Quote:
Endoperez said:
Refuse rots, and becomes - MIASMA! Luckily, it isn't quite as ominous as I first thought. I only makes dwarves unhappy, which is still pretty severe but not instant death sentence.
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It can cause problems if dwarves stay in it too long.I've seen a dwarf faint due to prolonged miasma, and I suspect it can eventually cause death.
I find the essentials for the starting colony are a carpenter's workshop, a mason's workshop and at least one food workshop, depending on what your using (fish cleaners for fishing, butcher for hunting). A mechanist is also essential to get your farming industry up. Try and build a well as soon as possible to make a meeting hall (just be careful of frogmen spawning from it), a barracks (a room with several beds) and head east till you hit the river.
Remember to designate the area for tree cutting - fairly common newbie mistake.
I also find it a good idea to take along a number of dogs. War dogs are much more powerful than armed dwarves until you can build decent weapons, and a hunting dog tends to die far less than training a dwarf as a hunter (btw if your taking the hunting route, remember to give the dwarf some combat skills).A cat can be useful to keep the number of rats and similar down.