigating them (if in a soil layer), or simply moving your farms down to a stone layer and irrigating them there. Irrigation may be a bit tricky, depending on how you do it, however, it's absolutely worth it if it means bypassing the giant efficiency loss.
Also, above ground farms do not appear to be affected by soil quality! So consider farming above ground if possible; the plants grow in all seasons and have far greater variety and usefulness. However, the specific types you get are heavily dependent on your embark region. Securing an above ground farm is also as simple as channeling a large area on the surface and placing floor overtop it. The tiles below are still considered above ground tiles and can only grow above ground crops. I've found great success in this method of farming for booze, food, paper, and especially clothing (rope reeds, hemp, and cotton are amazing), though there are few dye plants, they're rare and region specific, and some are not as valuable (hide root), so dimple cups are a more consistent bet. Great tutorial, by the way!
I dunno. I flooded a room with constructed floor tiles to 1-2 depth and let the water evaporate. On half of my 1x7 farm plots I got soil with no penalties, and on others I got Poor Soil x% where x was something like 14 or 28. So maybe it works but there must be some other factors involved.
Yeh this needs to be tested. Maybe depends on mud amount?
just use pits and buckets