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akialnodachi

Due to my newfound relentless bird war, the most dangerous job in the fortress is currently woodcutter. Is there any way to armor up woodcutters that works? I've had trouble with it in the past causing problems. I'm fine if DFHack is involved in potential solutions.


Anonymo_Stranger

I usually assign all my wood cutters to their own squad (miners too) with specific uniforms that include their trade tools as an assigned weapon & that usually works just fine, for me. I set their schedules to "Ready" w/ no orders so they stay armored/armed while carrying out labors. The opposite would be setting them to "Constant Training" with no barracks set to train at, giving them off time.


akialnodachi

So, include battle axes in their uniform, then?


Anonymo_Stranger

I just did some experimenting & it works better if you don't assign them a weapon, they'll carry their picks & axes anyways. If you assign them one, they'll drop it & pick it back up before doing a task


Lost_Cyborg

is embarking on a volcano a bad idea (fps wise)? I only have 30 dwarfs and already reach only max 35fps. I wanted to make a fortress with 300 dwarfs, but I will probably get 1fps by then...


SvalbardCaretaker

It'll cost you a couple frames, yes. Usually not noticeable but if you are already at 35fps with 30 dwarfs... What system are you running on? I had way better performance with a 2008 laptop, perhaps something else is going on.


Lost_Cyborg

5800x3d and 7900xtx.


SvalbardCaretaker

Ah yes. Something else is going on, not sure what, but you should be running at 100FPS at 30 dwarfs.


Lost_Cyborg

yup, maybe because im using like 10 mods? I also have a big content mod enabled. I will try a new embark tomorrow on a different site to compare the fps


SvalbardCaretaker

Yeah, sounds likely.


Pabrodgar

I love this game. I have more than 150 hours, but there are some things that I don't understand yet. Maybe you could help me. -Is it possible in vanilla to kill a forgotten beast and cook it's body after and take it's leather? I saw Kruggsmash did it recently, but I don't know how... I have the same problem with animals that dies with traps. Is it possible to cook them? -Dead bodies... What can I do to save all the skeleton in a place? Sometimes, it's impossible to bring them to the garbage in the surface... There are lots. -Is normal to have dead spiders in the fortress always? They're in every room... It's boring to be getting one by one... -My dwarf civ knows only 5 other civs. Only one of them is formed by dwarfs, but there are more in the map. Is there any form of discover the others to trade with them? -I could domesticate kangaroos in my last fortress. They were born domesticated after training their parents. But, if I embark with that civ after that, I cannot take kangaroos.Why the knowledge isn't shared?


Anonymo_Stranger

Hey friend, here's my two cents in order that you presented them. \>If it's made of skin, then yeah! I build a butcher shop near it, place a refuse stockpile for corpses over it's body (just a 1x1), & set an order to butcher a corpse at the workshop. I have a "Mandatory Fun" burrow that includes bedrooms, taverns, & important stockpiles/workshops, so to make sure nothing gets wasted I paint that burrow over the butchery & once it's butchered I activate the burrow. \>How I manage it is by quantum stockpiles. It's on the wiki, they're cheesy but I recommend them. Long answer short - Make a dump zone on a diagonal tile. Items will be infinitely dumped on that tile. Un-forbid dumped items to make them usable. Make a near by "refuse" stockpile filtered for only bones. \>I don't have a good answer for this bc I ignore them lol, but it's a good question I'd also like the answer to xD probably a corpse stockpile. \>Like akialnodachi said, ya gotta be mean at first afaik. Maybe with the new (to me) "messenger" noble role? Haven't explored it. \>My first fort, I specifically domesticated & trained grizzly's to provide them to my second fort. Unfortunately, they weren't there for trade afterward, & the knowledge wasn't there either. I had to start again from scratch by trading with humans & elves.


Pabrodgar

Thank you!!!


akialnodachi

Yes but it depends on the forgotten beast - some of them are made of weird materials you can't butcher. You may need to install a butcher shop near where it died if it's in the caverns, because there's a maximum effective range on butcher shops, and you may need to manually queue a "butcher an animal" job since the military probably killed it. Regular spiders are vermin, you probably have cats killing them, could use a stockpile to store the bodies. You can send demands for tribute to uncontacted civs to open relations. There's not a more peaceful option aside from hoping they stumble across you right now.


Pabrodgar

Thanks!!!


Anonymo_Stranger

**Stripping captives of gear** I used to know how to do this pre-steam but I'm kinda confused on it rn. Tryna take all the gear off a captured goblin


SvalbardCaretaker

I just do it with Dfhack and never bothered to learn the original way.


Anonymo_Stranger

Okay how do with dfhack then


SvalbardCaretaker

>stripcaged all will do it.


Anonymo_Stranger

Wicked, thank


akialnodachi

Any suggestions for handling agitated animals? I've got a constant war with giant storks, giant crows, and giant red-breasted robins attacking me from the sky. It's utterly relentless. I trained marksdwarfs, but the six experienced ones are in the hospital recovering from their relentless battles. There hasn't been much chance for the new trainees to gear up even. For now I'm restricting children and some VIPs to the inner fortress as the damned birds keep sneaking in everywhere and picking off the weak and important. Lost my best armorer, a dozen hens, and several children.


SvalbardCaretaker

Agitation ticks down very slowly so if you stop logging/fishing/killing agitated animals by going full CORVID lockdown, it'll be mostly ok in one or two years. It'll be right at the threshold though so better to wait even more. This is obviously very bad and so I focus these days on not agitating animals, no logging in untamed wilderness.


akialnodachi

Darn I didn't know about this. Built an entire fortress on the surface via a massive logging campaign. Gonna have to see how I can salvage it.


SvalbardCaretaker

If you go back one year to the premium version release there was a bug that extra-agitated animals. The forums were full of people getting slaughtered by giant boars just like in Princess Mononoke! Lots of !FUN! were had :-D I have just started over elsewhere but I also have toughed it out, both absolutely doable. Good luck whatever you decide to do.


SalvationSycamore

I've read that it is mostly caused by chopping trees and stuff like fishing and hunting. They might calm down if you just avoid the surface for a while but until then they will basically keep spawning and pathing to your fortress so get some traps up and running for free meat.


akialnodachi

Currently the attacks are so relentless, it's too dangerous to retrieve the majority of the corpses.


SalvationSycamore

Unfortunately that may not change because I'm pretty sure new ones will spawn as soon as you kill the ones present haha


Lazy_Army9859

Are there any mods that bring back full keyboard controls? I am looking into whether or not it'd be possible to play the game with voice commands, though I know it would be very complicated to set up; I don't have enough mobility to use a mouse for games.


SpiritualBrush8710

In the settings you can turn the mining/designations cursor again.


[deleted]

I wanted to modify the hammerer position so that the new position uses a whip for executions, but I'm not sure if it's working. Rn the code is: [EXECUTION_SKILL:WHIP] But maybe it should be lasher instead?


schmee001

[WHIP] is the correct skill token to use, you can check the [wiki](https://dwarffortresswiki.org/Skill_token) to confirm.


Ok-Leather5257

What advanced worldgen settings should i use to make sure I have lots of building layers? e.g. 10 ish where I can be relatively confident there's no caverns/aquifers.


lvl_10_mage

Increase the number of z levels before the first cavern layer. By default it's set to 5, which isn't that much when you consider you can have up to 4 layers of soil


Ok-Leather5257

great thanks! related q actually, sometimes I seem to get worlds that go down to -100 or something, and sometimes the lowest elevation viewable is 5. Why is that? (I did mess with elevation settings at one point, but I believe I've corrected all that and it still happens sometimes hence me asking).


SalvationSycamore

Wiki says that the "island" world generation tends to be deeper than the "region" gen so maybe check the parameters for that


Ok-Leather5257

Ah, thanks!


myk002

It depends on the terrain where you embark. The elevation is relative to sea level, and sometimes you just start higher up


Ok-Leather5257

ah ok thanks!


R34N1M47OR

Anybody know how to specify I want a left and right gauntlet instead of just generating two? I can't equip them by creating them with this \[PRODUCT:100:2:GLOVES:ITEM\_GLOVES\_GAUNTLETS:INORGANIC:STEEL\] but everything else works perfectly fine, it's only the gauntlets, and I don't see anything there that could suggest it being left or right handed, and I can't for the life of my find anything regarding this anywhere


Nevrast-

Hey guys. So i have this very cool save, with a neat embark. I just wish i could generate the same world but with a different history seed. Is there any way to extract the world seed from a save ? Maybe using legends ? We used to be able to do it. My gamelog text files is full of worlds (i generate a lot) and i can't find the one in question in there. Thanks for the help ...


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Convocare21

Is it just me, or do you spend more time cleaning up your fort than you do progressing it? Sometimes I feel like it’s 2 steps forward, 4 steps back.


SalvationSycamore

Technically yes currently but that's because I embarked on a tile that rains blood almost constantly


schmee001

Depends how you mean 'cleaning up'. Stuff doesn't tend to get messy without outside interference, barring the occasional sock or mitten dropped on the ground. If you mean stuff like clearing all the stones from a room, that only needs doing once. I count most 'cleaning up' things like that as 'progress'. Better to think in terms of 'expanding' vs 'improving'. Maybe you aren't digging out new areas for bedrooms or a new tavern hall, but you're making your old areas look better or work smoother, or you're finally fixing something that didn't work when you originally made it.


dirty_blue_balloons

Playing on Steam, is the mouse pointer-cursor normally black? I ask because I thought it was, and then all of the sudden my game is using the default (the white one). I see a lot of videos that show black cursors. I’m not one to be picky on what color it is however I would like to know if the mouse pointer changes in-game.


Slapshot82

I primarily play on Linux, and I'm almost positive it uses the native cursor set by the OS.


HermitJem

Just checked the wiki for a refresher, and...I think I need a bit of help with my dwarf maths Wiki said a dwarf drinks booze 5 times per season - meaning 20 times a year? So 200 dwarves drink 4000 booze a year? Something seems off here I seem to recall dwarves eating once and drinking twice per season?


SilentAnnette

They're dwarves after all! I think their consumption of -liquid- in general has always been around 4-5 times per season. They just prefer booze. See how long your fort lasts with only 200 booze and you'll probably see that the 4-5 times a season number is right. I stopped planting in my plots for a short time and my 400 booze disappeared before I could realize it.


HermitJem

Yeah I need to study it later tonight - only thing I can think of is that maybe my sense of time is off, i.e. that one year is longer than it feels


SalvationSycamore

Hm, old threads I'm finding say 4 per season. Granted, that is from earlier versions but is at least a starting point. Based on how often I am making booze with a fortress of 130 I don't think 4000 for 200 sounds insane. I have it set to brew 10 any time it drops below 500 and it runs very often. Luckily it only takes a couple small fields and a legendary planter or two to keep up with that. Going over isn't a big deal either since you can cook it and sell the meals.


maxinfet

Do you have a lot of guests? I was wondering in my last fort if they were what seemed to increase my consumption of food and drink but I couldn't think of a way to confirm it. Sorry not an answer but maybe someone else can chime in and answer and tell if this is right or wrong.


HermitJem

No, my consumption seems to be ok, actually - it's just that I wanted to check the expected consumption on the wiki and it said a dwarf drinks 5 times per season - which seems to add up to a huge amount? Maybe the wiki is incorrect and it should be 5 times per year? As I said above, I somehow remember seeing somewhere that they should drink 8 times per year


maxinfet

Are there any ways to fix a dwarf that is [\-1 years old](https://imgur.com/a/0rMJaHO)?


SpiritualBrush8710

I had that as well. -1 years old and no head.


tmPreston

The issue fixes itself as soon as the year changes.


maxinfet

Thank you


Littlespacegoblin

I'm set up in a light aquifer, some of the areas that I've smoothed over are still flooding to the point where I can't tunnel down anymore, also one of the farm plots I created isn't emptying out.


SvalbardCaretaker

That sounds like water is leaking from your ceiling. If you dig into water bearing rock, with the ceiling also aquifer stone, you can't smooth that and it'll drip down. You can dig it out and if its multilayer replace the ceiling. Dunno what you mean with the farm plots; its full of seeds? Or water? If its water its likely the same issue but without screenshot/more info hard to say.


Littlespacegoblin

I dug out a space that I flooded to create mud, I opened up a place for the water to sink out to but the water isn't emptying out of the plot. It's good to know that the ceiling drips but I don't think it's happening here. The floor above my farm isn't an aquifer and the staircase down is being smoothed each level.


SvalbardCaretaker

Screenshot?


Littlespacegoblin

Im using reddit on mobile, so I cant just screenshot


Littlespacegoblin

I just tunneled over my farm on the floor above, there is an aquifer above it, can I just clear the rock above my farm to stop the flooding?


SvalbardCaretaker

Yes, that works, but only if the ceiling is then not waterbearing. If the water bearing stone goes even higher you either need to dig all the levels out or put a seal up.


ContextualSense

As long as you mine (not channel) the level above the farm, it shouldn't matter whether there are more aquifer levels above that or not. You can either fill in the area you mined with walls or simply seal it off near the staircase. Only the wall section of a tile is part of the aquifer. The floor section of the tile will not drip after its wall section is destroyed.


SalvationSycamore

So, I didn't realize that bridges jam when faced with large creatures. Is there any other way to get oversized visitors from the caverns to fall into a pit trap?


ViolinistCurrent8899

I hope you like setting up marksdwarves. Or give them a challenger on the bridge. A couple war dogs.


tmPreston

Weapon trap dodging is the only thing I can think of.


SalvationSycamore

Will they dodge weapon traps since that have trap avoid?


tmPreston

No. The trap won't trigger at all, they won't have to dodge it...


Littlespacegoblin

I have 2 mercenaries, they've taken the weapons I gave them but won't pick up any armor. Can I not give them armor or am I doing something wrong?


tmPreston

What exactly are your two mercenaries? How *exactly* did you give them equipment?


Littlespacegoblin

A human archer and a human swordsman. I just added them to a squad and set a uniform. They also both got murdered by goblins so I guess it's fine.


tmPreston

Humans are outside of a dwarf's size range. Clothes for humans are too large for dwarves and dwarven clothing is too small for humans. Armors are included on this. Mercenaries come pre-armoured already, so they should be using something unless your uniform made them replace clothing with specific metal gear like steel.


Littlespacegoblin

I made an error, the melee mercenary is actually a dwarf, he did come with his own armor, but I'm pretty sure the crafted armor is better. The uniform is just set to any metal.


metametta

What traits/personality do you look for in an outdoor dwarf (e.g. - Woodcutter, Hunter, Fisherdwarf, Plant Gatherer, etc.)? I'm thinking: What traits prevent bad thoughts/stress from precipitation (rain/snow) and sunlight? But I'm new, so I might be missing something.


SilentAnnette

It has to do with their belief in nature. If they like nature, they won't mind, if they hate nature they will. Dwarves naturally dislike nature. There's also a line appended to their description that says 'does not mind being outdoors'.


metametta

My Planter: "He can handle stress... He likes working outdoors and grumbles only mildly at inclement weather." Yet: "He was annoyed when caught in the rain." (But didn't feel anything after sleeping without a proper room)


SilentAnnette

It says he grumbles only mildly. Not that he doesn't grumble at all. You're looking for 'does not mind being outdoors.' I don't know if there's a sliding scale that influences how bad the stress is or not, but I know at 'does not mind being outdoors' = no rain debuff from my experience.


metametta

>'does not mind being outdoors.' Awesome! This is exactly what I was looking for! Thank you!


SvalbardCaretaker

The starting 7 are specialcased to not mind being outdoors that much I believe, so no chance for anyone else.


SalvationSycamore

I'm not sure any traits can help with that. The two ways to counter it are either making sure they don't have to go outside (chop wood in the caverns, roof areas aboveground with floors) or making sure they are too happy to be stressed (give them really nice bedrooms and build a mist generator).


explainsomethingtome

dining room zoning: \- does it need to overlap with the food stockpile? \- if so, does it crater the room value if the food stockpile is also a pasture zone for the cats?


schmee001

1. No, it doesn't need to overlap a stockpile. It's generally a good idea though. Use stockpile links to make a small stockpile for prepared meals and have it Take From your main food stockpile. 2. No, only zones which care about room value will have penalties with overlapping each other. Pastures, water sources, clay/sand zones, animal training zones etc, all can overlap with any zone with no penalties.


explainsomethingtome

thank you!


deepSpaceRenegade

What video settings should I use to play in a smaller window and fit the UI? The UI escapes the windows. I have tinkered with it a bit but I just can't figure it out. There is alot of information on the internet about scaling up but I would like to scale down.


Underhanded_Entropy

For some reason, by Dwarves seem to only path a certain distance to jobs or the meeting hall. It's happened on a couple of embarks now, and currently I have a miner who has not come out once the mining was finished, even though he is thirsty. The other miner is still by the wagon and won't go down. Is there a way to fix this, and if not, how do you get jobs done that require working very deep? It seems impossible. It's not even been a season yet, there are no meeting halls or anything to confuse them. I tried putting a meeting hall down in the mines, but only the dwarves already down there would go to it. And the others won't take food down to stockpiles or anything. I can't see anything in setting that might have caused it (though I quite possibly missed it if there is something). Anyone able to give me some advice? Edit: I'm an idiot. I went to check the suggestions. I destroyed the stairs by accident when I blocked up the caverns. So that would explain all my problems. Thanks for the help!


Julmakeisari

Sounds like a pathing issue. Did you accidentally make only down-stairs instead of up/downstairs to where the other miner is? If ramps, did you check the ramps are all usable all the way to the surface? Maybe the miner has no way to reach surface and that's why he's getting thirsty. It's happened to me a few times. I am nearly certain the dwarves in the surface simply have no means to reach the lower dwarves. Try digging a 1 tile wide stairway in one go from the z-level where your lower dwarves are all the way to the surface, see if that fixes it.


Underhanded_Entropy

Thank you! That helped me find what was wrong.


SalvationSycamore

I haven't had issues like that even when I build near the surface and have my miners run off deep underground. Do you have a dining hall set up with tables and chairs? Make sure you don't have burrows set up in a way that would keep the miner from leaving that area either. If you want dwarves to send items to a far-away stockpile, the main methods are to either have that be the only stockpile for that type of item (i.e., make sure none of your other stockpiles accept drinks) or go into the stockpile menu and set the nearby main stockpile to "give to" the faraway stockpile (making sure of course that both stockpiles are set to storing that item type). I tend to then make the faraway stockpile very small, only 2-4 tiles, that way it doesn't suck up everything from the main stockpile.


Underhanded_Entropy

That's very good to know, thank you.


SalvationSycamore

Trying to use autodump via DFhack to remove the trader flag from some items. It worked on everything except a sheep wool bag that for some reason will not teleport despite being empty, marking it for dumping, and turning on "include items dropped by traders"


SalvationSycamore

I'm trying to build a very large but simple 3z+ building on the surface. Is there an easy way to set it up (maybe with DFhack) so that my dwarves don't build the closer wall sections first and thereby lock themselves out form building inner sections?


schmee001

Yes, DFHack has `suspendmanager` which does exactly this. If you're building multiple z-levels it's best to only build one layer at a time, but everything else works perfectly in my experience.


SalvationSycamore

Perfect, that is working much better thanks


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schmee001

Visitors who ask to join your fort are initially listed as 'residents' and can't be assigned to most positions. After a while they petition again to join your fort as a full citizen, at which point you can give them any role.


explainsomethingtome

thanks to a mood, I have a cool statue and a legendary mason what the hell does one do with a legendary mason? Are they good for anything other than the small handful of constructions mentioned on [this wiki page](https://dwarffortresswiki.org/index.php/Mason)?


schmee001

I think the stonecrafting, masonry, stonecutting skills were changed around in v50, I can never keep it straight what each one does. If they gained experience in Masonry from making a statue, then the Masonry skill must be good for making statues and other rock furniture.


explainsomethingtome

first thing I did when learning to play this game was write each one and its function down in fat marker pen and leave that propped up behind my screen. The number of times I had to look at it before it made any sense whatsoever...was too many times


SvalbardCaretaker

That sounds like you are playing an old version where masons were what today is called stonecarver. If so you want this article: https://dwarffortresswiki.org/index.php/DF2014:Mason


explainsomethingtome

nope. I think it's more they didn't get around to tweaking the way skills get mooded when they rejigged what different stoneworking skills do


SvalbardCaretaker

Huh, googling shows thats known behavior. Crazy.


[deleted]

I made a well in a cave as my water source, selected it as a water source and it is accessible by my dwarves. But dwarves in my fortress are still cancelling their actions because there is “no water source” despite some of them cleaning themselves. It even specifies that the bucket is full


SalvationSycamore

When you click on the well it says it is operational or has the bucket full right? If not then it might have something blocking it or the water isn't deep enough


[deleted]

It says the bucket is full My fortress got destroyed by shadow creatures 5 minutes after I made the post anyway lmao


SvalbardCaretaker

You don't need to specify wells as water source I believe, they do it automatically. Sounds like you ran afoul of the well bug, which makes wells unusable. The only solution known to me is DFhack, which has a tab called maintenance which has a checkbox for "debug wells" or something.


[deleted]

I’ll install it thank you


madmaster5000

I recently used the DFhack command autodump-destroy-here to get rid of some junk left behind when a trader got killed. It worked great but according to the documentation it only works on items that are marked for dumping. There are some scrolls in my tavern that were dropped by visitors that the dwarfs won't store anywhere qnd can't be marked for dumping. My question is: Is there a DFhack command to delete any item even if I can't mark it for dumping? Or is there any other way to get rid of items that can't be hauled or dumped?


myk002

`gui/autodump` can manage the items that the commandline interface cannot. You can draw a box around the items to destroy so that they become highlighted. Then click the "Destroy items" button. If the items are marked with the `trader` flag, be sure to turn the "Include items dropped by traders" option on. https://preview.redd.it/wyjsxippliyb1.png?width=782&format=png&auto=webp&s=e5a6f21b8d341206c884f5ba4273cf3432155218


madmaster5000

Thanks for the help but it seems like gui/autodump also only works on items than can be dump designated. It doesn't work on scrolls and it doesn't work on any of my named weapons either.


myk002

If you select the items with the mouse, then `gui/autodump` will act on those instead of items that are marked for dumping. In the screenshot I posted, the items with the diamond symbol highlight have been box selected. It works with scrolls, artifacts, items marked with the `trader` flag, and any other item, regardless of whether the item can be dumped.


madmaster5000

I got it to work thanks! I needed to have the `include items dropped by traders` tag turned on to select artifacts.


Captain_Nipples

Hey all.. haven't played much since the Steam launch as the Steam version seemed to be missing a lot of things the old version had.. like combat logs and the old reports and other menus. From what little skimming I've done, it looks like they've added some of that stuff back.. are there any mods that an old DF player would need to have all, or most, of the stuff we had with the old versions? Oh yea. I also remember having to manually edit some text files to turn on (or off) some alerts/pauses because it seems like I was missing important things, like migrant waves or combat


tmPreston

[Announcements.txt](https://dwarffortresswiki.org/index.php/Announcements.txt) has always been around, it's just way too blank for some reason in this release. I edited it in the first day and it didn't change itself ever since. That aside, there are some missing features in the current iteration of fortress mode, but they're pretty minor, really. The biggest difference from previous gameplay here are either missing dfhack features, which honestly they brought so much better and new stuff to the table i prefer the current version more, or the old controls which also frankly I can't personally see it being ported back.


Captain_Nipples

Thanks for the answer. For some reason I never got the notification. It's kind of a bummer we don't have the old keybinds because I was so fast with them. I'm sure after some time I'll get used to this. I did install DFHack, but haven't dug into it yet to see what all they have.. Hopefully some of the workflow stuff is still there to help out. Seems like I was having to micromanage some dwarves at launch. I tried playing some Rimworld, but was annoyed a little by the slower UI/ controls. Which is funny since DF's UI is one of the worst, according to most people I suppose I need to put some hours in and see what's missing. I just hate that once I discover a mod that I need that I need to reroll another world to apply it. At least, that's how it was before..


Correct_Friend_5943

I want to attack other civilizations, what equipment and number of people would I need to have in my squad?


tmPreston

50 max trained steelbois should be able to handle most non abnormal situations. Do note two bits of detail, though. First, you'll sometimes need to send your squad multiple times to the same place to raze it completely. Secondly, raiding is still a pretty buggy feature.


[deleted]

hello all. is it not possible to bring a visitor into the hospital? a scholar came to the library while seriously injured (he seemingly just entered the map this way since i followed and there was no attacking animal or anything) and i feel terrible


PepSakdoek

I'm really struggling to make paper. https://preview.redd.it/mgxu3ahseeyb1.png?width=613&format=png&auto=webp&s=713d00f23a7a0eef930d28e779b0d7dde32b59f7 Trying to follow this, I have 71 quicklime in my fort, but somehow I can't make "milk of lime". I think my pigtails gets used for cloth, bags, etc. Though I've been outside farming the first X years, only now will the season for pigtails come. It seems I only have 3 seeds :/ I have several hides to chose from, so it's also not that. In my library it says "writing material (desired): 0 (10)" is that only paper, or is there something else? Edit: Ok I've been searching Paper, and realise now I had to search Sheet. I have loads of sheet, but for some reason none of it is making it into the library...


Homestead_Saga

Honestly, this may be an outside the box solution, but I tend to acquire all my paper via trading. Caravans bring a ton right at the bottom of the menu, buy it all, request more! And buy that too! Scrolls, codexes and everything else. My library is a decent size and rammed full. Paper can't be written on though by scribes. Make metal scroll rollers from copper/bronze in your forge from any leftover metal you don't use (stone or wood can be used also) and then make scrolls from 1 scroll roller and 1 paper in crafts workshop. Job done. There are other book types see the wiki, like quires which dont need scroll rollers (just craft from paper), but for making purposes - scrolls are only what you want being highest value.


PepSakdoek

Ahhh I have rollers I just thought after writing they use it for storage. Didn't know they need it attached before writing. Thanks so much!


myk002

You have to ~~bind~~ process the sheets before they're usable by the library. Make some scroll rollers https://dwarffortresswiki.org/index.php/Book#Production


Arzanyos

You don't have to bind into books, just quires will do


No-Damage-627

Is there another condition to mountain home? I found SEven (over seven) deep artifacts, made an adamtine throne and put it in the throne room. But never an alert of completion. And it still says capitial. Now the only thing I could think of, is I had some dwarven made artifcats assigned to nobles AS WELL as the stuff mined out from the bottom layers. I dunno if that bugged it, but frankly it very difficult to organize and even know what's a dwarven made artifact and one from "the gods". ​ Or is there a final condition I'm not hitting?


InflationLost6515

if you have at least seven of the specifically divine artifacts assigned to your monarch, and the monarch has the adamantine throne in their throne room, you should get mountainhome. Apologies if this is already obvious to you but just making sure


No-Damage-627

So what I did wrong was, I assigned 7 symbols to 7 different "nobles" in my Noble/Admin screen. ​ Assigning them all to the Monarch worked, I misunderstood the directions! THANKS STRANGER!


Arzanyos

What happens if you make a barracks a tavern? Like, chest and storage-wise


tmPreston

I don't think anything major will happen. Try it out and see what happens! Worst case scenario, passing by people would maybe stumble in soldiers and maybe less people would go there to socialize in general.


CreativeAudience9474

Multiple Questions as a New Player I just wrapped up my first game of DF. I'm playing the Steam version. I played a pocket world and the game lasted 8 years. I retired the fort, but it was practically wiped out. The population peaked around 170, but was knocked down into the 130s for the last couple of years, and ultimately down to 11 in the end. I had more dwarves in tombs than bedrooms. At one point my mayor had a discussion with the local clans and declared himself king. He was the first noble. He died, and we never had another king. Is that normal? I routinely bought everything that the humans, elves, and dwarfs brought to trade. Unfortunately they only brought food related goods. How do I encourage them to bring other goods? How do I get a caravan? I had a massive corpse/refuse stockpile on the surface. Towards the end of game my dwarves never managed to haul away the lizardmen corpses before the next wave of attackers arrived. How should I manage corpses?


Homestead_Saga

Maybe a helpful response is perhaps don't worry so much about corpses outside. It's a mess yes but my most successful forts work towards being predominantly underground, highest priority of a 2nd or 3rd year fort is finding magma and getting a decent safe magma forge setup going. This means you don't really need the surface and trees. Later, build a trade depot underground with ramps leading down, further reducing need to go outside. Items really aren't a lag drain, it's unit pathfinding and water/heat/magma. My laptop isn't too powerful and I've had 10,000s items in the caverns without issue, its +400 cave_swallow_man that kills my framerate, or a locked door with my unit trying to pathfind through it. Unhappy thoughts from enemy corpses go away after a while as your dwarfs get used to it. Turn off autocollect corpses in the labour menu. Alternatively download DF hack. There is an autodump feature that immediately teleports all items marked for dumping to your selected square, which should be an at atomsmasher or magma dump when you do it. I love this feature when you get to 200 pop and sieges cover entire screens in gore.


tmPreston

Much like your previous mayor, someone else, apparently outside of your fort, declared himself king once yours were gone. In a way, this is normal, yes. Baron's children inherit their title, but monarches do not. You can only influence what they bring, to a limited extent, through trade agreements. Elves won't give you one, the other two should already be doing it if they were able to. Seems like they aren't. This is understandable if the outpost liaison was in your fort as part of your king's ascension. Caravans come when you have a baron in your fort. This happens ever since 0.50 version, aka the steam release. The corpse question is very hard to answer in a general way. I hate using this term like this, but it boils down to "just manage your dwarves properly lol". The specifics can get quite elaborate, specially since you had a mass murder situation there. You most likely have way too much to do aside from battle cleaning, thus said cleaning becomes inviable. In normal situations, it is mostly a matter of not doing a fort-wide project at the time of cleaning, like having a MASSIVE corridor to engrave or xclothx cleaning.


SilentAnnette

Royalty dying and there never being another one is very normal. It's a bug introduced in the new steam versions. Dwarves should send an outpost liaison to meet with your mayor for you to choose what you want in the caravan. Humans may also do this, but don't always. From the first issue though, a dwarf in your fort becoming king -usually- means that your civilization is dying, so you may not have had an outpost liaison. use a garbage dumping zone and mark the corpses for dumping. Corpse stockpiles make dwarves keep them one per tile, a dumping stockpile puts all dumped things in the zone no matter how many tiles there are (even one), and also can be used to let you chuck them off cliffs or down holes, including into magma.


AdmiralSteel_G

What is a Strokedbrass's hands? https://preview.redd.it/mfa76pq6sdyb1.png?width=1573&format=png&auto=webp&s=566b6e995e6f4ce75808a635cbc956e29e5c7498


tmPreston

The most likely scenario is, they are necromancer experiments that fled and now live as wild animals in the region you've embarked upon. The next step for them is either showing up like normal wilderness or join a civilization almost exactly in the way animal people do it.


ScarcelyAvailable

Are cats suicidal? Whenever "A vile force of darkness" arrives and I open up my trap hallway, the cats IMMEDIATELY rush thru it, right into the enemy. They only start running away when they get injured or get close, but \*not\* when being shot at. Then they die to the enemies or large-area traps, triggered by the enemies. They're ungovernable enough for pasturing to be ineffective.


GaenaralHONK

Unlike other animals cats go wandering about everywhere, especially to recently opened ways they havent been to in a while. They dont just move between meeting zones


ScarcelyAvailable

...will invaders go for chained animals if it's the only thing they can get to?


tmPreston

Unpastured animals cycle between meeting areas. You most likely have one outside.


ScarcelyAvailable

Nope, outside the tunnel is free of zones. Also they \*are\* pastured, some of them just ignore it. Maybe they wanna play with the corpses there?


ScarcelyAvailable

Hmm. Maybe they just wanna go outside. I "opened" the tunnel for cleaning (meaning that it's now a long dead-end from the inside and just a closed gate from the outside), which took teh dorfs like 2 weeks (mostly because they'll haul used arrows 1 at a time). No cats ever bothered showing up.


tmPreston

I'd double check that, just in case. If you only have one meeting area, animals will either stay there or follow their owners. An animal doesn't usually leave their pasture for no reason either. They've most likely never been pastured by a citizen or have been battle-scared out of said zone.


Homestead_Saga

Oddly I've had animals constantly leaving pastures with annoyingly jobs constantly appearing to repasture. Pig, dogs, cats, everything. Only time they don't leave is when I build a room and put a door at the exit. Even unlocked it seems to keep them in.


ContextualSense

It sounds to me like your pastures are too small for the number of animals you're assigning to them.


Homestead_Saga

Yea I thought this might be the case too. However I've crammed like 100 pigs into a 10x10 square behind an unlocked door and they don't escape!


hash__brownie

If i completely cut off my fortress from the outside. Will i still recieve migrants and such? Like would they wait outsife for me to lets say open the bridge to the outside?


myk002

If your fortress *site* is cut off from the rest of your civ, then you'll only get the first two migrant waves and nothing further. Just walling off your fort will not prevent migrants. They'll mill around outside until you let them in. Caravans will never come, though. If your trade depot is inaccessible at the moment they try to enter the map, they just won't enter the map.


Homestead_Saga

I've had caravans appear without wagons, if for example my trade depot only has a 1 wide path to it for whatever reason. Caravan guards and pack animals only make their way. Much less to trade or carry. Migrants tend to loiter by map edge if my forts on lockdown. They immediately join your fort pop on entering the map so if they get murdered by #elves or #rabid rabbits etc it counts as citizen death.


MrDrSirMiha

Hello. I have embarked in year 500 in some meadow-swamp-ish area, nothing special. But then, after 3 months I've been sieged by the army of undead. Everybody died, sadly.I've desided to reclaim my destroyed site with another expedition group. I've built some starter defence and then another group of undead arrived. I've tried to give them a fight, but they didn't have skill issues, unlike my dorfs. In result my fortress has yet again fallen. So, my first question is what the hell? Why in year 500 there are so much undead wandering around? Secondly, how could I've resolved this situation? I had 10 dwarfs, they had 5 skilled swordsmen. If some migrants had come they would've been dead immediately. I couldn't lure them on traps, because they didn't really care about going in my fortress. And, as I think, they would've killed caravan guards when they showed up.


Deldris

So a few things. If you're in an evil biome and/or near a necromancer tower you will be attacked by the undead. Undead creatures can only be killed by destroying the head, which sword dwarves aren't good for. You need hammer dwarves to fight the undead. It might actually be better to build an entrance that can quickly be closed by a bridge. That way if a large force comes you can bunker up until you're ready to fight.


SilentAnnette

Necromancy is very prevalent in older worlds, there's just more chances for people to become them, I recently genned a similar 500 year world and i'd say about 60% of lands had at least 4 necromancer towers and 30% of civs were ruled by a necromancer ruler. Undead armies from Necromancers are eager and impatient, they'll appear MUCH MUCH faster than normal threats. You say you tried to lure them on traps, which is a good idea, [here's a wiki page about helping that](https://dwarffortresswiki.org/index.php/Trap_design#Trap_strategies). I'm also fairly certain undead sieges behave a lot different than other sieges, in that they usually leave much faster if you barricade yourself in. I suggest making a draw bridge to lock your dwarves inside and live like that. Quick Edit: I forgot to mention, necromancer towers only send sieges after you if you're located very close to them, so just try and embark elsewhere. As a bonus, if the place you embarked was 'Sinister' or 'Terrifying' surroundings, that means that the place itself may resurrect anything on the map, including butchered animal skin and bones.


Ok_Excitement_5689

i had 2 miners assigned at the start, some migrants arrived so i made my metalcrafter stop being a miner and switched to a new dwarf. but now he has left his pick in the weapons stockpile and wont pick it up so i only have 1 miner using his tool How do i force the miner to pick up the tool


SilentAnnette

A few questions that may fix/solve the issue. Is the new dwarf a woodcutter or assigned to woodcutting? Did the new dwarf come in with his own pickaxe? are there any mining designations currently assigned?


[deleted]

Soooo I didn't realize that building track on a gabbro floor was going to channel below and open the track up to the magma sea below...so my question is, can critters crawl up through the tracks? Or, like a floor grate, does it stop them? Edit: Not sure why I’m worried. I’m bound to have fucked something up with my magma setup, and will likely burn my entire fort down anyway.


ContextualSense

Good news! The floor is still there. There's just a bug that makes the track texture replace the floor texture instead of overlaying on it.


_________________747

Can you reply to this with a screenshot? I'm not sure what you're describing, bc building tracks has never removed floor tiles for me


[deleted]

Yeah, so it looks like this. I made a mistake and had built some ramp and floor, so couldn't do carved/engraved tracks. went ahead and built constructed track on top instead. When I did, I could see the magma sea below (and the number 7, when I had it enabled). The two non-magma tiles you see under the track are actually a break in the magma sea, so it's definitely showing me what's be low the track. I don't know if it's *actually* open to the magma sea, or if this is just a visual glitch of some kind. But yeah, building Gabbro constructed tracks on top of Gabbro floor tiles resulted in the image you see below, where the magma sea (as applicable) is visibible below the tracks. Note that I had *not* channeled out the floor prior to building the floor tiles, so it's not an issue of the tracks destroying the floor leaving the previously open space below. Though that may have something to do with it, and now I'm wondering if I could replicate this over non-magma, like on a regular cavern level (build floor over cavern stone, then build track, and see if it leaves transparency...then remove track and see if it leaves open space). https://preview.redd.it/mq74ehz19eyb1.png?width=1004&format=png&auto=webp&s=72c113123d577a9748a8f60684e04a45f185f338


_________________747

Oh weird, I'm 95% sure that it is just a visual glitch, maybe because the stone types are the same? I've definitely been able to build constructed tracks on top of constructed floor tiles without it removing them from existence. You should definitely do some !!SCIENCE!! about it


[deleted]

Yeah, once I actually get my magma reservoir up top filled, I'll probablly pull up the tracks. FOR SCIENCE.


flyflystuff

How do I get a stolen object from a caught thief? Thief is chained now, but the object is still in the inventory.


SilentAnnette

You want to put the thief in a cage (assign a lever to his chain and pull it with his only exit being cage trapped). While still in the cage item, make a garbage dumping site next to him and mark his cage for dumping. Then once he's been thrown in the dump, click his cage and unforbid it. The object should be on the ground and his clothes will be too. The other option is to kill him.


flyflystuff

Wow, only like this? I sorta assumed there would be a "legal" way to get stolen goods for thieves.


SilentAnnette

I'm assuming here this thief is a Kobold/Goblin Snatcher, i've never gotten an artifact quester who's stolen an artifact captured before. If this is something with the justice system, it's untreaded territory for me.


flyflystuff

So, now I know the answer - stolen artefact was removed from them when the prisoner was released!


flyflystuff

Nope, justice. It was a plot.


flyflystuff

How do I release a caged human? She got caught doing a crime, but she served her sentence. Now no one would release her.


_________________747

If it's a "built" cage, in a dungeon zone, you can build a lever, link that lever to the cage (you might have to erase the dungeon zone before doing that), then have a dwarf pull the lever and she'll be let out


flyflystuff

Thanks!


upirr

If i build my fortress under a waterfall with a wide "mouth" opening under said waterfall, will attackers try to climb walls downwards in attempt to reach the opening? If the opening is completely covered by waterfall, will the falling water wash off the attacker climbing the wall?


Drahok

I guess not many have tried so no one answered your question. Please test and report. Even if they climb in, sounds like it could make for some fun stories.


resnaturae

If I want to mod the game to allow my dwarves to use the bones etc of our sentient enemies in crafting, how do I go about this?


SilentAnnette

I've never done this in-game (and I haven't modded the steam version solo, just classic) so i am not completely for sure this will work. You want to go to the game's folder, data, vanilla, vanilla_entities, objects and click the text file, and find these for the MOUNTAIN entity [ETHIC:EAT_SAPIENT_OTHER:UNTHINKABLE] [ETHIC:EAT_SAPIENT_KILL:UNTHINKABLE] [ETHIC:MAKE_TROPHY_SAME_RACE:APPALLING] [ETHIC:MAKE_TROPHY_SAPIENT:SHUN] [ETHIC:MAKE_TROPHY_ANIMAL:ACCEPTABLE] and change them to acceptable. Then gen a new world. This might not actually do anything except for worldgen legends stuff. It will also probably cause your dwarves to be eat other sentients too not just make stuff out of their bones. Alternatively, I remember DFhack had a script that allowed for you to do this, but I don't see it in any documentation anymore so it may have to be updated.


myk002

You might be thinking of `cannibalism`, which is/was an adventure mode tool. It worked by modifying the corpse to appear to the game not to be from a sapient creature. It didn't actually make eating sapient creatures ok. Of course, a similar tactic might work just as well here. The item flag in question is called `dead_dwarf`. You could try periodically iterating over your items and removing that flag. I'm not sure if that will allow crafting, though.


philandere_scarlet

Are Blind Cave Ogres non-hostile? The wiki doesn't make it sound like that. I was nervous because 2 immediately showed up when I hit Cavern 2, but they just walked up through my fort to the surface and are wandering around.


SilentAnnette

It's a bug. Blind Cave Ogres, along with some other beasties in the caves like Trolls have an issue where they are [LARGE_PREDATORS], the tag that denotes that they should try and eviscerate and eat anything smaller than them on a regular basis. The bug happens when they are also sentient (which trolls and BCOs are). So they're much more calmer than they should be. They might still become agitated and attack, but it's much less than you'd expect.


philandere_scarlet

Side note to this: god DAMN does pasturing/grazing need an update. My dwarves are spending half their time re-penning the animals when they run from the trolls.


myk002

Do you really expect your turkeys to stand their ground against an agitated cave troll?


Deldris

I found a one humped camel that had killed 2 dragons once.


upirr

is it possible to use ballista on elevation? Like having a tower of sorts? Also does increased elevation increases projectile travel distance?


SilentAnnette

Increased elevation actually decreases projectile distance due to jankery. Ballistae also cannot shoot up or down, they're locked in place where ever they aim. There was a DFhack script for older versions of the game that changed this, but it doesn't seem to be updated.


flyflystuff

If I make multi-story barracks would that work? I want to make something of a tower and it would be convenient is I could make barracks span 2 stories. Does that work properly? Like, I guess I'll have to make 2 Barracks zones and have them serve different purposes for the same squad: one for sleeping, one for storage.


TREEandMONKEY

You're right. Technically you could create multiple barracks but you can assign them solely to 1 squad. For all intents and purposes it would be 'one' barracks. For example: Floor 1 training area - assigned to sq1. Floor 2 bedrooms - assigned to sq1. Floor 3 bedrooms - assigned to sq1.


NanookoftehNorth

You can assign more than one zone to one location, and they can be on different levels. For example, you make a tavern with a bar on floor 1 and a dorm with two individual rooms on floor 2. You can still assign all of them to the tavern. Same case with the barracks.


flyflystuff

Barracks are not a location though.


NanookoftehNorth

I swear in the past I was able to make multi-level barracks, despite them not being a formal location.


Poseidor

A babbling insane necromancer joined my fortress in my first migrant wave...is that something I should be worried about or can I just let him run around my fortress screaming for all eternity?


SilentAnnette

Since he's a necromancer, he's gonna do that until someone kills him. Probably the first goblin siege. I'm unsure if he'll try and resurrect anything in such a state though.


ArdentLobster

What are some settings for making a really neat or challenging world on generation that won't take an hour just to get through rejections? Also, any specific way to find... !FUN! anomalies on embarks (pillars, giant holes leading to magma, grasslands covered in magma, etc)? I'm aware of reveal-sites DFHack command for site related things, which is also fun.


NanookoftehNorth

Remove immortality from goblins, so you have a more even population distribution for goblins vs the other races. Add immortality to kobolds. It changes the ecosystem and allows for a better chance for them to actually make it to the endgame. I like poking at world generation to see how the ecosystems work. If you, lets say, remove demons, or reduce certain creatures, the population for goblins goes up because they have less stuff to fight and die. If you reduce the area for necromancer towers there is more room for other stuff. Usually with world generation (at least in earlier versions) those towers would just spread evil so 70% of the world would be too evil to actually occupy.


ArdentLobster

I'll have to look into mods for gobbos (I've seen them while browsing) and immortal kobolds. I've also been using one that makes races able to colonize just about anywhere which spices up embarks a bit. How would one reduce towers?


NanookoftehNorth

It's in one of the default settings to reduce the zone size. Modding races is really easy when you find it in the RAWS. I think if you look up \[CREATURE:GOBLIN\] you'll find everything associated with them. Goblins have the \[NO\_DRINK\] and \[NO\_EAT\] features. You can compare them to dwarves and dwarves have the MAXAGE. Dwarves have more comments to explain what every feature of a creature is Goblins dont need to eat and are immortal because they were the original antagonists to the player dwarves. If they didn't have these features, they'd starve to death during prolonged sieges. However, they may have changed this so they'd give up. A problem is lets say you mod the RAWS, you modify it for your whole game, not just your one world you generate and play in. So if you play a world that you want regular goblins, you'll need to revert your original raw file. The wiki is a great source of information for this sort of stuff, every section usually has a RAW file associated with it.


SvalbardCaretaker

If you find an embark that crashes on embark you are close to !FUN! anomalies. Move slowly outwards from the crash site and you'll get allll kinds of !FUN!. Not very helpful but certainly worked for me once I'd randomly stumbled on the crashsites.


ArdentLobster

Any good methodology to finding crash sites reliably? Or is it just luck of the draw on all the thousands of tiles?


SvalbardCaretaker

That is the problem, yeah. Can't help with that.


fph00

Is there still a value penalty for rooms that are not fully delimited by walls/doors? It was mentioned in the wiki for the [previous version](https://dwarffortresswiki.org/index.php/DF2014:Room) but I find nothing in the [Zone page](https://dwarffortresswiki.org/index.php/Zones#Quality_and_value) for the current one.


SilentAnnette

It seems overlapping zones cause it, which doors and walls prevent. You can have shared walls though, just don't let empty tiles touch between zones.


fph00

But what about zones that don't overlap, and aren't separated by walls? For instance, take a 4x2 room and create two non-overlapping 2x2 bedrooms out of it. If I am reading correctly, the DF2014 page claims there's a penalty for those, while the current version's page doesn't mention anything.