![]() Once the world is complete, you’ll be taken back to the main game screen, where there is now an additional option: “start playing.įirst, though, here’s the introduction to the world in the manual (which can be accessed at any time by pressing the “?” key-you’ll be using it frequently): How big is the world? Based on the size of the world map, I believe it would be equivalent to thousands of real-world square miles. The final name for my world was “Opuorid, The Eternal Universes.” ![]() And you’ll see the name and regions of seem of these legends as they’re generated-for example, I saw “The Dark Fortress of Matostuz: The Point of Glaze” or something like that. The “recounting of legends” generates one thousand years of history in the game (again, dynamically) and involves hundreds of backstories. In my case, world generation and processing took fifteen minutes. You might find a world that appears to be suitable and moves through a few of the steps, then gets rejected. It’s typical of the tremendous attention to detail found in this game that all these characteristics exist in the world. When a potentially suitable candidate is found, though, you’ll see the following stages listed on the screen: The program starts dynamically generating worlds-in some cases, hundreds of them-until it finds a world with enough suitable terrain and features to support the game requirements.Īs these worlds are considered, you’ll see a region from each one, and it’s interesting to see areas appear and note their differences.įor our game, over two hundred worlds were rejected. What happens next is just a small indication of how amazing this game will be. They just use the TREE tag to obtain a wood material (they also have a structural material for their live form).When the game begins, you’ll see an opening cinematic (in ASCII, believe it or not, and it’s quite clever), then you’ll go to the opening menu.įor a new game (what we’ll be playing), choose “Create New World.” Other plants (including trees) add materials in the same way, though trees cannot be used at this time with seeds/thread/drink etc. The seed material and information is established in a similar fashion. 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. Any token material can be used here to modify the material that was created from the template. 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. 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. There are two ways to combat this - firstly, start cooking them into meals, the fancier the better. 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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