Used to weave bolts of cloth into bags, bandages and certain armor components. Used for creating trinkets, statues, and even a pet rock, out of stone. Used for fashioning blocks into important pieces of furniture. Used for creating trinkets and statues out of wood. Used for fashioning Planks, Cotton, and Coal into important pieces of furniture. Harvest resources from Fruit Trees, Wild Berries, or Wild Cotton. Can hold Yaks, Emus, or Alpacas.ĭesignates an area containing Trees or Fruit Trees as a Grove, allowing their management.ĭesignates an area to plant Trees using tree clippings.ĭesignates an area so your Woodcutters can chop down Trees. Replaces the floor with another material.ĭesignates an area to be farmed so your Gnomes can grow either Wheat, Strawberries, Grapes, or Cotton.ĭesignates an area as an Underground farm, allowing the growing of Mushrooms.ĭesignates an area that allows animals to graze in so they don't wander off. Removes the floor, leaves the wall beneath it. Be careful not to trap your miners dig in strips.ĭigs stairs going down, use R to rotate direction.ĭigs a ramp sloping down, use R to rotate direction. It's worth it to take an extra second to make sure you don't lose the window as you navigate through it since that will force you to restart from your first selection (Terrain, Agriculture, Build, etc.) from the top menu.Ĭheck out the Construction Strategies page for a more general overview of the system.Ĭarves stairs going up on a wall tile, use R to rotate direction.Ĭarves ramps going up on a wall tile, use R to rotate direction.ĭigs hole into ground clearing floor tile and wall tile below. NOTE: This menu has multiple branches, all of which will vanish the instant your cursor comes off them. This guide is intended to replicate the ingame menu as accurately as possible, explaining the function of each selection, and including links to appropriate pages. It'll be a while before I ditch my militia and leave the civies to their workshop duties (I currently have all my workers armed with crossbows, which works very well in spite of having poor weapon skills), but I'll look into placing a couple bells in the crafting quarters during my next session.This menu is accessed by right-clicking and can be frustrating at times. but I still stand by my statement about the necessity of a "DO THIS NOW!" button.Īs for the rest of your post, pretty handy advice. Doing the setting change after that, the militia milled around for a moment, and then someone FINALLY RANG THE BELL! I guess the attack orders that are set when an enemy is initially spotted will stick if you don't cancel them manually first. So on a hunch, before changing the formation settings this time around, I took a poke at the enemies to see which ones had already been tagged with attack orders and cancelled them. I did a bit of save-scumming to figure out what was going wrong, and attack orders actually did turn out to be the problem, despite my initial efforts: My militia gnomes were still enaging the enemy even after altering their settings to avoid combat/don't defend/don't attack. After setting the bells to be rung, if neither of them are green, I'll check if my nearby workshops are green or occupied, and then I'll select those and tick 'suspend' and immediately untick it, whoever was on that job should immediately go to ring a bell. What I do is have a squad that contains craftsmen that have jobs near my alarm bells (I have 2, and always ring both, in case someone takes a 'ring bell' job and they're far from the bell at the time), such as my carpenter, cook and brewer. Originally posted by Skev:Attack orders will override ringing a bell, so nobody will do it if they've been told to fight, also nobody will take the 'ring bell' job until they complete their current job. I'm tired of losing valuable, well-trained gnomes because their squadmates were napping and everyone else was too busy being useless to sound the alarm. A simple "RING/PULL THIS NOW!" button in addition to the normal one would suffice. I hope there's some functionality in the future that forces bells or other mechanics-operated doohickeys to be triggered immediately by the nearest gnome regardless of other tasks. If that doesn't scream "FIX ME!", then I don't know what does. My dedicated mechanic won't do it, soldiers that I discharge from their group won't do it, and militia squads that I tell to avoid enemies/don't defend gnomes/don't receive attack orders won't do it. There's no excuse for that bell to go un-rung. Every last profession has mechanics checked. Not a single damn gnome in the four year history of my fort has so much as looked at the bell during an attack. one of them frustrates me to no end every time I play: The alarm bell.
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