![]() Don't use wood as fuel, but use magma facilities). Delete it after and unforbid the stone so you dont get actual trash put there. Try making a 1x1 garbage dump zone near the rocks and marking the stones for dumping. Designate dump zone at edge of cliff, dwarves throw trash in it, it falls to the bottom, stacks infinitely on a single tile. My guess is that the trees along the edges will be sufficient if you're careful with your wood usage (don't make things out of wood if they can be made out of stone, and try to make terraria out of glass rather than wooden cages, or make metal cages of you've got metal. I made this short 6 minute video to show how to create quantum stockpiles for the new steam release of Dwarf Fortress. why does it have to be a refuse stockpile that we cannot place over a hole in the ground COngratulations, you have just described a quantum stockpile. With Vegetation greater than 5 (up to and including 9, as a higher level causes it not to be badlands anymore) saplings would spawn as well. With a Vegetation less than 5 (or possibly less/equal: I don't remember exactly) there might be trees that can be cut, but no saplings would spawn, but both grass and shrubs would spawn. only issue is, all my trash, ie remains, nervous tissue, etc go down there as well when i dump them. The feeding stockpile to the quantum stockpile should be bigger than 1 square though, that will Enable more dwarves to haul things. With 200 dwarves, it shouldn’t take over an hour to move like 20 items from a deleted stockpile into quantum. You should be able to prioritize hauling. With a Vegetation of 0-1 neither trees nor shrubs would spawn, while grass would grow if you channeled the soil down one level. Quantum Stockpile, or piles Im attempting to create my first quantum stockpile, metal ore down by my magma smelters. There’s something not right about job priorities in this game. My experiments with trees were made on deserts, not badlands, but the results ought to be the same. Sometimes you want that river to freeze for a little while so you can dam it, other times you never want flowing water to deal with. That said, all climates offer potential for building. ![]() Though the labour involved with small settlement (or large settlement and cleanowned) is not insignificant. No evaporation, no freezing, still opportunities for plenty of lumber. Garbage dump, minecart, using water flow or catapults, all work. ![]() However, that sapling spawning rate differs between different biomes, so the time it takes for complete junglification differs. The easiest to embark upon, in my opinion, is a warm climate. The sapling maturation rate is constant: 3 years.
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