If you have a manager, you can even set up an automatic work order, that starts brewing as soon as you have less than X seeds, it should be one of the suggested rules at the bottom. They just use the TREE tag to obtain a wood material (they also have a structural material for their live form).To restrict the dwarves from cooking the plump helmets (it's specifically cooking them that destroys the seeds), you have to go to Labour (the hammer in bottom left) -> Kitchen -> then click the cooking button next to plump helmets to restrict it from cooking.Īfter that, you can start brewing plump helmets to get seeds (the main way to get seeds). Other plants (including trees) add materials in the same way, though trees cannot be used at this time with seeds/thread/drink etc. I didnt even bother locking the fortress down, knowing that. The seed material and information is established in a similar fashion. They were ready, more of less, when the second Plump Helmet Man lead the second, greater siege. We also set a few more numbers to distinguish the alcohol from the template. The material template is just called "alcohol" so we need to give it a proper name. Next we establish an alcohol material in much the same way as the structural material. My fortress got completely overrun by plump helmet men, so I decided to try to appease them with a tribute. For PIxel Day, I thought I would try to uprez the dwarf fortress graphics EVEN FURTHER. Seeds wont be made until you brew them, so make sure you're continuing the brew the plump helmets into alcohol. Look at Labor -> Kitchen, and you should be able to toggle off eating plump helmets. Plump Helmets have grown, been harvested and now I have a few in storage but no more seeds. Any token material can be used here to modify the material that was created from the template. Dwarf Fortress - Statue of Plump Helmet Man. 1 Maltanis 7:32pm You need to make sure your dwarves aren't eating the plump helmets. Need help with farming plump helmets I start a new game, dig underground, choose a 6圆 area for a farm plot, select Plump Helmets in each season, and my 5 seeds I had with me at the beginning are put into that farm plot by the dwarves. We also modify it a bit to make the plant edible. In general, you can use LOCAL_PLANT_MAT|, PLANT_MAT||, CREATURE_MAT|| or INORGANIC|IRON (though the game might hiccup for a while specifically on plants that aren't structurally plants). Here the material is marked as the structural material (this could be below the edible tags which come next). Here the material is added to the plant, using a template from the material file. Secondly, rotate your crops to include such things as pig tail (to bootstrap a textile industry) or cave wheat (to provide some variety in the diet).Įvery plant needs a structural material so that the game knows how it behaves when it's alive. About Press Copyright Contact us Creators Advertise Developers Terms Privacy Policy & Safety How YouTube works Test new features Press Copyright Contact us Creators. This will also level up a cook and produce happy thoughts in your dwarves. These produce no spawn, and thus put a dent in the population. So, make sure to rescind the permission to cook Plump Helmets from the kitchen. If you cook the Plump Helmets, you will get nothing in return. Again, make sure you have some Bags to collect the Seeds. There are two ways to combat this - firstly, start cooking them into meals, the fancier the better. In order to get Plump Helmet Seeds in Dwarf Fortress, your Dwarfs have to eat the plant raw or brew them into booze. If you grow nothing but plump helmets over a large area, your fort may start drowning in plump helmets, a truly terrible condition wherein barrels upon barrels are needed to hold back the waves of purple mushrooms. New players should definitely farm this crop because it grows relatively quickly, can be planted in any season, can be used to make alcohol, or eaten raw if need be. Both eating a plant raw and brewing it will leave plump helmet spawn behind, which can then be transferred to a seed bag, then planted and used to grow more. Keep in mind that cooking plants destroys their seeds, or in this case their "spawn". They are the only plant food-item that can be purchased at embark. They require an underground farm plot, which requires soil or muddy ground. They are one of the fastest growing plants and can be cooked, brewed into dwarven wine and even eaten raw. Plump helmets are the most basic, resilient, and versatile of the six underground plants for dwarves to grow.
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