![]() ![]() The office gets assigned to Bembul, who gets to work on the books. We place a table and a chair behind a door in the appendix behind the planned dormitory and create an office from the chair. Room qualities are a function of room size, decorations and the amount of smoothed surfaces, all of which we will encounter later. Neccessary rooms for nobles are indicated by a red on the overview, not depicted above. Our expedition leader, Bembul Regdesis, gets some additional workload: manager, broker, bookkeeper, and chief medical dwarf. Our miners continue digging, and in the meantime we take a look at our nobles. We make some doors, a table and a chair and some stone blocks. The bone crafter-job, so can he make his own bone bolts… Been there, done that.Īlso: Dôbar, our hunter, is already out of ammunition. ![]() Play this game long enough and you know it. Below the butcher are the tanner and the kitchen, left of the kitchen the craftsdwarf’s shop. Above that the mason’s shop, on the right of that the carpenter’s shop. If a workshop doesn’t get build, we simply lack the neccessary professional.īelow the cursor (the yellow x): the butcher’s shop. Workshops are exclusively build by the corresponding craftsmen. And as we have a hunter hunting, we also build a kitchen, a butchery and a tannery to get the kills processed before they go bad. Blocks are cut from stones and give a higher building value when used for construction. We also build a carpenter’s workshop and a masonry, to get some beds, doors and tables as well as blocks. While Vucar and Unib, our miners, go to work, we designate a small area around the local brook as a water source and fishing area. Oh well, its their choice, but I feel a bit sad that I'm missing out on an otherwise amazing game.In which we follow the outpost Ringstaff. It could be low fidelity for the reasons you mention without being quite so hard to learn and internalise, but I get the impression that its just not a priority for the dev at all. Rimworld and such also can do a lot more than fancy 3D games for the exact same reasons, so there's definitely a spectrum.īut having said that, I still find the DF UX to be almost unapproachable. I loved MUD's back in the day because they could be so much more complex and detailed because they didn't have to worry about graphics and whatnot. I get this and actually completely agree. I want to enjoy good simulation games, but I don't have enough free time to force myself to play something that I don't enjoy until the point where I've learned it enough to enjoy it.įor instance, the lack of fidelity of the game allows any new character to be added in 2 seconds I've attempted a number of times and learning it just was not fun for me at all. ![]() I love simulation games (love Rimworld and Prison Architect for example) but the Dwarf Fortress learning curve is too much for me. I love Rimworld and Dwarf Fortress, but they occupy different spaces within a similar genre in my mind. I think what you consider a 'horrible' user experience cannot be divorced from what we know as Dwarf Fortress today. To an extent I think the 'horrible' user experience cannot be divorced from Dwarf Fortress. People often complain about Dwarf Fortress's graphics in the same vain and breath as the UI, but I think these are parts of the charm and instead of being weaknesses they are leveraged as strengths.įor instance, the lack of fidelity of the game allows any new character to be added in 2 seconds, yet Rimworld needs a considerable amount of time and effort developing each texture. I agree Dwarf Fortress is quite hard to learn and the UI plays a large part of that as it's completely keyboard based and requires a lot of upfront effort to learn, but once you do you become much faster than you would otherwise (much like text editors). ![]()
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