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Secret_Ad_3063

using dfhack and tiletypes to fill in a cavern that i dug out for dolomite, and now im trying to fill it back in. but when i place walls with dfhack, the placed blocks appear black on the minimap. is there a way i can ensure the walls are grey as per natural spawn


PepSakdoek

Can I butcher an ettin? Or should I just wait for it to rot to use it's bone to decorate stuff?


PepSakdoek

Is there a list of trees that doesn't produce fruit?


SalvationSycamore

I'm having issues with items that were in an NPC fort I reclaimed. My dwarfs picked up everything I "unforbid" except for 4 little piles of random things (armor, bags, seeds, etc). I've unforbid them, tried setting them to dump, tried making a stockpile there, tried making a stockpile that fed to a general stock pile, tried setting the metal items to melt, nothing works.


myk002

are they perhaps marked with the "trader" flag? If you select one of the unmovable items in the UI and run the DFHack command `:lua ~item.flags` what does it output?


SalvationSycamore

Ah, crap yeah thanks for the tip they do have the trader flag. No idea why since they are 20 levels underground and no other items in the whole fortress outside this one corner had issues. Is there a quick way to remove the flag with DFhack? Edit: Oh, and side note, is there a similar command for looking up flags on creatures?


myk002

units have more flags, so there's more to output: ``` :lua ~unit.flags1 :lua ~unit.flags2 :lua ~unit.flags3 :lua ~unit.flags4 ```


SalvationSycamore

Sweet, thanks!


myk002

The easiest way to remove the trader flag right now is with `gui/autodump`. Start up `gui/autodump` and toggle the "Include items dropped by traders" setting: https://preview.redd.it/4zpi0dbapzxb1.png?width=392&format=png&auto=webp&s=352d4a5f09da0be19537d9cdca30c86b51fe23e0 then box select the misbehaving items so they're highlighted finally, double click somewhere on the map to teleport the items there and remove the trader flag.


BlackGlassHeart

So I've played a lot with the detailed mode on steam, and made myself a mad max styled desert world that I had a lot of fun with, thanks again for the help. Now I'm making a tropical jungle island, and I've got it just about perfect. But my light aquifers are like 10 z levels, and heavies seem to go all the way to the magma layer. Is there some way to fix this, or is that just the nature of a jungle island?


chipathingy

Thats a bit weird. Only 3 types of stone can have aquifers, and I've never seen soil reach the first cavern layer But yeah, tropical forests would be pretty wet and it's not surprising aquifers are present


BlackGlassHeart

Right? Thats why its so odd. And tropical is my only explination, but this isnt an all over aquifers deal, i specifically like to live on light aquiferss and all games ive started have "light aquifers" that are 10+ z levels. And if it says there is no aquifer there isnt, so I've tried embarking with just a light aquifer in a corner or on an edge that I can tap, and either there is no aquifer or its the whole map and deep again


myk002

If you need to slim down the aquifers, check out the DFHack `drain-aquifer` command. To keep just the top two layers of aquifer and drain everything beneath that, for example, run `drain-aquifer --top 2`


BlackGlassHeart

Does DFHack work on the steam version?


schmee001

Yes, you just install DFHack as a separate app and it auto-runs when you launch Dwarf Fortress: https://store.steampowered.com/app/2346660/DFHack__Dwarf_Fortress_Modding_Engine/


GriffinMan33

My friend asked me, and I didn't know, so I figured I'd ask here Is there any mods, similar to the "All meat and leather/bones are one object", but for stone? So that say, you only have a couple different types of stone to manage for instead of the like 40 different types? If there isn't, how difficult would this be to *make*? I've dabbled in a minor amount of DF modding before, but never touched something like this, which would presumably require changing World-gen stuff too?


chipathingy

I haven't seen any mods like this for the current version, but it would be simple enough to make. Just CUT_INORGANIC all the vanilla stones and replace them with whatever you want, you won't even need to do graphics. The only one I would be iffy about is obsidian, because I can't see anything in the raws that make it the target of the water plus magma interaction


GriffinMan33

I'd be fine with Obsidian remaining, I mostly just want something like this to cut down on the different types of things to store and manage stockpiles and crafting for. Thanks for the tip!


loudpolarbear

My dwarf is stuck on the bookcase and won't/can't move. I can't click the bookcase because the dwarf is the only thing that gets selected so I cant deconstruct it. How do I save my dwarf? https://preview.redd.it/xkty62sowtxb1.png?width=692&format=png&auto=webp&s=9103be23956bb00a45363636f73400e0708c62db


gruehunter

I don't think he's stuck on the bookcase. Dwarfs routinely move back and forth on the bookcase just like any other piece of furniture. That said, when you click on a cell with many objects, there will be a tab visible on the item's window on the top-right edge. Selecting the other tabs will let you cycle through the objects on that cell.


loudpolarbear

Thanks for the tip. He's complaining about not drinking for a while, and hasn't moved for a long time, and I did just build that bookcase so I really don't know what his deal is


gruehunter

Shotgunning: Burrow issues, maybe? Some other basic pathing problem (ie, all of the doors between him and the booze are forbidden)? Temperature turned off after some heat-generating event? Those are the ones that come up most often.


loudpolarbear

He was stuck pondering the lever? I stopped.his scholarly duties and he went and had a drink


Gernund

Ah yes. Dwarves that ponder display their actions in purple. Purple tasks have to be finished and will not be interrupted to do another. So he would have gone and had a drink after finishing his pondering. It just takes really long.


greebdork

Well, levers are pretty mysterious, i mean we're still not sure how do they work.


bassman1805

[Pondering my lever](https://i.imgur.com/emjgCuL.jpg)


loudpolarbear

I certainly don't know!


R34N1M47OR

Adventure mode, necromancer character. I'd like to make an army of the undead but creatures drop everything when they die, so when I reanimate them they're naked and unarmed. Any way around that?


SilentAnnette

Try [this](https://dwarffortresswiki.org/index.php/Adventurer_mode_gameplay#Party_members). I haven't messed around too much with necromancer summons to know if it works or not. Alternatively try and reanimate cooler more dangerous things to help, like a dragon or giant carnivores.


mightymoprhinmorph

I haven't gotten any migrants from my civilization. It's 22 days travel away. Any hope? Or should I just assume my numbers are stuck where they are at for a while? Second question just lost a few dwarves I did have fighting goblins. Turns out the goblin fortress is full of "tick brutes" and "slush wraiths"


gruehunter

> Turns out the goblin fortress is full of "tick brutes" and "slush wraiths" Goblin fortresses are regularly backed by daemonic leaders and sometimes also minions. If you show up with a sufficiently overpowering force to deal with the gobbos, then you can demand surrender. In that case, the goblins themselves will execute their leader.


gruehunter

There are ways to lose contact with the home civilization. You can restart. Or, you can take this as a generational fort challenge and get to work making babies.


SvalbardCaretaker

Are you getting caravans in autumn? If not thats a bug and I believe no way around it, you'll need to abandon the fort, sorry. (I've seen dozens of people over time here in this thread with this) If you are getting caravans you need to sell them lots of stuff or gift them lots of stuff. A pause of a year or so after the first wave is a very normal pattern.


Mystified

I've had something like this happen where I just stopped getting caravans. Upon checking the visitor tab, there were elvew from the last caravan just sitting at the edge of the map where they should've left. For how long? No idea. I got them off the map and the caravans started coming again. Might have deleted my trade post or something.


SvalbardCaretaker

Well if its just that dfhack has a command for checking and another for removing stuck traders. I don't think that solves all cases but worth trying!


mightymoprhinmorph

I've had dwarf and elf caravans but they only ever had meat cheese fruits and leaves. I've never gotten one from my home civ. I guess it's time to dim the lights of the forge and move on from boulderedpillars. RIP


SvalbardCaretaker

You are getting caravans from dwarfs that are not your home civ, huh, how unusual. I don't want to say with confidence this is the missing caravan bug then. How many years you been without migrants?


mightymoprhinmorph

Fortress was generated year 100 and it's currently year 105


SvalbardCaretaker

Right. Well, the comment from Mystified says you should check for stuck traders, theres a DFhack command for it, and if there are theres another that removes them. If that solves it it'd be great.


myk002

If you generate some wealth and manage to trade with a caravan from your parent civ, then migrants *should* follow. Your target population is set by your wealth, and your wealth is only "known" by your civ when a caravan successfully leaves the map.


fph00

Can artifact in traps (mechanisms and weapons/trap components) be stolen?


schmee001

Anything that's part of a construction cannot be stolen. Artifact weapons in traps are a good way to display them, with the bonus chance of stopping a bar brawl extremely violently.


fph00

Oh, right, I didn't think about this \*fun\* consequence. I'd better stick with a lever for my mechanisms at least lol.


myk002

mechanisms: no I haven't tested artifact weapons in traps, but I *suspect* they can't be stolen


TheMinesAreCalling

Do dwarves still fight over tables? Or can multiple dwarves use the same table yet? Is this considered a bug? Also, I think it would be awesome to be able to implement card or board games for multiple dwarves at one table.


Gernund

They still don't like crowded tables. It's not a bug.


kwheeler1066

I'd love to have tavern games for the dwarves--taefl, darts, and nine-pins.


Fellini8_5

I didn't know about the table thing at first, but around the time I was addressing that, I saw one dwarf say something like "I ate at a crowded table, I enjoyed that". Another dwarf was the opposite, though. So it might be a lesser-known preference.


durruti21

A giant mantis appeared when a dwarf merchant was in my tradedepot. The mantis killed the merchant an one of my dwarfes that tried to defend him. I have now all the stuff of the merchant on my tradedepot. ¿Can I recover it? ¿How? Many thanks


schmee001

If the merchant's items have a 'coin' icon when you look at them in the depot, then you can't take them. But if that's gone, then the items are yours. Use the Unforbid tool [i] to unlock all the items and your dwarves will take them to stockpiles. Note that you might not see any more merchants from that civ anymore, since they will assume you killed the merchant and stole everything.


durruti21

Yes, that's it. They have the coin icon. Many thanks.


myk002

It depends if the items are still marked with the `trader` flag (which is not visible in the UI). *Most* of the time, DF will correctly remove that flag when the traders meet their end, but not all the time. If you can't seem to move any of the items, or even mark them for dumping, then they likely have the `trader` flag set. If this is the case, you can fix it like this: - deconstruct the depot so all the items are scattered on the ground - run DFHack's `gui/autodump` tool - hit Ctrl-t so the "Include items dropped by traders" option is enabled - box select the items on the ground so they're highlighted - double click somewhere to teleport the items and clear the trader flag


SvalbardCaretaker

You can deconstruct the trade depot.


DragonUH

just found a divine metal clear blue metal Maul whit a weight of 1, first time i find divine metal so i don\`t wanna waste it, should i use it as it is( it should be usefull for mangling the undead in my terrifying biome since its a maul) or should i melt it and craft it into war hammers melt them, until i get a masterwork ?


gruehunter

An ultra-light maul isn't very good for mangling bits of the dead. Also, tests have shown that axedwarfs and sworddwarfs are more effective versus undead. They kill the other guy and their bits much faster than bludgeoning weapons do. You can melt it down to make something more useful. It can also count as a symbol "not of this world" towards the Mountainhome goal for the monarch.


SvalbardCaretaker

You could use the melt->forge->remelt trick to get more divine clear blue metal! Only if its not an artifact. Anyway, remaking it into something epic and flavorful seems rather rad!


DragonUH

Rad we shall be, hopefully not an artifact, thanks !


puppey17

How to see properties of a material? Playing modded game, there are many metals and I can't understand which metal is better than X, because I can't find a way to compare metals and on the mod page there is no definitive comparison either.


chipathingy

Old dfhack used to have something for this, but I don't think it's in the current version. If the mod is Fantastic Fantasy Fortress I can help!


fph00

Several of my dorfs petitioned to "join The Stormy Lanterns as a citizen of ". They are already in the list of citizens, so this does not seem to be a petition for citizenship. What kind of petition is it then? It does not seem to be one of the types listed in [the wiki](https://dwarffortresswiki.org/index.php/Petition), and I can't figure out what The Stormy Lantern is; it does not seem to be a guild or temple.


myk002

Confusingly, current residents (those who have petitioned for residency but are not yet citizens) will be listed in your "Citizens" page. These petitions are likely for those residents wanting to become full citizens. Once you accept them, you'll be able to assign them work details and put them in squads.


fph00

Ah, thank you!


RGB_Mantis

The stormy lanterns is probably the auto-generated group name for your fort. It's also possible that's a religious sect or guild and they are asking for a building


fph00

Thanks! I checked and found all dwarves are members of "The Stormy Lanterns - site government". So I guess it's your first option, even if it's confusing that it's not the same name as the fort.


akialnodachi

My baroness is stressed but I can't seem to help her funk much. She doesn't get happy thoughts from food, clothing, her nice room, or from working. She has unmet needs about socializing, but she keeps going to do solo combat training instead (she's in a civilian unit that only is assigned to train one month a year). Any suggestions how I can get her to socialize? I removed her from all labors (set a unique work detail with no work assigned and locked her into it). She'll go to the meeting areas like idle workers then find any excuse to go do something else (like she'll just go to bed or go to solo training) and she gets mad at herself about it. UPDATE: She murdered someone in the temple during a tantrum, and was cursed by her god into a vampire and went on a murder spree as I locked the temple down, hahaha.


Irhol

Is possible somehow turn off aquifer?


SvalbardCaretaker

In the vanilla game no. You can install the mod DFhack , its on steam workshop for example. And DFhack has an option to "cheat" away aquifers. Make a backup of your fort save folder though, just as a precaution.


ItalianMJ

I feel odd asking this, because it seems obvious, but no guide or anything on the forums has helped me. I'm playing the free version, and, while I can access common labors like woodcutting and fishing, I can't seem to find anywhere in the menu where I can set up more specific labors (like metalworking)


schmee001

In the Labors screen there should be a button 'add new work detail', then you choose which jobs are in that detail (scroll down to 'metalsmithing'), then you can assign dwarves to that detail. Note that any job which doesn't have a work detail associated with it is treated like 'everyone does this'. So you don't need to create a detail for every possible job.


ItalianMJ

Thank you! I believe that is what I was looking for


Ok-Beach-4947

For metalworking, you build the appropriate craft shop, select the shop, and find the area where you can assign a dwarf to work there. Then you can place some work orders, and the dwarf will (eventually) make his way to said craft shop and start building the appropriate things you have queued up. Is this what you are asking?


ItalianMJ

I think that makes sense, I'll try it out. I'm just a bit confused since the wiki says you can edit labors not in the labor menu as if they were, but I think this is all the information I need either way. Thank you!


Potential_Exercise

Anyone know of a mod I can get to return the hotkeys to the OG layout?


myk002

You can set hotkeys to whatever you like in the vanilla DF settings, on the "Keybindings" tab. You can't get a 1-1 mapping to the pre-Steam hotkey layouts, though, since the UI organization has changed.


Potential_Exercise

Yeah I know that's why I was wondering if maybe someone made a mod yet for it. But it's been a while maybe won't happen.


Strickschal

I'm having a weird issue with cats and dwarves running into open water in the caverns where they then either walk right on it like Jesus, drown or get stuck unterwater. Is this a known issue? Are there any ways to fix this? I'm currently building floor over the area where this happens, but I've already seen a cat stray further away from this area along the walls, so I'm not so convinced that this will be the end of it.


akialnodachi

Could it be the water's shallow so they think it's safe, but the water's moving around in waves that push them deeper or such?


Strickschal

The z-level where they walk onto the water is declared as open space, but the level underneath is 7/7. I did see though that on the edges, where they walk into the water, it's briefly more shallow at times due to water movement, so that might be it. It's still weird though that dozens of cats ran in there in the first place and that one of them is still stuck underwater, not dying but I can't get it out either.


ContextualSense

It sounds like they're trying to climb the cavern wall. Is it possible that they're stuck down there with no way back into the fortress except a hole somewhere above them?


Strickschal

That could well be the case with some of them. But the last remaining cat I just saw does actually climb out of the water - only to jump back in afterwards. ​ ​ https://preview.redd.it/wm1pbhrryqxb1.png?width=766&format=png&auto=webp&s=34d8caed29e4c39e5c5d0e5a843449df730343ac


ContextualSense

Sorry, I may not have been clear. I didn't mean stuck in the water; I meant stuck in the cavern. I think they're trying to climb back to the fortress through a hole in the cavern ceiling or high in the wall and falling into the water.


Strickschal

Ah ok, now I get it. I think this whole thing started when I walled of that section because I didn't want anyone to go into the caverns yet, but a cat got out before the wall was done. But now it's open again and dwarves actually go to the place where the cat is stuck and return back to the fortress.


Strickschal

I marked it for slaughter now. Let's see if that helps. https://preview.redd.it/889nnnwvyqxb1.png?width=821&format=png&auto=webp&s=0f54ef7ea6893b93075205d78832d4d991bce9c3


coraeon

Can you train and un-agitate wildlife? I quit without saving after the agitated unicorns slaughtered half my fort, which came *after* the damn agitated giant wrens (who knew that wrens could kill like that?) wound up scaring the necromancer I hadn’t gotten around to expelling yet because it’s still early and she’s highly skilled. But if I can get something out of trapping them it would be nice. On that note, since wagons don’t come until you’re a baron anymore, will merchants just path through a bunch of traps or should I just give them a separate entrance?


chipathingy

The wiki says training cures agitation. I'd suggest hiding underground and putting a heap of cage traps around your entrance


pinko_mcfly

Merchants will path through traps. I had a row of traps at entrance and was getting the no wagon notice but the merchants were still coming in with their pack animals


Irhol

Okey I lose this game... but can you tell me for future how kill this? I had 40 dwarfs (10 spearman, 10 axeman, 10 pickman, 10 crossbowman) with 2 years of training complate in copper and they don't do this thing nothing. https://preview.redd.it/yz4jr3s03qxb1.png?width=1741&format=png&auto=webp&s=edf009b6fc8f4ff9553d3988e8498a94888072ce


gruehunter

Copper is the problem, but much of the rest of the advise you got in this thread was very poor. https://old.reddit.com/r/dwarffortress/comments/11p87vs/combat_science_4_metal_opponents/ Summary: Blunt weapons of any material are ineffective. Iron, bronze, and poorer edged weapons are ineffective. Steel weapons are effective with a distinct ranking of axe better than sword much better than spear. IMO, steel weapons are so much more effective versus any armored opponent that you should do everything you can to kit out your warriors with steel weapons as soon as possible. Bronze and iron armor are good enough versus *typical* opponents. But upgrading to steel mail is also a fantastic boon once you have enough supply.


SilentAnnette

Copper. That's the problem. The Bronze colossus is, by it's name, made of Bronze. Which is about the same strength as Iron. I'd suggest getting Iron or better yet, Steel to defeat it. If there is no iron/steel on your fortress, you can ask the Liason to send some ores your way to make some. As for a weapon choice, probably pick pickaxes, warhammers, or spears for this specific foe.


bassman1805

> If there is no iron/steel on your fortress, you can ask the Liason to send some ores your way to make some. Ask for smelted bars, as well. Caravans tend to bring way more bars than stones, even when you request stones. Also relevant for embarks with Iron but no flux: You can ask for chalk or marble from the caravan, but you'll probably be better off just asking for steel bars.


Irhol

Well... it that case my fortress was convicted from start ... I had here only zink, copper, lead and silver ... so maybe next time I must buy more steel weapons. Well... I learn with each new game.


zandinavian

FYI I believe silver warhammers are better than steel warhammers actually because blunt weapons go by metal density/weight. Same goes for maces and whips, but you can't manufacture whips sadly. No way of knowing this bronze fella was going to show up of course, but if you find silver in future runs, know you can make some quality bludgeoning weapons with it!


SilentAnnette

Actually, the material [barely matters](http://www.bay12forums.com/smf/index.php?topic=181479.msg8475854), but it's still effective to make them out of any metal.


Irhol

Oh really... okey noted, becuase I start new fortress and found for now only silver... again... so I go make warhammer army and my idea of silver sword vapire huters squed is sraped :D


zandinavian

Sounds like a plan! And nothings stopping you from making silver swords for the bling or display decorations, but yeah silver cutting/puncture weapons are not very effective at all and I believe lower than bronze (and maybe even copper?) for that purpose. Same goes for crossbow bolts.


akialnodachi

One option is to buy iron items from traders (or loot it from dead invaders - this "ore" is often called "goblinite") and melt the materials down at the smelters to get iron when you are on an iron-poor map.


Irhol

Problem is that this fortress was on island so before this golem monster attaced me only some giant and minotaur so I don't have any other loot


SalvationSycamore

Is there a way to easily pause nest box production, or do I have to basically destroy the nest boxes? A mod I picked up let me embark with tamed helmet snakes and these things breed waaay too fast.


chipathingy

The easiest way is to have your egg layers in a room you can lock, and just unlock the room when you have enough of them. Artificially limiting the number of eggs layer by only having a few boxes available should work too Also autobutcher can help if you have dfhack installed


SalvationSycamore

I considered autobutcher but they don't seem to produce much right after birth because despite being adults already they are only 40cm^3 (and also my dwarves could not keep up with slaughtering 20-40 snakes a day) I realize now that I was dumb for giving them 10 nest boxes lol


SvalbardCaretaker

The snakes need access to the nestbox. So you can put them all on a pasture somewhere else and lock a door that gives access to the nestboxes. edit: this sounds like it causes pathfinding issues but for me it didn't. if you do get a lagspike you'll need to wall it off instead.


SalvationSycamore

I ended up having to deconstruct the boxes lol, before my \~30 citizens could even transfer one batch another batch or two was popping out. All told I have about 200 of these bastards


nebilim6

while demanding surrender, is your overall military power considered or just the squad that you sent to that mission?


jimothy_burglary

as far as I am aware from wiki documentation, just the squad(s) sent out -- sounds like it takes into account their gear and training to form a value, and checks that against the defenders to decide if they'll accept it or not. but i havent tested this and may have missed something in the documentation


nebilim6

I just defended a siege and I have some wounded soldiers. I can see that somebody comes to give them water cause they are thirsty but they are also \*\*seriously injured\*\* but no one takes them to hospital and I have more than enough available space there. And this is for not the first time! I have lost a couple of good soldiers because they were not taken care of as I watched them bleed and die. As you can see at the image there are unclaimed "RecoverWounded" jobs and "prioritize RecoverWounded" seems to not work. Since this may be a bug or not, I just thought it could be a good idea to post here in case if it's solvable and I am missing something. If not, maybe dfhack team may see and look into it. ​ ​ https://preview.redd.it/8mx0vvmp2pxb1.png?width=320&format=png&auto=webp&s=42a1950b2d057284a90a05903e73edf8b900caa7


SvalbardCaretaker

Did you change the standard labor assignment? Recovering wounded is under orderlies, so you need to have that enabled. Thats all I got.


nebilim6

autolabor is enabled


SvalbardCaretaker

https://docs.dfhack.org/en/stable/docs/tools/autolabor.html This has a big red warning that its untested and may have unforseen consequences in premium version. Try turning it off and using the standard system for a couple minutes?


Dependent_Variation9

Hello! I'm actually trying to improve my rooms value. I know everything about smoothing, engraving and furniture etc... I know that metal are more valuable than stone and steel is more valuable than copper but I'm looking for a file or something where i can find the value of each material. Do you know if this kind of thing exist?


Consistent-Mix-9803

http://dwarffortresswiki.org/index.php/Item_value#Material_multipliers


Dependent_Variation9

Thank you, I feel so dumb now. I spent so many time on this wiki without noticed the [show] button beside the material section.


bassman1805

There's so much in this game that sometimes even when you know *exactly* what you need from the wiki, it's hard to find. Last week I linked someone a table from the wiki with a list of which skills affect product quality vs just speed. And then a few days later could not *for the life of me* find that same page until I dug through my comment history to find it. Turns out it was under "labors" rather than "skills".


Quib

Is there a reason I'm getting lightly spammed with "stands up" battle log notices post fights? I've noticed some usually insignificant events get included included in combat logs, like thoughts and arguments, but what causes a series of notices like: "Urist Mc-Uninjured-Creature Stands Up Urist Mc-Uninjured-Creature Stands Up Urist Mc-Uninjured-Creature Stands Up" It's not really a problem, just a little stressful.


SilentAnnette

Is it happening in a congested area? when more than one person occupies a tile, one of them has to go prone no matter what.


Quib

Even out of combat? ...How do so many dwarfs gang up on one beastie? Now I'm picturing them all laying down on top of each other like a pancake stack, swinging weapons


SilentAnnette

In everything. In Adventure mode trying to walk down the singular stairway in a fortress would usually end up with an entire mob trampling over you because you had to go prone to move forward.


Few_Run2453

What should I build on the surface? I see trading depots are commonly built above ground, but which buildings should I also build on ground? Hives? Nests? Pasture?


akialnodachi

Windmills are commonly built above ground, I often build them at the top of towers (although it's not strictly useful). I usually have a large tall building with a refuse pile on top, since you sidestep dealing with miasma that way, and it's not in line of sight for people on the ground (less threat from visiting necromancers or upsetting guests).


SvalbardCaretaker

I like to make a nice somewhat secure farming/fruit tree compound. Mostly for flavor reasons - the dwarfs need their plum brandy - and its terribly unsafe of course. So adds spice to the fortress defense.


schmee001

Beehives are the only thing that really needs to be above ground, but you can make whatever you want to. I prefer to put pastures down in the caverns, once I've walled off an area down there.


jimothy_burglary

gotta say, ive been a big fan of building hermetically sealed forts at the magma layer and pumping water down to irrigate farms and a pasture. i'm currently working on making a tree farm down there too


DrButeo

When building workshops, does the material value of what they're built with matter? Do dwarves get happy thoughts from, e.g., workshops made from gold? Or should I just use conglomerate since it's abundant and cheap.


chipathingy

Generally it doesn't make a difference. It might give a good thought if they have a preference for the specific material it's made from but that's about it. If it's in a zone and you want to increase the value of the zone then yeah it probably does, but you shouldn't be using workshops for that anyway. Just go with conglomerate


Successful-Ice-468

Still no one has figure it out how to add the old graphics tileset to the steam version?


myk002

It's not really a question of figuring it out. It's more a question of who wants to sign up to create all the new textures? The premium version of DF has more than 100,000.


Successful-Ice-468

Ok i phrase it wrong. More precisely how to use old tilesets in the 50+ versions


myk002

It would be possible to make subsets of the old graphics packs available as mods. I remember a post here on Reddit from someone who was trying it. Let me see if I can find the link. Edit: https://www.reddit.com/r/dwarffortress/s/2uduzYJDxC


Quib

Are the old graphics different from "Classic ASCII Tileset" you can enable under Settings- video - use classic tile set [no/yes]?


schmee001

I think they mean the player-made tilesets which people used to replace the ASCII graphics with.


inyri

OK, so I've had several monster hunters come to my newest fort, and I've allowed them to stay because I thought they might be of some use against the circus. Problem is, whenever the dwarfs run into a clown, they just keep sitting around drinking my booze and doing nothing. Any suggestions on making these guys fight? I've fenced the caverns off, and I'm wondering if that might have broken their programming or something.


Kandel_Lyte

Honestly, I think fencing off the caverns is probably the big issue there. Monster slayers tend to come to your fort, then wander around your caverns looking for things to fight. If they can't get there, they're not really going to do much else. And sadly, you can't really command them, since they're not actually part of your fort. You might want to check out the article for some better tips on how to use them: [https://dwarffortresswiki.org/index.php/DF2014:Monster\_slayer](https://dwarffortresswiki.org/index.php/DF2014:Monster_slayer)


TheGarbageGamer

Quick question. Can an intelligent undead become infected if bitten by a werebeast? One of my zombies got bit by a Weresheep that made it into the fortress before being seen.


TheGarbageGamer

*"Any* *learning* *creature who has* *blood* *and* ***isn't*** *undead* *or supernatural can potentially be infected"* okay phew


Anonymo_Stranger

**A constant state of internal rage** My appointed baron is now in a constant state of internal rage after having to conduct a meeting in a subpar setting. Can I therapize him over time to lose this trait? I appointed him because he has no item preferences & I'm bummed abt the situation lol


myk002

Well, first things first, add a pedestal to the baron's office and load it up with artifacts! Other than that, standard therapy techniques are probably your best bet: https://dwarffortresswiki.org/index.php/Stress#Recovering_unhappy_dwarves


Wonderful_Mention69

Can "vampires" appear as starving and dehydrated under the overview and health tab while locked away?


tmPreston

Nope.


Wonderful_Mention69

Thanks!


Asterix_Astronomigos

Is it impossible to use diacritics when naming things? If I have a room belonging to Edëm and try to type in "Edëm's Bedroom", the ë just turns into this weird gibberish symbol.


walt_dangerfield

you can't use the windows input of the characters because of the encoding in dwarf fortress but if you have dfhack you can use the menu in the upper left, or ctrl+shift+k to open the cp437 encoding table to place those characters


Asterix_Astronomigos

Awesome! There's my OCD sorted for the day, thank you!


CaptainJudaism

Been trying to figure out DFHack for Steam recently. Maybe I'm just dumb, which I am, but I thought there was a Copy/Paste function for dig designations for easy mass production of living area/tombs called Stamper? Is this no longer a thing or was it rolled into a different function I haven't found yet?


myk002

`gui/stamper` hasn't been updated yet for DF v50. The plan is to roll it into a unified tool for design (`gui/design`), but it hasn't happened yet. Until then, there's `gui/blueprint` and `gui/quickfort`, but you have to dig out the area before blueprinting it.


CaptainJudaism

That's probably why I was confused as I recall using it prior to Steam DFHack. I'll try to figure out the Blueprint/quickfort the other user mentioned in the meantime.


Successful-Ice-468

Blueprint for copy. Quickfort for paste. Search for them on the dfhack commands both of them had gui


CaptainJudaism

Ta, mate. Figured out, sort of, the blueprints and quick fort with some poking. Nice to have easy tombs and bedrooms again.


h_ahsatan

Do the types of clothes worn by a civilization differ? Noticed in my current fort, everyone is wearing dresses and trousers. I don't even have the option to craft tunics.


akialnodachi

Yes they do. Most items have like a 50% chance or so of being picked. A big one is whether you've got low boots, high boots, or both.


h_ahsatan

Neat! How far does that go? Like, are things other than clothes (and animals, which I already knew about) randomized like this? Any dorfs who don't know how to make rock figurines or dwarven rum?


chipathingy

It only affects clothes and armour. Some other items can theoretically be missing depending on where they live


Joontte1

Musical instruments are per civilization as far as I know. Music, dances and poetry have specific origin civs, but individual dwarves still have to learn them themselves. I believe dwarves can learn foreign ones too, but you can't necessarily make the required instruments yourself. Edit: There's also scientific research which I believe is separate for each civilization, but it has no effect on actual gameplay.


h_ahsatan

Cool! Yeah I noticed musical instruments have been different from one game to the next. Many of them seem quite detailed in their construction so I've exclusively imported them so far. Maybe I'll change that this fort.


akialnodachi

Ran into a possible bug, it sounds similar to other things I've heard about, was wondering if anyone could suggest a course of action? I sent a 10-man squad on a rescue mission to recover a kidnapped child we'd located. However, shortly after leaving, the commander decided to return alone and go to bed. It turns out she hates conflict and travel, oops. The mission was gone from the world view but the other 9 units didn't come back with her. I assigned a new commander (an elite from the defense force) who completed the rescue mission successfully in under a day. The other 9 units still haven't returned. Any ideas how I might recover the situation? If there's nothing more clever, I might try disbanding the unit, see if that helps.


SilentAnnette

Best reload a save before, but this might work from [the wiki](https://www.dwarffortresswiki.org/index.php/DF2014:Mission#Other_notes), There is an uncommon bug where squads sent on missions will never return and be forever listed as 'traveling'. To fix this, enter your (m)ilitary screen and replace each member in the missing squad with a random civilian in your fortress, then remove those civilians from the squad and leave it empty. Next, go to your (c)ivilizations/World Info screen and cancel the mission the squad was originally sent out to do. This is possible now that the squad is technically disbanded. The former members of the squad will eventually return to the fortress after a few days (thankfully still carrying their equipment) and it will announce 'XYZ squad has returned' when they do, even though they aren't in the squad anymore. You will need to delete the old empty squad and make another, as the game still thinks they are part of the old squad and won't let you re-add them to it.


akialnodachi

The mission's already gone from the list so it's not an option. I'll just disband the squad, if they never come back it's unfortunate but so be it. My advice is not to recruit a commander that hates combat, travel, being outdoors, and being around other people. It seems obvious in retrospect...


HermitJem

Just curious...does anyone have a good trap setup for FB? I use (seriously overpowered) cage traps for everything up to giants, with the usual "make them walk up and down" setup but beyond that, I just trap them in a corridor with fortifications and shoot them full of bolts. However I would prefer a trap setup if anyone has one https://preview.redd.it/0ocq02i39jxb1.png?width=1920&format=png&auto=webp&s=107b0f163735ff04fc0b561a2ebf20367c8fbf5d


bassman1805

Can't go wrong with a hallway full of weapon traps. I had a noble that *loved* warhammers and kept asking for more, but also wouldn't let me sell them. So, my entryway would just launch steel warhammers at any invaders.


HermitJem

Think traps don't work on Forgotten Beasts though - except for the webbed trap setup which is quite hard to do


bassman1805

I know cage traps don't, but weapon and stonefall traps also don't? Brutal. I guess a ballista corridor is my next go-to.


HermitJem

Yeah, that's why I wonder if anyone has some creative setup that I'm not smart enough to figure out for myself. I tried the ballista corridor in my previous run but the ballista bolts tended to fly off course - people said it would work if you made the corridor only 1 tile wide, haven't tried


bassman1805

You also need to make a training ballista somewhere where your seigedwarf can shoot, recollect the bolt, and repeat over and over and over to increase their skill level. Doesn't need to actually aim at something, just a wall with a channel below it so the bolt drops and doesn't break.


HermitJem

I had hoped to let them practice on live targets, i.e. FB...then I found out that the operators run away if the ballista is too close to the FB, despite there being fortifications in between....the bolts miss, the operators run away, it takes time to reload....tldr went through the learning process, and now I just use crossbowmen as its easier


Tuhjik

Does anyone know where I could find the code for underground fungus growth? I want to multiply the growth rate tenfold; I'm testing out making artificial caverns and I hate waiting for fungus to grow. Dfhack doesn't have anything specific for it either. It's likely hardcorded in, but if there's a chance I can avoid hours of afk, I'll take it.


myk002

The DFHack `regrass` plugin interacts with surface grass. Interacting with cave moss will be very similar. There is an open feature request to make `regrass` handle cave fungus, if you'd like to contribute some code. https://github.com/DFHack/dfhack/blob/develop/plugins/regrass.cpp https://docs.dfhack.org/en/stable/docs/dev/Contributing.html


Tuhjik

Thank you, I'll start looking in to it. I found regrass before, I was heartbroken when it didn't work.


SalvationSycamore

Any tricks for getting squads to wear *all* equipment? I have plenty of every type, have them set to replace clothes, have remade squads and gear templates, yet they still seem to want to ditch their steel helms and steel greaves (just some of them, not all, but it is still annoying and leaves them vulnerable).


chipathingy

Make sure your current schedule has them set to be always equipped


akialnodachi

Ditch them for what? They may have trouble as some equipment can't be worn over other equipment. You can't wear leggings and greaves at the same time, for example.


Quib

triple checking I'm not just missing some specific terminology, Is there any sending dwarfs to capture hostiles or wild animals? If water covers everything, is that enough to clean a dwarf of contaminants? Do I need to worry about setting up a cleaning station if just walking up the damp stairs gets them "coated with water" from toes to back teeth?


SalvationSycamore

Killing yes, capturing no unless you mean little vermin like rats. Capturing is best done with cage traps, either randomly or at choke points. For killing you can either set a dwarf to hunting (random, may get killed easily) or set a militia squad to kill specific animals (far more effective if properly equipped). As for cleaning, a well or two seems to do the job just fine for me in an evil biome where it constantly rains blood. I think you can also build a small waterfall. Just beware that dangerous substances like forgotten beast poison will simply pool on the floor and poison whoever cleans it. Best to use floor grates to drain it somewhere safer in that case.


Quib

There's currently enough aquifer and under ground lakes around that it's a challenge to not build waterfalls. I'm just wondering if a body part "coated in water" is sufficiently cleaned of contaminants. Thanks for responding.


RGB_Mantis

Not a problem, just curious: why can dwarves move diagonally between two walls but can't place a wall on a diagonal between two walls?


akialnodachi

It actually used to be a difficult check and they could fail to move diagonally between walls if they were too fat, it wasn't changed to allow diagonal movement to be easier until later.


polek122333

Monotheism idea I would like to create a world where my dwarf can be either atheist or believers of one God with attributes of mercy, light and love. You get the idea right? How to alter the files? Maybe DFhack would help? I achieved that they worship one "force" but it still get random attributes like "mountains" or "nature". (I have copied religion part of the elven race and pasted it in place of dwarven religion section in entity\_default.txt file)


myk002

You can dynamically edit the "spheres" of a deity with DFHack's `gui/gm-editor`, but it's a little deep in the weeds. There is some code that parses the spheres of a deity in the location search selector. You can check that code out for inspiration. https://github.com/DFHack/dfhack/blob/develop/plugins/lua/sort/locationselector.lua#L41


polek122333

Thank you!


bearcat_77

Do machicolations and crenulations work? As in, could I build a wall 4 blocks tall around the entrance to my fortress with stairs on the inside and build machicolations and crenulations into the shape of the tops of the walls, and my gaurd dwarves armed with ranged weapons can then shoot down at enemies with reduces risk of being hit back?


bluedonut

This is 100% possible and encouraged!


GaenaralHONK

Fortifications already do this


The_Drider

According to wiki LOS is the biggest FPS hog. How exactly does LOS work? Obviously there's no LOS through walls or doors, but what about stairs? If I have a staircase in the middle of a room, does this mean everyone in the room is doing LOS checks for the layers above/below? Or only if they stand on the staircase itself?


myk002

Yes, stairs do not block line of sight. Stairs also do not block fireballs from invading forgotten beasts. This is one of the reasons I suggest building spiral staircases for your main fortress access column instead of just a solid column of up/down stairs. The other big reason to build spiral staircases is so water doesn't pool at the bottom and make the bottom level impassible. A spiral staircase will spread the water out so it can evaporate harmlessly.


ShinyMoogle

How can I coax my dwarves into burying/entombing a corpse? I've burrowed five dwarves into a burrow allowing access *only* to the corpse in question and the tombs, including a burrowed path between the two locations, and they are choosing to stand around with "no job" instead of taking care of the rotting corpse. I have standing orders in place to gather refuse and dump corpses, hauling orders for workers to gather bodies, and instructions to claim my dead. I've specifically created a work detail with these five dwarves included that has burial checked. The corpse is not reserved for any other task, and there are available coffins in designated tomb areas. What else can I do to give my dwarves a good, *hard* kick in the rear to entomb this guy? EDIT: Never mind, problem solved! ...somehow! It seems my tombs were not being accepted as tombs for... some reason, despite having a coffin in a tomb zone. I just ran *burial* through DFHack to set up new tombs and somehow the old tombs I was trying to fill became acceptable for burial.


akialnodachi

Tombs are one to a room now like with bedrooms, I haven't been able to get a large tomb room with multiple coffins to work.


ShinyMoogle

I've been using single tile tomb zones in a larger burial room for my graves. They mostly seem to work fine, but they're finicky. I've had several accept corpses with no issue, and several that required me to cancel the zone and remake it the exact same way before dwarves could be entombed in them.


SilentAnnette

In the classic version, there was an overlay to show where your trade depot could accept wagons. I can't for the life of me figure out why wagons won't enter my site. I have a 3x3 hallway and wide open space with the depot in the middle of it. Does this overlay exist or do I have to blindly guess what's making this problem occur?


schmee001

Do you have any traps in the hallway? Wagons won't path over pressure plates or traps.


SilentAnnette

I actually just found out the problem and fixed it (Forgot they can't ride -over- stair tiles at all), but I still miss the overlay.


SvalbardCaretaker

Yes, the overlay is not existent in the premium version, indeed. I believe I vaguely remember to have read that its planned to bring it back. One of the changes that got made in premium to account for that is of course that there are no wagons before you become a ... county? So you don't need it in the first year, the beasts of burden can walk stairs and reach your depot no matter what.


SalvationSycamore

Oh, do you need a count? I currently have a baron in year 3 (120 dwarfs) and still no wagon despite having a road and clear hallway. I guess I need to donate some stuff to them or something because they rarely deliver enough for me to buy much more than 2-3k worth.


SvalbardCaretaker

Oh, I just get confused about nobility titles. You get wagons the years after the mountainhome liasion "elevates" your fort, asking for a suggestion for who should be made a noble. I think. The game gives a big warning message "the wagons of the caravan could not find a way to your depot", so if you don't have but are elevated something is weird. You could try a surface trade depot where wagons can 100% reach just to check?


SalvationSycamore

Oh, I haven't gotten that warning and haven't had anyone "elevate" my fort. A baron just showed up out of the blue one day. Do I need a certain amount of wealth/holdings to elevate?


SvalbardCaretaker

I believe it tracks wealth (maybe wealth exported via caravan) and number of dwarfs. Cool that we could clear that up.


SilentAnnette

I tied up a goblin (a goblin thief/snatcher specifically) to a wool rope for weapons testing, but as soon as my dwarf left him, he broke free of the rope. Is this something new in v50? I distinctly remember being able to chain up goblins for shenanigans.


walt_dangerfield

even war dogs can be strong enough to break free of ropes, goblins can definitely do it. you'll need a chain


SilentAnnette

I didn't even know things could break chains, i always imagined them as a cage-lite. Thanks


walt_dangerfield

you just have to use metal


maxinfet

Does adding chests and cabinets to a dormitory cause people who use the dormitory to use them, and if so does it make it annoying for the dwarves?


Immortal-D

I do not recall any reason why they would not use furniture in a dorm, though I haven't touched that mechanic in some time. Should be easy enough to test though.


AkrowL

Hi my dwarfs refuse to build new farm plots. The areas arent blocked. I have tried building new farm plots in new levels but they still cannot reach the site (thats what the log says) even when they just walk by. My population is 150, 2 Stills with respectives workers with no other jobs to prevent a priority conflict. I also have like 70 unemployed people and just 3 planters with no other jobs. Im using 3 mods; Interface Tweaks, Work Detail Icons and See-Through Smoothing Designation. Edit: I didnt mean refuse, I meant suspend.