Go to m
ilitary and uniforms (n
). Choose to create a N
ew uniform. Use W
eapon, S
hield, H
elmet, G
loves, B
oots and L
eggings to select what your dwarves will wear. It's also possible to choose the material using M
and the color using C
. There are also settings to switch whether clothing will be worn over civilian clothes (r
) or not.
Finally there is a setting to switch if the matches must be exact or not (m
). If matches are set to be exact and items are not available, the dwarf will train without those items. If the matches are set to be not exact and items are not available, a dwarf will grab the nearest item possible and train with that.
To apply a uniform, go to the 'Assign U
niforms' tab. Select a dwarf in a squad you want to wear a uniform and press enter
. To make the uniform count for the entire squad, press shift
+enter
.
Lastly, marksdwarf squads need ammunition to train and fight. Set that up in the 'Ammunition' tab (f
). Then choose the squad you want to have ammo and add it to their squad and select how much you want. You can change the M
aterial again, and choose wether they are allowed to use their selected material bolts for C
ombat or T
raining.
Note that the ammunition tab is also the location for your Hunters to select their ammo. If you find that your hunters are using up all your bolts, whilst your marksdwarves are twiddling their fingers in the barracks, unassign the ammo from your hunters
I found one of the easiest ways to simplify the game without hacking or removing many sources of Fun is to lower the population cap. I found that once my fortress grew to 100 dwarves or beyond, I couldn't figure out how to manage all of them and keep them working productive jobs. So instead they all just sat around throwing parties and pestering my productive dwarves. Until you get enough experience to handle a fortress that size, try lowering the cap to 40 or 50 dwarves.
To do this in v0.31.08, edit data/init/d_init.txt and change the value of this line:
[POPULATION_CAP:200]
Note: your actual population may still go above the cap you set, you just stop getting new immigrant waves after you reach or surpass that cap. And apparently births don't respect caps. Also I think (but I haven't tested) that you can change this mid-game if you save and quit first.
Best Answer
The step-by-step guide to turning pig-tails into useable cloth is as follows:
Grow pig-tails, or order your herbalists to scrounge the caverns for 'naturally grown' pig-tails.
At a Farmer's Workshop (b-w-w), order a dwarf to process plants, turning the raw plant into usable plant threads. This task requires the "Thresher" labor
At a Loom (b-w-o), order a dwarf to weave cloth (plant thread). This task requires the "Weaving" labor.
At a Clothier's Workshop (b-w-k), finally you can order a dwarf (with the clothesmaking labor) to make cloth bags. (Select cloth, rather than silk or yarn, and then select bag, which is either 'n' or 'b').