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Dwarf Fortress: Knowing no mercy, Toady One destroyed our lives!

XtarathXtarath Registered User
edited May 2009 in Games and Technology
Welcome to the Tenth Dwarf Fortress Thread!!
(stories of bloodshed and pressure plates)

Get it here: http://www.bay12games.com/dwarves/
A tutorial is available here: Your First Fortress
Then there's also: a very helpful Illustrated Fortress Mode Tutorial
The ever helpful Dwarf Fortress wiki

The First G&T DF thread - forever lost to the chaos of the intertubes
The Second G&T DF thread
The Third G&T DF thread
The Fourth G&T DF thread
The Fifth G&T DF thread
The Sixth G&T DF thread
The Seventh G&T DF thread
The Eighth G&T DF thread
The Ninth G&T DF thread

And the SA DF thread, the Goons have plenty of DF chatter too.
And of course THE EPIC SAGA OF BOATMURDERED which is a must-read.

Welcome to the mountainhome of the dwarves! Starting out with a hardy band of seven pioneers, you will be beset on all sides by the threat of starvation, exposure, rampant idiocy, inexperience, tantrums, monkey attacks, hostile goblins, kleptomaniacal kobolds, accidental drownings, those goddamn hippy elves, being set on fire, upper class nobles that will make lives hell for your peasantry, and the mortal enemies of the dwarves: [strike]elephants[/strike] carp.

So what's Dwarf Fortress?
It's a rather bizarre [strike]little[/strike] huge roguelike/ fantasy world generator / colony management sim hybrid. With lots of dead dwarves guaranteed.
You start out with a tiny band of 7 dwarves, a wagon, mules and a pair of cats that multiply without any restraint and flood your fortress with kittens.
With a little luck (and if those goddamn monkeys dont steal all your food off the wagon again), your fortress will make it past the first winter. Or more likely it will collapse and you'll start up a new fortress, avoiding the mistakes of the first.

...before it all ends in a tide of blood and dwarf parts!
And then you start AGAIN!

So what does it look like?

DFascii.jpg


AAAAA LETTERS EVERYWHERE OH GOD HOW DO I DO STUFF?!

A few keys will come up a lot. Pressing these keys will bring up a yellow X cursor which you control using the arrow keys. PROTIP: use the keypad to move the cursor around- it's more comfortable.

Q - assigns orders at workshops and structures, or used to create rooms from a placed structure, like tables, beds, archery targets, etc, or to destroy them.
T - much like Q, but works for sTructures. Use this when you want to examine/destroy a structure that is not a workshop. Also useful for peeking at the contents of a workshop to see how cluttered it is.
V - Examines an individual dwarf, where you can look at their stats, gear, thoughts and alter their job list.
K - If you'd like to see if that U is an attacking Unicorn or a friendly hUman trader, this is the key you want. Pressing enter examines the object in greater detail (if any).
D - Designates an area for tasks. Hit enter to start dragging out a rectangle, enter to stop. Or hold down the mouse button and draw it in. Everything in this area will now be designated for whatever task you had selected, from Digging out rock, cutting down trees, or picking plants, or whatever else it might have been. Use this to dig out your dwarf-hole.
Z - Brings up your fortress report and tells you how depressingly low you are on food.
U - displays a list of all units on the map, along with current job. Useful for finding idlers and wild animals
< and > - Change the levevel displayed by one (up and down, respectively). Since you'll be using these a lot, it might be wise to remap the keys (I use / and * on the keypad). To do this, press ESC and use the "Key Bindings" option ("move/view cursor up (Z)" and "down (Z)" )

I built a bridge, but it looked ugly so I demolished it. The new one never gets built because of pathing errors!
Common mistake. Never cut off the fortress. The dwarf builders are trying to get to material/worksites on the other side of the river/chasm, but cant because there's no bridge anymore. Avoid this by always having spare bridges. If this has already happened, build stone blocks at your masonry workshop and use those to build your new bridge, ensuring that you're using accessible materials.

They've sent a diplomat from the mountainhomes and he's killing all my dorfs! What kind of a diplomat is he?!
Aye, the outpost liaison who comes with the dwarven caravan is a delicate fellow. When he arrives, ensure that your outpost leader (use the N key to find him) has all jobs turned off, so that he has the time to meet the diplomat. Otherwise the poor guy will feel unaccepted and get miserable/insane/berserk.

How do I change the game resolution/settings/colours/etc?
In the data/init directory is init.txt, a well documented file which contains all sorts of DF settings.

I'd play this if only it had graphics
There's replacement tile and object graphics you can use along with install instructions on these pages:
http://dwarf.lendemaindeveille.com/index.php/Tilesets
http://dwarf.lendemaindeveille.com/index.php/List_of_user_character_sets
http://dwarf.lendemaindeveille.com/index.php/List_of_user_graphics_sets

Then there's also this: http://mayday.w.staszic.waw.pl/df.htm
It makes the game look like this:
DFG13.png

This game is running slooooooooow! I thought ASCII graphics don't need a fast PC?
Make sure your starting area is suitably small for your PC. If you're already in the middle of a game, it may also help to turn off weather and/or temperature in the data\init\init.txt file. There is also a possibility you have set an FPS_CAP in the very same file. It is also worth mentioning that if you have too many tasks going at once, it will slow your performance down dramatically.

What happens if I do this?
Just try it first! It's no fun if we tell you that you would have doomed all your dwarves to a horrible agonizing death beforehand. No fun at all!
Besides, it just means you get to do it better next time.

How do I back up my save game?
A good idea, since the game is only in alpha, and does crash (rarely), but if it does, it can corrupt your entire world.
Make a copy of the data/save directory and keep it somewhere safe. To restore, delete your entire data/save directory and replace it with your copy. NOT DELETING IT FIRST WILL CAUSE ERRORS. For the backing up of save games, you can also go into the init.txt file (\data\init\init.txt) and set
[AUTOSAVE:NONE] to
[AUTOSAVE:SEASONAL]
and
[AUTOBACKUP:NO] to
[AUTOBACKUP:YES]
You can make the autosave yearly as well, and making autobackup set to yes will make each autosave a new save instead of overwriting your current one.

Also chronicled here is the stunning tale of a group of dwarves that chose the impossible, they chose Oceanside...

Disclaimer: Dwarf currency is to be called dimdums, no exceptions.

(This introduction was edited by SynthOr, Bahamut0, J3p, Xtarath and Mayday.)

Xtarath on
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Posts

  • Ragnar DragonfyreRagnar Dragonfyre Registered User regular
    edited March 2009
    One thing that really confuses me about this game. When selecting an area to start, it shows what resources are available. I scoured the map I made and didn't see anything that looked like good mineable metals. Am I just a noob, or are those details hidden at startup?

    steam_sig.png
  • Last SonLast Son Registered User regular
    edited March 2009
    One thing that really confuses me about this game. When selecting an area to start, it shows what resources are available. I scoured the map I made and didn't see anything that looked like good mineable metals. Am I just a noob, or are those details hidden at startup?

    It only show the stone layers on the "choose location" screen. Metal ores come as veins or clusters inside the stone, you can see which metal comes in what stone (here though a good rule of thumb is to look for sedimentary stone(Shows up white on the list).

    steam_sig.png
  • RiemannLivesRiemannLives Registered User regular
    edited March 2009
    seasleepy wrote: »
    Xtarath wrote: »
    This game is running slooooooooow! I thought ASCII graphics don't need a fast PC?
    Make sure your starting area is suitably small for your PC. If you're already in the middle of a game, it may also help to turn off weather and/or temperature in the data\init\init.txt file. There is also a possibility you have set an FPS_CAP in the very same file.
    It might also be worthwhile to mention here that, despite the ascii-ness, DF can actually get rather CPU-heavy if you have too many things going on at once.

    Also that DF is not actually ASCII. It uses OpenGL and bitmap tiles that just happen to look like ASCII (but, if you look closely, actually use far more foreground / background color combinations than ASCII allows).

  • TheKoolEagleTheKoolEagle Registered User regular
    edited March 2009
    so whats the best way to get through an aquifer? setting up pumps to get it to the surface hasn't been going smooth exactly...

  • freakish lightfreakish light Registered User regular
    edited March 2009
    God, aquifers suck. The only way I could ever get through one was with a lot of pumps shooting water backwards into a hole that leads back into the aquifer. Even so, it was hard to build the walls necessary to hold the water back, because some tiles would get flooded.

    Looking back at the dwarf fortress wiki this seems like the easiest way:
    Aquifier_cavein_1level.jpg

  • ShukaoShukao Registered User regular
    edited March 2009
    That's quite the informative picture... I really only play on aquifer maps if there's a non-watery area to dig into, otherwise it just adds an extra layer of complexity to an already complex game.

  • hmxmosshmxmoss Registered User
    edited March 2009
    I'm working on a fort with some steep hills looking out over a plain. One peak was off on its own, so I decided to make a winding path up it with the trade depot at the top. From there a bridge would cross over to the other peaks where the main fort is being located.

    Not really an aggressive area, but definitely dangers. Especially when you have a catwalk hanging out in space with no walls. I lost a couple dwarves to falls when constructions dislodged, sucking them downward and falling 12 levels.

    The best was a one-humped camel who just got plain pissed at my engravers. There they are, making the trade depot area look pretty, and I get two death messages: both engravers dead. What gives? No goblins, no siege, no kobs.... a f***-in' camel? Yes, a named camel killed the two of them. That's one pissed camel.

    So I sent what little military I had... couple wrestlers... up the ramp to the depot to take care of this rabid camel. Meanwhile, the camel is exploring my catwalk construction. Finally, the wrestler catches up, and he leaps at the camel to strangle it.

    Leaps at it. On the catwalk.

    Twelve Z-levels later, they both hit the dusty ground. *splat* *splat* What a mess... arms and hooves and buckets of blood across the yellow sand. Still, the camel was dead. Sadly, so was 50% of my military.

    Damn camels.

    burning.jpg
  • Captain ElevenCaptain Eleven The last card is a kronk Registered User regular
    edited March 2009
    Oh no. Don't get me back into this again.

    Dammit.

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  • VistiVisti Registered User regular
    edited March 2009
    So, guys - Does anyone know if it works in Wine or Cedega or something for linux?

    [SIGPIC][/SIGPIC]
  • hmxmosshmxmoss Registered User
    edited March 2009
    Visti wrote: »
    So, guys - Does anyone know if it works in Wine or Cedega or something for linux?

    Try the linux port: http://www.bay12games.com/forum/index.php?topic=28841.0

    burning.jpg
  • TheKoolEagleTheKoolEagle Registered User regular
    edited March 2009
    i have a great idea for my next fort, i'm really excited, i'm going to make a fucking fur trading post, i might write something up for it

  • seasleepyseasleepy Registered User regular
    edited March 2009
    hmxmoss wrote: »
    Visti wrote: »
    So, guys - Does anyone know if it works in Wine or Cedega or something for linux?

    Try the linux port: http://www.bay12games.com/forum/index.php?topic=28841.0

    It also does work in Wine, but you might as well go with the actual port since there is one now.

    It was amusing to have Massachusetts as part of our country, but now, of course, like so much of the coastal nation, it no longer qualifies as America.
  • bombcarbombcar Registered User regular
    edited March 2009
    Speaking of awesome improvements to DF - anyone have recommended settings for 40d9 on Mac OS X?

  • JJJJ Registered User regular
    edited March 2009
    medium to low.

    Mr. Banballow was so badly maimed, he turned into a hideous monster, oozing and bleeding, snarling and growling like a beast---enraged and bent on revenge. He tracked down the kids responsible for the fire and killed them one by one----with a blowtorch. That wasn't enough for Banballow. He won't leave his inn or his memories, so there he waits....in ambush....
  • XtarathXtarath Registered User
    edited March 2009
    Jesuits wrote: »
    Wasn't somebody else sitting on a thread title idea for months and months? Or is it Xtarath I'm thinking of?

    Nope it was me, I thought of it shortly after the conception of the last thread. Unless it was someone else, in which case, I'm so sorry :P

  • TekDragonTekDragon __BANNED USERS
    edited March 2009
    Can't wait for the new arcs.

  • DarmakDarmak Godking of the Snerkywizards Registered User regular
    edited March 2009
    I was wondering, can I do anything with the boulders outside? They're just kinda sitting there and I'd like to either turn em into something or at least move them out of my way.

    PIZTDhW.jpg
  • nhrnnhrn Registered User regular
    edited March 2009
    So I recently got into this after reading/playing through that helpfully linked tutorial (you know the one I mean) and I haven't slept for more than 3 hours straight since. Who wants to get a succession game going?

  • RiemannLivesRiemannLives Registered User regular
    edited March 2009
    Darmak wrote: »
    I was wondering, can I do anything with the boulders outside? They're just kinda sitting there and I'd like to either turn em into something or at least move them out of my way.

    You can smooth them over (just like smoothing over walls inside).

  • WerespazWerespaz Registered User
    edited March 2009
    So my glassmaker/mechanic dorf just went into a strange mood, but isn't going anywhere. I have one of EVERY kind of workshop (well, except a millstone, and non-magma versions of a forge, glassmakers, kiln and smelter). What gives?!

    Spoiler:
  • SulSeekerSulSeeker Registered User regular
    edited March 2009
    nhrn wrote: »
    So I recently got into this after reading/playing through that helpfully linked tutorial (you know the one I mean) and I haven't slept for more than 3 hours straight since. Who wants to get a succession game going?

    We got one going. Oceanside

  • VicVic Registered User regular
    edited March 2009
    Werespaz wrote: »
    So my glassmaker/mechanic dorf just went into a strange mood, but isn't going anywhere. I have one of EVERY kind of workshop (well, except a millstone, and non-magma versions of a forge, glassmakers, kiln and smelter). What gives?!

    You need the non-magma versions. For some reason strange mood dwarves sometimes don't want to use the magma workshops/forges.

  • SulSeekerSulSeeker Registered User regular
    edited March 2009
    Anyone know why dwarves refuse to use workshops? I can't get them to make anything in them, and when I try to get them to deconstruct it, nothing. Help?

  • ColtColt .45 ColoradoRegistered User regular
    edited March 2009
    Before this thread gets huge, I want to point out a fucking amazing tutorial that was also linked by Tycho a few days ago.

    http://afteractionreporter.com/2009/02/09/the-complete-and-utter-newby-tutorial-for-dwarf-fortress-part-1-wtf/

    While it is long, it's amazing and shows you everything.

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  • DkarrdeDkarrde Registered User
    edited March 2009
    SulSeeker wrote: »
    Anyone know why dwarves refuse to use workshops? I can't get them to make anything in them, and when I try to get them to deconstruct it, nothing. Help?

    Is the dwarf who made them otherwise occupied (sleeping, etc.) without any others who share the workshop's job? I.E. if you have a carpentry shop, a dwarf with the job Carpentry enabled needs to be active and not cluttered with other jobs.

    If, for example, he's busy hauling stuff, it'll take him a while to get around to making anything -- unless you turn all the hauling labors off for him.

    [SIGPIC][/SIGPIC]
  • SulSeekerSulSeeker Registered User regular
    edited March 2009
    Figured out the messed up workshops somehow... that was all good.

    Dwarf caravan came, brought much needed supplies. YAY!

    Dragon came to play afrer Y finished trading ans such... Ran up to the center of my entrance, breathed fire on my Trade depot, with the damn dwarf caravan still there....

    BOOM!!!

    I walled up the outside and now I wait to figure out how to work myself out of this mess... :(

  • SulSeekerSulSeeker Registered User regular
    edited March 2009
    looking through the wreckage, found a mace dwarf with his entire right side Dark Grey (arm, Leg, fingers, toes, knee, ankle, hip) his internal organs and nerves are fine tho... wonder how long he'll last. (too bad he's not my dwarf.)

    And two horses survived unscathed, fled into the entrance and were protected I guess...

    Edit: this was supposed to be an edit for above. :-/

  • FrosteeyFrosteey 1521-2945-8940Registered User regular
    edited March 2009
    Vic wrote: »
    NEO|Phyte wrote: »
    It's a real shame that building a mighty fortress offers so little reward.
    So true, sadly. Hopefully the new arc fixes that once it's finished.

    Agreed. There is something wrong when you find a gold seam and go "damn, just more useless gold". So undwarfish!

    Was this a big thing that's going to lead to a big update which means not many smaller updates in the meantime?

    Is there a timetable on that? And what all is it supposed to include?

    frosteey.gif
  • HenroidHenroid Nobody Nowhere fastRegistered User regular
    edited March 2009
    So I read the "first fortress" tutorial, and actually figured out how to do some things. Dug out a few rooms, set some stockpiles, gathered some wood, set some farm plots, instructed someone to make a door and some wooden furniture...

    Only he wouldn't make it. What the fuck.

    "Ultima Online Pre-Trammel is the perfect example of why libertarians are full of shit."
    - @Ludious
    PA Lets Play Archive - Twitter - Blog (6/15/14)
  • SelnerSelner Registered User regular
    edited March 2009
    So I read the "first fortress" tutorial, and actually figured out how to do some things. Dug out a few rooms, set some stockpiles, gathered some wood, set some farm plots, instructed someone to make a door and some wooden furniture...

    Well, as mentioned on the previous page do you have a Dwarf with Carpentry enabled? and do you have any wood chopped down?

    And, if you do have a Carpenter Dwarf what is he/she currently doing? They could be eating, sleeping, hauling or any number of other tasks. Dwarfs don't always do things when you want to them to do.

    You can click on "u" to see the current activities of all your Dwarfs (as well as everything else around). If your Carpenter Dwarf says "No Job" then something is set wrong.

    Also, you probably don't want to make anything out of wood other than beds, barrels and buckets. As those have to be wood. Make everything else out of stone. Wood is much more limited resource than stone.

  • HenroidHenroid Nobody Nowhere fastRegistered User regular
    edited March 2009
    How do I find out what materials and how much are needed to make things?

    "Ultima Online Pre-Trammel is the perfect example of why libertarians are full of shit."
    - @Ludious
    PA Lets Play Archive - Twitter - Blog (6/15/14)
  • SelnerSelner Registered User regular
    edited March 2009
    How do I find out what materials and how much are needed to make things?

    Once you've made a workshop, you can press "q" and then move the cursor near the shop. You'll then see the workshop window appear. You can then click "a" to Add a new Task.

    That will then show the list of things you can make in that Workshop. Generally speaking everything takes one unit to construct. There are exceptions, and the game will tell you if you don't have the raw material.

    You'll see a message like "Garzbag, Brewer cancels Brew Drink: needs empty barrel" or "Garzbag, Carpenter cancels Construct Bed: needs wood" or other things like that.

    A Mason's Workshop and a Carpenter's Workshop are probably the ones you build first, and you'll need stone or wood to build them.
    Which is another thing. When you build a Workshop, it actually gives you a choice of what you want to build it out of.

  • HenroidHenroid Nobody Nowhere fastRegistered User regular
    edited March 2009
    How can I collect all this stone that gets left behind on the ground when I have my guys digout rooms?

    "Ultima Online Pre-Trammel is the perfect example of why libertarians are full of shit."
    - @Ludious
    PA Lets Play Archive - Twitter - Blog (6/15/14)
  • hmxmosshmxmoss Registered User
    edited March 2009
    SulSeeker wrote: »
    Figured out the messed up workshops somehow... that was all good.

    Dwarf caravan came, brought much needed supplies. YAY!

    Dragon came to play afrer Y finished trading ans such... Ran up to the center of my entrance, breathed fire on my Trade depot, with the damn dwarf caravan still there....

    BOOM!!!

    I walled up the outside and now I wait to figure out how to work myself out of this mess... :(


    A winner is you!!! :winky:

    burning.jpg
  • hmxmosshmxmoss Registered User
    edited March 2009
    Frosteey wrote: »
    Was this a big thing that's going to lead to a big update which means not many smaller updates in the meantime?

    Is there a timetable on that? And what all is it supposed to include?


    Current status thread; Toady regularly updates the first post:
    http://www.bay12games.com/forum/index.php?topic=30026.0

    Toady also posts daily updates (RSS feed available as well):
    http://www.bay12games.com/dwarves/dev_now.html

    burning.jpg
  • DkarrdeDkarrde Registered User
    edited March 2009
    Henroid wrote: »
    How can I collect all this stone that gets left behind on the ground when I have my guys digout rooms?

    A simple and common question, with a somewhat surprising answer -- There's no really convenient way.

    Or at least, there wasn't until shortly ago. The most straightforward answer is to 'p'lace a stone stockpile, but this causes serious problems, mostly to do with space and time consumed hauling rocks. Generally you're going to produce so much rock that it doesn't matter how many stockpiles you make, you're always going to be overflowing with the stuff. This worsens as your miners get better at their jobs, because they leave more rock behind.

    The more effective but very tedious way was to ('i') zone a 1x1 garbage dump somewhere close to your masonry and stone craftsmen, make it active (and, if you had any, all other dumps inactive), then use 'k' to individually select each piece of stone and 'd'ump it. Yes, this was a very tedious process, but honestly more practical than stone stockpiles, because all the stone would go on that one garbage dump square, instead of each unit of stone taking up a whole square in the stone stockpile.

    I believe now there's a means of mass-designating materials in an area to be 'd'umped -- you might look for that, or maybe someone else knows about it; it would make the garbage dump method much, much less tedious, naturally.

    [SIGPIC][/SIGPIC]
  • CohsaeCohsae Registered User
    edited March 2009
    To dump lots of stuff, press d, b, d (IIRC) then you can just do the usual designation thing and select a whole bunch of stuff. Careful when freeing up space for stockpiles that you don't designate things that you want in the stockpile as dump items.

    sig.gif
  • hmxmosshmxmoss Registered User
    edited March 2009
    Henroid wrote: »
    How can I collect all this stone that gets left behind on the ground when I have my guys digout rooms?

    There are a few ways to do this.

    1. Ignore it. For the most part, it's not a problem. Dwarves will never trip on it, they step over it, ignore it... I believe in some cases it may take up space on a stockpile (but not always).

    2. Create a stone stockpile. (p) for stockpiles, (s) for stone. Easy to do, but not really the best way, as your stockpile will fill up quickly. (Dwarfs will also spend a lot of time hauling stone, which can be bad if you need them for other tasks; turn off stone hauling on dwarfs who need to be doing other work.) What I personally find this good for is isolating particular stones... metal ores, or charcoal, or even a temporary stockpile if I want a very particular stone (for example, if I want cyan rock, I'll set a stockpile for only microline).

    3. Create a garbage dump. (i) for zones, (g) for garbage. This is similar to a stockpile, but better because of an exploit: you can make a 1x1 garbage dump which can hold any number of items. I do this sometimes, putting the garbage dump right next to a Mason's Workshop (or Mechanic's, or Craftsdwarf's). Occasionally, in order to actually use that stone, you need to reclaim them. Mass dump/reclaim can be done with (d) for designate, (b) for ???, and pick the letter from the menu for dump or reclaim. This also has to deal with lots of dwarfs suddenly moving stone around.

    4. Build a Mason's (or other) workshop in the midst of stones. This technique is nice in that you don't have a bunch of dwarfs suddenly ignoring other tasks and just moving rock. Put the workshop in a cluttered area, build a bunch of stuff, dismantle and rebuild somewhere else. It's a little more work to do, and you'll sometimes have a masonry sitting in your dining room, or barracks, or wherever, which is a little weird, but it works out well.


    I tend to use a combination of all four techniques, #2 least of all except, as indicated, when I want a particular type of stone in a particular place (like metal ore near the smelter).

    burning.jpg
  • HenroidHenroid Nobody Nowhere fastRegistered User regular
    edited March 2009
    I'm not seeing any menu options for designating workshops and masonries and barracks. What the eff.

    "Ultima Online Pre-Trammel is the perfect example of why libertarians are full of shit."
    - @Ludious
    PA Lets Play Archive - Twitter - Blog (6/15/14)
  • hmxmosshmxmoss Registered User
    edited March 2009
    Henroid wrote: »
    I'm not seeing any menu options for designating workshops and masonries and barracks. What the eff.

    For the Mason's workshop: (b)uild, (w)orkshop, (m)asonry

    To make the barracks, you need to first create an armor stand, weapon rack, or bed at a mason's workshop or a carpenter's shop. (Note beds can be made only at the carpenter's shop.)

    Then, place the item (armor stand, weapon rack, or bed) in the area you want as a barracks: (b)uild menu again, then (b)ed, weapon (r)ack, or (a)rmor stand.

    Finally, use (q) and move the cursor near the item once a dwarf sets it in place. Make a (r)oom, follow the instructions to set size, and hit enter. Voila, it's a barracks!

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