I have a lumberdwarf who died in combat with a wild animal. His rotting body is outside, as well as… his ghost. I assume he is a full blown ghost, however he is listed as a "ghostly lumberdwarf" not a "ghost" and he seems to disappear and reappear. I read that I can make him stop haunting the fort by giving him a proper burial. Between the options of coffin and memorial slab, I chose to dig out a graveyard and give him a nice marble coffin (I assume this is the right choice, as he still has a corpse). Then when I hit "q" I could either use for burial or create a tomb. I created a tomb and assigned it to the ghostly lumberdwarf. What exactly is the difference? The dwarves don't appear to be collecting the corpse so I thought I'd ask for some advice and take it easy before the situation gets more severe and I have to call the ghostbusters. Thanks for the help 🙂
Burial/ghost-busting help
dwarf-fortress
Related Solutions
The thing about screwpumps in Dwarf Fortress, is that they can either be automatic (receiving power from a wind/watermill) or dwarf powered. Of these, only the former transfers power, as a dwarf manning a screwpump does not provide power, but rather sidesteps the power requirement entirely.
If however, you were to hook any pump in your pumpstack up to a power source with enough power for the entire stack (100 power in your case), assuming you built the pumpstack correctly, the power in the hooked-up screw pump will transfer to the adjacent screwpumps (and so forth).
Because of this behavior (it's the basis for the Dwarven Water Reactor), any pump with manual power will eject its operator if it gets enough power to operate automatically instead.
Have you seen this .GIF? It shows how to ensure the power transfers properly between levels.
Here's what you have:
If you channel that space and then rebuild the screwpump, power will flow between the connected machines and the screwpump below will no longer need to be manned (dwarfed?)
All screw pumps have two tiles -- one which the dwarves stand on to operate, and one which acts as a wall. This latter part needs to be constructed hanging over an open space to facilitate the transfer of power (as the former part must be constructed on solid ground).
On the spot you want the cage: choose build, then cage. It should give you a list of all the cages in your fort by material.
hit 'x' and it'll then show you every single cage, and what they contain. Look for something like 'Dwarf wooden Cage'.
Choose to build this cage, and it should be placed and built in the spot you've chosen.
Best Answer
You definitely want to change it to burial. A Tomb is just something that some nobles demand, before their deaths. You may need more coffins, as anything that needs burial will be put into the first available coffin. Fortunately, coffins are relatively cheap to make.
As it stands the game seems to think that the tomb should be used to bury the ghostly lumber dwarf when it dies. Which seems a bit like a bug, since you shouldn't be able to assign buildings to things that aren't members of your civilization.
So to sum up: change that coffin to burial, and build a few more (also set to burial) just to be safe.