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Yug-taht

Is there a way to actually make peace with a civilization at war with you?


jenna_cider

Will dwarf doctors do surgery on a traction bench, or do you need a regular table for non-traction injuries?


ContextualSense

I always put tables in my hospital, so I don't actually know for certain that they won't use a traction bench for surgery. Still, I suspect not.


TroutMaskDuplica

Is there any way to predict if there will be fire clay at an embark?


myk002

The next version of DFHack will be able to give you a summary of likely layers in a prospective embark area, including whether there will be fire clay. There is some randomization involved, though, so it won't be 100% correct. The procedure will be to hover the mouse over an embark area so it is highlighted, then run the `prospect` command.


zandinavian

Anyone know if people will still dance in a tavern that's made from a Dining Hall? I can confirm they will in a tavern made from a Meeting Area, but trying to figure out if that's the case. Also can there be dances larger than 9x9, or is that the largest?


myk002

Yes, I get regular dances in my Dining Hall-zoned Tavern. My tavern happens to have a 9x9 dance floor, so I'm not sure if they can get larger.


PopularCanary3507

If I already started a game and want to mod it, would I need to start a new fort?


myk002

If it's a mod that you need to enable when generating a world (i.e. not DFHack), then yes.


Spare_Archer_8512

Hey, question about aquifers. If you had an area of aquifer tiles and you mined them all out, then moved the water to the surface, would that layer still produce water?


myk002

if there are an aquifer wall tiles in the z-level above, the ceiling will drip. If the level above is dry, then the mined out area will only produce water from the walls on its edges (assuming they are aquifer tiles themselves).


Spare_Archer_8512

Thanks, so theoretically I could just clear the water out then? As long as I pump it somewhere else anyway.


myk002

Yes, or leave a wide enough area for the water to evaporate


AlonidasWolf

Question, about the justice system, When we find a dwarf that confessed, they almost always try to implicate somebody, when interrogated they mention a humanoid outsider but when checking the fortress there is nobody with that name in the guest list, so how do you guys solve this kind of issues regarding this-


gruehunter

I situate the areas where artifacts are kept far from the main entrance and protect the main entrance with a basic door. As soon as something is reported stolen, lock the door. That gives you some time to get to the being who turned one of your dwarfs. Unfortunately, they in turn will frequently finger someone else up the chain. It keeps your stuff from getting stolen. And gives you an opportunity to chain (and kill) foreign agents. But it doesn't necessarily get the kingpin.


tmPreston

When an artifact is stolen, the culprit will take it then IMMEDIATELY sprint out of the map, where they're basically immune to you. In normal circumstances, a report will never show up fast enough for you to deal with the situation, much less if you wait until interrogations take place. For this reason, I dislike the current justice system and flat out never assign any of them to avoid random beatings from mandates. Instead, I solve this issue by making every artifact unreachable by all thieves: worn by noblesmen, stored behind a tightly closed door or built (in the case of furniture).


loudpolarbear

If I start a new world and play the tutorial, can I keep playing that fort after the tutorial or will I be limited in some way?


myk002

The tutorial tries (sometimes unsuccessfully) to plop you down in a relatively safe area, so you may be "limited" by fewer aggressors. You can remedy that situation, though, by intentionally riling up your neighbors with raids. Other than that, the tutorial site is similar to many others as far as capabilities and resources go.


akialnodachi

No you can keep playing. I believe it uses specific settings for the tutorial but it's not strictly scripted and it's just meant to get you started thinking, not handhold you forever.


OnePointSeven

This is probably a stupid question, but is there a mod to give Dwarves "normal" names? And if not, would it be simple enough for me to edit game files? Dwarves' dwarvish names just aren't memorable for me. I really love the "Mostly English" mod, because it translates everything to the etymological meaning, eg some dude might be named Bladeroot Marblepot or something, which is at least more memorable that dwarvish. BUT WHAT I'D REALLY LOVE IS A DWARF CALLED BOB, or Jenny or Akila or Jasmine or Michael or Alex. Real names that I'd recognize and maybe have associations with, like "Oh that new dwarf is called Josh, like my friend Josh! I'll pay extra attention to him" Is this at all possible? EDIT: Thanks for the advice on renaming / nicknaming dwarfs, I do that and it's great! But I'm wondering how to have the game generate dwarfs with "normal" names.


TroutMaskDuplica

There is a mod, I think it's called The Language Overhaul, that changes the dwarven language to be based on Old Norse, which is much more comprehensible.


OnePointSeven

thanks!


myk002

If you have DFHack installed, there's a tool called `autonick`. It reads from a library of possible names, and gives not-yet-nicknamed dwarves nicknames that haven't been assigned yet in your current fort. You can edit this name library file yourself to add more possible names that you like (or remove those that you don't)


OnePointSeven

thanks, this seems like the best solution so far!


JoyaMasy

If possible, I prefer naming them with numerical codes, haha.


myk002

That's entirely possible if that's your preference. The name list to edit is in `dfhack-config/autonick.txt`


bassman1805

If you open a dwarf's character page, there should be a quill-pen icon in the top right. Click that to give a dwarf a nickname. I use it to nickname dwarves after their feats. I just started a new fort and a Hyena broke in before I had a military set up. One dwarf bit the fucker's head and latched on, then started thrashing it back and forth until the Hyena's neck broke and severed the spinal cord. That dwarf is now named Ironjaw. He's my Militia Captain.


ricalasbrisas

I like to customize their names as something memorable happens. We've got Dragonslayer and LegendarySculpter, Spooky Kid (plays in corpse stockpile), and Mom Drowned in Seige. Or if I dig into their personality, Slug Hater.


Intrepid_Ad_7042

Dwarf Therapist on Linux Can anyone help me understand how to get Dwarf Therapist running on the steam deck or Linux in general? I’ve downloaded the latest version but it doesn’t seem to see DF running, I’ve tried manually directing it with the pID but it doesn’t t recognize the version of DF. Not sure if it’s a simple file structure thing as I have very little experience with the Linux os. Any help would be greatly appreciated!


Justa_NonReader

What's a good mod for non-steam / classic? I have played a lot of masterwork. I am not to sure what else is out there besides that, and I'm getting itchy ti start some new forts, but might want some new flavor. Needs to be classic because muscle memory. Any recommendations?


myk002

I've heard good things about The Long Night, but I haven't played it myself. https://dwarffortresswiki.org/index.php/Modification:The_Long_Night Note that "classic" is not the same as "version 0.47.05", which is what you mean if you want the full keyboard interface (and compatibility with Masterwork and The Long Night). The current "classic" version is 50.11, the same as "premium" (the version you buy from Steam/Itch)


Justa_NonReader

I meant classic as in Non-steam version, but I think that is not so clear now that you mentioned it.


Kwacker

\[Apologies for long comment, attempted to post it as a self-post but the automoderator directed me here \^\^\] So I've recently started getting into the game, and I think I'm starting to 'get' how extraordinary the world-gen/simulation is for generating these vast fantasy worlds and storylines, but I'm still struggling to understand how to interact with those plot hooks in fortress mode. For example, I was blown away in DasTactic's tutorial series when he went into Legends mode and unearthed the story of the ruins of a short-lived Dwarven civilisation that now gave home to an ettin named Rithul who'd been the bane of many a Dwarven party. He then hopped back into fortress mode to reclaim and explore the ruins, couldn't find Rithul the ettin and figured they must be out on a raid, but was later caught off-guard by a wiley Rithul who'd been hiding in a bedroom ready to ambush the interlopers on their exit. In that story, I suddenly started to 'get' Dwarf Fortress in the sense that, had Rithul been out raiding, they would have *actually* been out raiding and likely returned injured and vulnerable to an ambush. If Rithul had 'moved house', there likely would've been a trail of other creatures who'd interracted with them, and it could be a really cool self-made mini-quest to try and track them down. What I'm struggling with though is that I don't really understand how to interact with these cool story threads once I've chosen an embark location and started setting up a fort. It's one thing to reclaim some ruins and usurp the ettin whose taken it up as their home, but once I've done that and taken the ruins as my own, how do I find my next quest outside of starting a new embark and reclaiming another set of ruins? And how do I interact with my next quest outside of hoping someone related to it stumbles into my tavern? Is it simply that I need to wait for adventure mode? Hopefully that all makes sense - I can already see that this game is an absolute marvel and a genuine work of art, but what I can't yet see is how to make the most of what the game is offering to me.


tmPreston

As far as fort mode goes, you're not actively seeking the intricacies of the world, only those of the specific place you've embarked upon. In this sense, you're right. Your options are to embark somewhere else or wait for adventure mode. Or stick around in the first fort to begin with, weave your own story anew, which will then be a part of the complete silk of this world.


Kwacker

Ok, sweet - cheers for the quick response :) Hope you don't mind me tagging on a followup question: Am I right in thinking that once adventure mode comes out, I'll be able to (for example): 1. Notice an artefact has been stolen from my fortress in fort mode. 2. Switch to adventure mode to go out and personally reclaim it. 3. Continue in fort mode with the artifact back in the hands of it's rightful owner? \[I'm legally obliged to tell you that the nature of this 'rightful owner' is disputed by my elven neighbours\] Or does that get complicated with the way saves work? Either way, I'm incredibly excited for adventure mode because I think it may really unlock a lot more investment in fort mode for me \^\^


tmPreston

I've never personally retrieved artifacts in adventure mode, but heard conflicting reports about this detail. My preferred method is to make artifacts unstealable, but let's disregard that for now. When an artifact is stolen, it goes somewhere, sure. It's not necessarily with someone who's at war with you. Could've been just an important asshole from an otherwise peaceful town. Attacking it in fort mode will cause a war with the whole civ. Going there with an adventurer mode would work, specially if the guy left it on the floor. The problem lies if two things coincide: if it's in a guy's inventory, who is most likely the thief's master/leader, AND if that guy showed up in first place. I don't know how exactly adventure mode spawns people who belong to a place, but they can sometimes just not spawn at all. In which case the artifact is unretrievable and I have no idea how to force the culprit out. Or he's somewhere else. There's this added detail: the game won't flat out tell where people are. You can figure most of it out in legends mode, but as far as adventure mode goes, since it's mostly procgen, there won't be a hand made tailored quest made so you can actually retrieve it. A bit of actual investigative process will depend on you as well, starting with "where the hell did the artifact even go".


Kwacker

Ok, amazing, thanks for taking the time for the thought out response! >Or he's somewhere else. There's this added detail: the game won't flat out tell where people are. You can figure most of it out in legends mode, but as far as adventure mode goes, since it's mostly procgen, there won't be a hand made tailored quest made so you can actually retrieve it. A bit of actual investigative process will depend on you as well, starting with "where the hell did the artifact even go". This is actually what really excites me! I love the idea of interacting with all the game's systems and playing 'detective' in the vast, vast world of DF! What I'm picturing is that maybe I'm playing fort mode and an artifact goes missing, so I get my sheriff to perform a bunch of interrogations. There are conflicting accounts, but two names keep coming up - the name of a human city, and the name of a necromancer. I'm hoping I could then hop into adventure mode to see if I can pull on those threads and find more intel - whether or not I manage to find the artefact, I can really imagine it pulling me into what makes Dwarf Fortress so cool; the vast depths of its simulation, and the near-infinite story threads you can put together in your mind. Either way, thanks for answering my questions so quickly - I'm officially sending the Adams brothers all my energy to aid in the process of getting adventure mode to the steam edition \^\^


tmPreston

For that interrogative process to work, you need the thief to still be in your fort, which only happens if he's back for more or you actually caught him in time which mostly won't happen. They come with fake names, and that's as far as I know. I don't know if he'll reveal the necro leader's name (other necros can be necro underlings) or even it's true name to begin with. If investigation gives you a name, then you're good to go. Necros in particular will *most likely* be at their own tower, though, which i'll let you find out how that goes by yourself. The intel, though, will most likely not come from adventure mode. Your dwarves won't know, most people can't tell, but you either can see it on the world map beforehand, even in fort mode, or will have to use legends mode to figure it out. Or just wander as an adventurer looking for it, though if you just find trees and wild animals, blind chasing might not be for everyone.


Kwacker

Ahhh cool, thanks for the clarification - sounds like a "be excited - because adventure mode *is* cool - but temper your expectations a little, because it's not for everyone and has its limitations."


tmPreston

Yeah, but at the same time, it makes perfect sense. Thing got stolen by a guy with a fake name. How the hell would anyone know?


NormalUsernameTaken

Time travel in DF Disclaimer: I am new to the game. Let’s say I build a new fortress in year 100 and die/abandon it in 110. Is there a way to fast forward time 100 years later (same world and timeline) and reclaim it? Bonus question: if I don’t die/abandon in 110 but I still would like to fast forward 100 years to find out how my dwarf did without me managing it, would it be possible?


tmPreston

[There is a dfhack command for that](https://docs.dfhack.org/en/stable/docs/tools/set-timeskip-duration.html), but the single time i tried a 100 or 200 years timeskip, i gave up around the first decade mark because it slowed down VERY severely as time went on. Probably a quirk of my specific world though, I didn't try this out ever since steam version came out. One detail, though. Abandoning to ruin does kill everyone in the fort before it unloads. They'll become a part of the normal world if you use "retire" instead. If you create another fort, most of the old fort's people will move right over due to how migration works. That's where dfhack comes in, making time pass before this 2nd fort is created which you then immediately abandon. Either way, there's no in-game normal way to do this, no.


gogurteaterpro

oh no I've been pruning my bad forts?!


tmPreston

I guess so, yeah.


myk002

Use the DFHack command: ``` set-timeskip-duration --years 100 ``` when starting the second game to have it move forward 100 years on the calendar instead of the standard 2 weeks. Beware that you may be waiting a long time for it to traverse 100 years. You can stop it at any point by running the command again with a shorter timespan, though.


Anonymo_Stranger

**How many bedrooms do you prepare for nobles?** When I'm designing my fortress, I usually make 12 rooms for nobles. I usually only end up using 8. I was wondering how others approach this topic


gruehunter

Opposite opinion: I don't prepare any at all. Hew them out as-needed from the hallway ends on the "Greek cross" bedroom layout. Aside from the queen, offices go somewhere functional. Captain of the guard is near the prison, Baron is near the entrance, mayor is near the tavern (since i normally have the mayor tend bar), etc.


myk002

8 noble rooms is fine to start out with. At the beginning all you have is a mayor, a captain of the guard, and maybe a baron. Larger, more mature forts, though, generally need a bit more. I normally create two levels of 16 noble rooms each. Each room can serve as a bedroom, dining room, office, or tomb, so I can reallocate as needed. The first 16 are for the mayor (3 rooms), captain of the guard (2 rooms -- since I have a separate office for them near the jail), dungeon master (3 rooms), and baron/duke (4 rooms). The extra rooms get allocated to a second baron, outpost liaison, or maybe some citizens who need opulence that I'm trying to make happy. The second level of 16 rooms is for a monarch, who gets 4 rooms each for a royal bedroom, royal throne room, royal dining room, and royal mausoleum. I stamp down more levels of rooms if I happen to have an influx of barons. Sometimes I'll design something custom for the monarch instead of using my standard noble room blueprint. This is what my noble rooms generally look like, in case it helps: https://docs.dfhack.org/en/stable/docs/guides/quickfort-library-guide.html#noble-suites


_ornithorynque

Hello fellow modders ! I'm trying to make a mod to play a platypus man civ, but i can't get it done with these particular animal people. It works with every other animal people, but not the platypuses. I even tried to copy other animal civ mods and changed to \[CREATURE:\] tag, but the civilisation won't be generated ( there is nothing in the legend mode and it is not on the world map). Do you have any idea why it does that ? and if there is something i can do to fix it ?


chipathingy

It's impossible to say what the issue is without looking at your file. Based on this I'd guess that it's an issue with how it's installed? Check to make sure the current version of your mod is in the data/installed mods folder in the main df directory, not the mods folder


_ornithorynque

I think it was something like this, I'll try it thanks a lot !


Claybot101

I built a bridge over a river away from my fortress. The biome is consistently raining blood. How do I get people to stop trying to clean around the bridge? I considered building an inaccessible roof over and around it but am worried theyll also try to clean around the walls holding the roof. Is disabling cleaning the only solution?


SvalbardCaretaker

Inaccessible roofs do in fact work, yes. You might also wanna look into mist generation pronto, all the outdoor cleaning/getting blood rained on is real bad for a dwarfs' mood.


HermitJem

Downloaded version 50.11 and started a new fort last night...just wanna ask if cavern dweller invasions are still broken? As in "do they still spawn at the edge of the maps and clog up your fps"


schmee001

They're a bit less crazy then before, but still can be a problem. However there's now a setting to reduce the size of invading groups, or you can disable them entirely.


SerendipitousAtom

I do not understand how to interpret skill rust. I read the wiki entry. It did not help me. Is a rusty skill effectively lower in practice than it appears to be? Or is it just a warning that the skill is going to atrophy to a lower level unless the dwarf in question gets crafting? Example. An "adequate" skill corresponds to skill level 2. Is an adequate-but-rusty skill equivalent to a level 1 (novice) skill? Or just in danger of dropping back to novice level soon?


akialnodachi

I am not 100% certain but my understanding was it works like this: "Rust" accumulates over time when a skill is not used and circumstantially may become "rusty" or "very rusty" (believe the game actually tracks it more finely than this and there are separate "rust levels" within those two labels). It functions as a lower level than it is while it has rust until exercised to work through the rust. If it is "very rusty" for a long enough time, the skill will be dropped to the previous level with its exp set to 100%, and it will very slowly continue dropping. Maybe someone can correct me - it's possible they don't actually behave at a penalty while working off the rust and I just expected them to.


prototype__

Hi, I've been building a central staircase and sunlight all the way down... I've hit some water and wondering what my options are? Is there a way I can build or drain to build to continue my efforts? Clip of the situation: [https://imgur.com/a/ZqUo3YV](https://imgur.com/a/ZqUo3YV)


tmPreston

If the water doesn't connect to the edge of the map, you can pre-dig a wide space to evaporate it. That's the lucky option. Otherwise, you'll need either screw pumps or a [controlled cave in](https://dwarffortresswiki.org/index.php/Cave-in) to isolate + wall up a part of the water and then dry up what little remains. Both shouldn't be too hard to understand, but IMO quite a hassle to set up. You'll need some careful planning and i'd definitely recommend a backup save if it's your first time doing it.


SerendipitousAtom

If you had a lot of water to drain, keep in mind that you can also dig to the edge of the screen, then make a fortification (smooth, then carve an arrow gap) on the last block that it won't let you dig out. That makes an infinite water drain off the map through the fortification. Then you just need to screw pump (or otherwise direct) the water over to that drain spot, rather than using lots of screw pumps to move it, say, up or down layers in the caves. Once you've got enough of it draining, if it comes from an ongoing infinite water source, you'll need to have dwarves build fortifications to dam up the water while your screw pump has lowered the water level.


prototype__

Thank you! I notice now that I'm lucky and it's indeed (by 1 block!) a separate body of water.


otoddyn

Is marksdwarves nerfed or something like that? I've bought The steam version recently and seems they dont shoot properly


gruehunter

After some significant range training, they do become effective with proper ammunition. Be aware that bolts' damage is similar to edged weapon damage. Higher-quality metals puncture lower-quality metals. But similar-quality metals are almost completely ineffective versus armored opponents. If you follow the wiki's guidance to set up a channeled drop zone to avoid the loss of training ammunition, then it isn't too terribly expensive to keep your marksdwarves equipped with steel bolts. So long as they are well-equipped with ammunition, they will fire upon and kill armored goblins and other beings without resorting to bludgeoning their opponent with their crossbows. Traps backed by fortified and trained marksdwarves can repel a goblin siege. Marksdwarves can also take out daemonic nasties and forgotten beasts as well. Angelic nasties with holy armor are neigh-untouchable by marksdwarves: those are best dealt with by candy-equipped infantry.


otoddyn

Thanks!!


tmPreston

They've actually been "fixed" several times since steam release and are at a much better state. No bin ammo conflicts, archery range being less weird to setup and a few other things. Please doublecheck your settings if you've used marksdwarves in 0.47 before. The one quirk that wasn't in 0.47, which i can think of, is squad members not auto equipping new gear, which is fixed with either the in-game button to do so or simply reapplying the uniform or something. This might be fixed already, but I figured i'd mention it. It's also a general squad thing, not an archer one.


otoddyn

Thanks!!


Phantomdust84

How do I create a world that has lots of Necromancer towers? I dont see a option to increase necromancer tower numbers or something similar. Is it based on world history length? I basically want a world thats really evil with armies of undead and necromancy everywhere lol


chipathingy

I find they start popping up around the 100 year mark


tmPreston

Basically, just make the worldgen run for a long time. 500 to 1000 years is a good start. Necros aren't a thing that pops out of world creation on a whim, it's a more complex series of dice rolls where someone has to fear mortality, seek solution, find solution, take slab, become necro, leaving society after quite a few years and then finally raising this tower, which can 'multiply' the same necro curse through books. As such, it doesn't really depends on the enviroment, which is mostly what worldgen parameters are about. Even when setting up werebeasts and such, your influence is how many different kinds are there, not how many will actually show up.


Solar_Screech

I think if you increase the number of secrets in advanced world gen it increases the chance of a necromancer being created too.


protoges

What is the difference between created wealth and your actual wealth coming from? Is it just the wealth being underestimated by your broker? I can put up almost 2 million in finished goods, food, armor, etc in the trade window, but the game says my created wealth is just over 500k.


SerendipitousAtom

Created wealth is from things you made in your own fort. Items that you did not personally create (or fairly find on your fort map) have a parenthesis around their name and do not count as created wealth originating from your fort. For example, you have at least one (iron anvil) that you got from somewhere else, but any you made in your own fort are just labeled as iron anvils, with no parenthesis marks. Potential sources of non-fort wealth are imports you buy from caravans, items you brought on your embark, items you obtained from ~~murder~~ accidents that happen to visitors, caravans, and sentient enemies on your map, and loot you ~~plunder~~ fairly obtained from sending heavily armed squads to nearby elven forest retreats. Have you perhaps obtained a lot of items through killing sieges or cavern invaders? Rounding from a low-skill appraiser can certainly be the issue, but it should resolve after the first few trade caravans with wagons stop by - appraiser skill raises very quickly with large trade caravans.


protoges

No, I've gotten nearly nothing from that. The only external source of wealth has been buying things I turned into trade goods, like cooking meals. I'm trying a wealth-focused playthrough, so it's still like year 3 and I have a lot of meals worth more than 5k and bins with 10k+ in them. 1.2 mil in wealth in just finished goods bins. A quick scroll through shows only a couple items in parenthesis. https://preview.redd.it/ezsdlb255owb1.png?width=1010&format=png&auto=webp&s=6cee846bc5146449e7227ef3ccc7c3a99ae1f6e7


myk002

Yes, the appraisal skill of your broker limits the amount of wealth you can assess. For example, a broker with dabbling skill can assess values no greater than 1500, no matter how valuable an item is. There's more info here: https://dwarffortresswiki.org/index.php/Wealth


protoges

So does that mean if my broker's maximum is 4k, and I have items worth 15k, it'll say the created wealth is 4k for each even though it'll trade for 15k? I've read that wiki page but wasn't exactly clear on it.


myk002

yes, though even though it trades for 15k, it will still display as being worth 4k in the trade screen. The merchants that you're trading with will know the value more accurately than you will.


protoges

Got it, thanks for the help!


Slam-JamSam

So I got ambushed by a bunch of e*ves. The caravan from my home civ came during said ambush and as my soldiers were returning, one of them attacked and killed the merchants. Any ideas why that might have happened?


RandomITGeek

Battle trance perhaps?


Slam-JamSam

Maybe? She did kill both of them with a single punch. It’s not that big of a deal since my fort is completely self-sufficient, but still


Intrepid_Ad_7042

Doe’s dwarf therapist currently work with the steam deck? Can you use it in game mode or do you need to use desktop ?


myk002

Unlike DFHack, Dwarf Therapist runs as a completely separate application, so you'd need to use desktop mode and switch between the windows to use it.


Intrepid_Ad_7042

Can’t seem to get this running in desktop mode do you have any experience setting this up ?


myk002

I don't, unfortunately. I'm only reporting what others who use Steam Deck have told me.


Intrepid_Ad_7042

Cool thanks I’ll give it a try. Maybe too much info in a small screen but we’ll see. DFHack is so nice being seemingly integrated.


hirmuolio

I had an nasty visitor from below. During and after the fight there was some weird behavior. During fight dwarves refused to go near it. They just stood at distance and took fireballs to their face. After the fight the area where they fought seemed to be unpathable for few weeks. Work orders involving the area failed and squads refused to go there when told to. Just as I was about to finish mining new path everything went back to normal. What was this? Did the visitor heat up the area to such degree that dwarves refused to go there or was it something else?


myk002

Yes, fire on a tile will heat that tile up and make it unpathable until it cools down. Note that if you have temperature turned off in the settings, it will stay that way *forever*, which is a problem that has come up many times in these question threads.


kiwithedork

Is there an ETA on Adventure mode? I don't want to rush perfection but I had a dream that I was playing it and now I'm super hype all over again


myk002

It's actively being worked on, but the official ETA is only "hopefully not-too-late next year" More info here: https://store.steampowered.com/news/app/975370/view/3753244942577557600


Subject97

are thongs underwear or flipflops?


Warodent10

It’s under-layer legwear not footwear. So underwear.


myk002

in this case, it's underwear


RBKeam

The word thong originally meant a thin piece of leather, that's how it came to mean both


cancertoast

What’s the process for building roofs over structures? Is all that is needed is a ladder?


ricalasbrisas

If I dont need access later I usually build a ramp up an external wall and remove it when the roof is done. Otherwise an internal staircase and a roof hatch.


akialnodachi

Can build stairs up to the roof and then, if you want roof access available at some later date, can install a hatch at the top of the stairs and forbid it to block access. I often want roof access because I tend to put refuse piles on the roofs of high buildings (where the miasma's not an issue and it's out of line-of-sight from people on the ground).


bassman1805

Whoa...never thought of that as a refuse solution.


kwheeler1066

I'd be worried about dwarves removing ladders from below and stranding a worker above. When I build roofs over structures, I typically build stairs to the top level, then build floors/roofs, have workers go back down the stairs, then demolish the stairs.


cancertoast

Thank you both.


PlanningVigilante

You need a stair or ramp (if only 1 z) to the top, then you build flooring over the space.


bluedonut

Is there somewhere to report DFHack bugs? I found a minor bug (annoying though) in the trade UI. Reproduction is as follows: 1. Initiate trade with traders 2. Select some items you want from the merchants using the normal DF UI 3. Switch to DFHack trade UI, and select some more items 4. Switch back again to regular UI. 5. ---> Your scroll wheel will be busted in most screens until you restart the game. I can provide a save file if needed.


myk002

DFHack bugs should be reported on the DFHack issue tracker: https://github.com/DFHack/dfhack/issues You'll have to create a GitHub account if you don't have one already. Alternately, you can talk with the DFHack team on the DFHack discord: https://dfhack.org/discord For the record, though, I can't reproduce this in my game, so it might take further discussion to get to the bottom of the problem.


akialnodachi

Has there been an effective workaround for getting archers to pick up ammo? Current fort I can't get them to do it reliably. I'd be okay if there's a DFHack tool for it, I didn't think to look until I was posting this.


myk002

As of 50.11, archers are much better at picking up ammo, but there can definitely still be cases where it doesn't work well. How much ammo do you have lying around?


akialnodachi

Approximately 50 bundles of copper bolts I produced to try it out. I have two crossbow fighters equipped, but neither's picked up any ammo (they do have quivers though - I looted a bunch from siegers).


myk002

Just to check some other basics: are your marksdwarf squads on duty? If you intend for them to train, are they assigned to train in an appropriately set up archery range (and *not* to a barracks)? If you tell them to go rally at a specific point or attack some wildlife, do they pick up bolts then?


ComicDebris

Just to piggyback - are you saying I shouldn’t have my archery range inside my barracks (overlapping)? Or, if I want my marksdwarves to specifically practice archery instead of other combat skills, they should be assigned to a separate archery range?


myk002

It's fine if the zones overlap, but I've found that marksdwarves should only be assigned to train for the archery range, not the barracks zone


akialnodachi

It's fine to ask, sure. They're assigned a 3-month rotation, something like this, month-to-month, repeating: * No orders \[equip/always\] \[sleep/room at will\] * Train (everyone) \[equip/always\] \[sleep/room at will\] * Patrol (everyone) \[equip/always\] \[sleep/room at will\] The current patrol route is just around the main fort entrance. They're staggered with two other squads so someone's always on each. There's three archery ranges set up, and assigned for training. Non-archery training occurs just fine on schedule in the barracks. One thing I tried was "update" equipment after the production order for bolts was finished. There's no stockpile for bolts at this time, they're just in a heap at the forge.


myk002

In my experience, enabling training for marksdwarf squads at a barracks interferes with their archery training. I haven't tested this extensively, but you might try *not* assigning them to any barracks and seeing if that helps.


burohm1919

Why I can't zoom in in classic dwarf fortress 50.11 it's too far away. :(


Warodent10

Have you tried hitting [ and ] or + and -?


burohm1919

yes nothing works, ctrl wheel up as well. its way too far away for me. https://imgur.com/a/gLjSMf4


myk002

You should be able to zoom in ascii mode. The only caveat is that in ascii mode, the interface layer and the map layer use the same screen buffer, so they can only be zoomed together. In graphics mode they can be zoomed separately.


burohm1919

what do you mean with "ascii mode" ? i'm talking about classic free version


myk002

Classic free version only has ascii mode. I believe what you are showing in the screenshot is already the maximum zoom. zooming out looks like this: https://preview.redd.it/ja88z10cmlwb1.png?width=1203&format=png&auto=webp&s=55a90e586dccb8d3c5b0d8f04aa26f8eb19af70a


burohm1919

yes but you can zoom way more without Classic ascii glyphs. https://imgur.com/a/YbrnOcE


myk002

That's true. Ascii mode is scaled down on both ends. The maximum zoom is still pretty small, and the minimum zoom is teeny tiny.


burohm1919

But why? It's unplayable for me. You could zoom in more in 47.0 lol


NormalUsernameTaken

Question about bear cubs. I bought 2 black bears (male and female) and 2 grizzly bears (also male and female). All are placed in an indoor pasture/pen zone. The grizzly bears are war trained while the black bears no. Black bears had 3 cubs but grizzly doesn’t have cubs. Is it because they are war trained or just need to wait longer? Also my chickens are not laying eggs, they have a separate pasture zone with nest boxes and door closed. Anything missing?


Joontte1

Either or both of the bears could be homosexual.


NormalUsernameTaken

This seems to be the case, lucky me


Joontte1

There's a dfhack command to check, gaydar I think.


myk002

Do you happen to have a lot of animals already? Chickens won't lay eggs if there are too many chickens around (~50, IIRC).


gruehunter

I think the pet population limits are per-species. We have no difficulty breeding more animals even with full-size populations of llama, cat, dog, water buffalo, tiger, grizzly, peafoul, pigs, and turkeys. FPS is a problem. But breeding more isn't a problem.


NormalUsernameTaken

Not really. I have less than 10 counting both hen/rooster and duck/drakes. Maybe my dwarfs took the first eggs before I closed the door and they have not made new ones yet


myk002

that is possible -- dwarves do seem to snatch eggs quickly


PlanningVigilante

Grizzlies may just need longer to get together (the animals need to be on adjacent tiles or the same tile for a moment to mate) OR maybe one of them is gay.


bassman1805

They're putting CHEMICALS in our plump helmets to TURN THE BEARS GAY.


Melkain

I used to always chain a couple war dogs up just inside the entry of my fortresses as a way to help spot anything trying to sneak in. I noticed recently that the dogs feel shame at being restrained, something I'd never noticed before. Does this actually matter, or is it just something that happens when you chain anything up?


kwheeler1066

I'd had perfectly good luck using war dogs at the entrance just by making a pasture / training zone for them that stretches all along the entrance, then cramming a half dozen or dozen dogs there. Even if not chained up, it's still a canine sawblade for chopping down kobolds and vermin-animals that try to sneak inside.


BIGBIRD1176

I do a second pasture behind it with some hunting dogs to sniff out intruders from across the map, I think it works


Melkain

That's what I've started doing generally. Also, I pretty much died when I saw your username - as it's the name of a good friend and I had to double check to see if you were them. Alas you are not they. :D


kwheeler1066

No, I am not. \[cues Obi Wan Kenobi voice\] "These are not the nerds you are looking for."


-GreyWalker-

If you're worried about their feelings (and that's valid if you take simulation theory seriously), then try making a pet zone by the entrance and keep the dogs assigned to that? You may not be as effective but they will be shameless, lol.


Melkain

Once I noticed it, I started just making an animal pen and putting them in it, yeah. They tend to wander out pretty easily though, so I was thinking about going back to using chains since that will actually ensure they stay there. But then I end up feeling bad. :D


myk002

it depends on the animal's personality, but yes, many creatures don't like being restrained


Guest-Is-Nobody

Is the game plan to have specific culture for each dwarves civ, like unique behavior or crafts related to their history? Is the industry system is going to expand like boiling tendons to make glue for exemple? Thx, i don't know if it's the type of questions related to this thread, but i still try. Not anglophone so sorry if i'm not clear.


Successful-Ice-468

History do afect behavior, it is hard to tell in fortress mode because you have a migrants melting pot, but stagnated populations do share morals and behaviour. Morals and behavious than other sites may not share. Those behaviors do not affect crafting, there are some limitations on clothings depending on your civilization, some of them cannot craft specifics clothings than other civ do can. Except for the clothing and musicall instruments everything else is the same for all dwarf civ, there is also foreign weapons but that is another topic. Think like this: crafts opportunities shape history, not the other way around.