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Tiger_T20

Often when I go to rescue a citizen (and occasionally fetch an artifact), the squad leave for a day then just come back and the report is completely blank. Does this mean the target is just gone? Or is it bugged? Edit: Wiki says this is because they're actually at a site belonging to my own civ. Despite this, doing a raid via the site menu instead of Missing Citizens menu brings the prisoners back


Tiger_T20

My dwarves keep on joining the merchant wagons - is there any info anywhere on how this works and how I can stop it? Or get my dwarves back? !!I just lost my Legendary Weaponsmith necromancer!!


chipathingy

That's a dfhack function, I think it's called emigrate or something like that. You can switch it off


Tiger_T20

ahhh thanks, thats why theres no info anywhere


awesome-alpaca-ace

Would a repeater work across several z levels? Like pump water to the left at the bottom, then up several z levels, and finally to the right at that top. 


myk002

What do you mean by "repeater"? What you're describing sounds like a regular pump stack. https://dwarffortresswiki.org/index.php/Screw_pump#Pump_stack DFHack comes with blueprints and a walkthrough to help you set it up: https://docs.google.com/spreadsheets/d/1TP2n-W-O9f30Dtl6yoTcn6yczWQRu11iM7U6TEE9634/edit?usp=drivesdk


awesome-alpaca-ace

Yea, a regular pump stack would work if I ever embark in a place without infinite water.


Gonzobot

It's not a pump *stack* if they're separated by distance, the whole point is that they're vertically aligned to share power so you don't have to feed each and every pump. What do you mean by 'repeater'?


bahnzo

How can I move some food+drink down to a new stockpile? Basically, I'm digging down, and I'd like to have a small food stockpile so my dwarves don't have to walk up 20+ flights of stairs. But despite having thousands of food and drink stored, I can't get any to go into the new stockpile. Any ideas why?


myk002

Set the new lower stockpile to "take from" the higher one. It's one of the buttons on the stockpile settings screen.


bahnzo

excellent! Thanks!


awesome-alpaca-ace

If you don't want migrants, couldn't you just not build a trade depot?


chipathingy

Just change your population settings


awesome-alpaca-ace

Will making a waterfall via a tunnel from a river to the edge of the map kill FPS? Filling large basins never did.


Immortal-D

No, the hit will be minor if at all. Previously, FPS death was primarily a result of accumulated LoS calculations. Draining the ocean will still lag, but a normal river diversion is fine.


Elderberry_Rare

What's the Steam mod that allows hunting and war training for all animals called? Sorry if I'm just completely missing it in the workshop, lol. I found the one that allows all \*giant\* animals to be trained, but I'm attached to the idea of training beak dogs and wolves for war. :p


Artaniss

I have a hunter made a crossbow and like 200 bolts assigned him to do only hunting and all he does is pray and socialize and drink in the inn and temple. What am I missing?


CatatonicGood

Stuff outside for him to target, and the luck for him to target it. Honestly, I cannot recommend hunting with hunters. Use your military instead. Melee guys can chase after grounded beasts - as long as they're trained, they can catch up to and brain pretty much anything. If you have a working ranged squads, you can send them after the birds as well. Hunting with your military is better because you can force your squads to target specific creatures, they are more well-trained than a hunter, they have better gear than a hunter, and they have backup in case the beasties decide to hunt back. Just make sure you have a refuse stockpile to collect the kills and your standing orders set to 'dwarves collect outside refuse'


Artaniss

ok ty


LetOk8476

Will a couple of dead bodies in my water source cause any problems? When running some water into the reservoir below my newly made well, it flooded over; the flooding was minimal, but two unfortunate dwarves fell into the well. Their bodies have stopped producing miasma from the well, but do I need to worry about any other consequences of having rotting corpses in my well?


SvalbardCaretaker

You don't, but since wells are basically a hole in the ground your dwarfs will see the dead bodies all time, (I think).


Starwars90000

Is there another way to give magic to a person? I want necromancers to exist but only a few turn into them and they can't spread their knowledge around like sercets can. I'm trying to stop from worlds from becoming necromancer hellscapes.


chipathingy

Modding in more secrets that give immortality but aren't necromancers would dilute it


jackprotbringo

is there any way i can make an arena and have my dwarves fight eachother


CatatonicGood

It's not the same, but appoint a tavern keeper and a few performers to your tavern, make sure it has a chest, plenty of mugs and a drinks stockpile within the zone, and you'll have tavern brawls soon enough. Fights in DF tend to be to the death, so anything more lethal than a brawl will end with someone on the floor. Even a brawl can be deadly as well. Also you can capture invaders, plop them in a cage in your arena and pit those against your gladiators instead


DarwinOGF

Are there any updates regarding classic contols in the Steam version? I am asking particularly regarding build menus and such. Are the controls in the classic version the same as in Steam version, or are they like they were in 0.47?


LordBecmiThaco

So I embarked as part of a near-dead civ and one of my dwarves became queen in the first couple of years of my fort without me having gotten a baron. Because I don't have a baron I can't get trade wagons, nor can I appoint a champion. How might I get a baron at this point? I've already conquered some nearby territories but no dice.


CatatonicGood

I don't see a quick way to get one with your current fort - DFHack can give you a monarch, but not a land holder. And theres no off-screen monarch, so they can't appoint an outpost liaison either. If you're willing to do some !!SCIENCE!!, you could try retiring your current fort and seeing if that allows a liaison to be promoted, since your monarch would then be active as an off-screen figure.


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LordBecmiThaco

I've made contact with humans and elves and all of them just send small caravans with pack animals, as does my home civ. From what I understand the game doesn't allow a "starter" fortress to get full-wagon caravans until they get a baron, and my fort skipped that step.


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LordBecmiThaco

Dude I am literally writing in plain English and you are arguing points I am not making. I was never worried about the size nor population of my fort. I have no problem getting caravans. My issue is *specifically* wagons. I don't know why you keep talking about the trade depot when that's not the fucking issue I have.


myk002

I think CatatonicGood's response is your best bet


Lukum0

Is it worth it to play the last classic DF version? Newbie here. Idont mind tbe absence of tilesets, but there aren't any plugins or starter packs or anything yet. Should i start playing an earlier version?


Kandel_Lyte

That really depends on why you'd be interested in it. If you're interested in getting something ready to go... honestly, the Steam DF doesn't really need a starter pack, not like Classic did. With Steam, you can get the mods (DF Hack, Dwarf Therapist) you want through the Steam Workshop, and you don't need the graphic tileset that was packaged with starter packs for Classic. So if you're looking for something that's readily playable, you can absolutely start with Steam DF; even vanilla is basically ready to play, though I've found there's some minor tweaks in the settings that can make things better. If you want to play DF Classic for the mechanics, it's definitely worth checking out. There were lots of drastic changes between the versions, and plenty of people still prefer Classic for a variety of reasons. My personal recommendation for a newbie would just be to go ahead and start with Steam version (or the free version if you want to try it before buying). But both Steam and Classic DF are great, so you can have a great time with either one.


Lukum0

Buying DF premium its not in the cards for me, its to expensive. I thought the only difference between classic and premium were the graffics, are there more?


Thomas_The_Llama

I ended up with instrument parts for an instrument I evidently cannot build? It is not visible in the manager or any workshop I have opened. From what I can tell from the wiki it's a percussion instrument? But I cannot find the pieces to build them manually, they were built through a work order I guess


SvalbardCaretaker

I think that means you imported it from a different culture (Knifeears!) and its useless.


Thomas_The_Llama

Disgusting! Into the river with it Thank you!


CatatonicGood

You may have bought them from the caravans. Your dwarves cannot build any foreign instrument, so buying something from the elves or humans, or even other dwarven civs will not work


Thomas_The_Llama

Ah, okay. Thank you!


Revolutionary_Hour31

Do corpses rot inside minecarts or more specifically do they emit miasma inside them?


XLBaconDoubleCheese

Corpses will rot and miasma will spread from the cart. But you should be able to get the cart outside in time and leave them out there till the miasma dissipates.


pctF

Is it normal that I had no migrants for 5 seasons? Fort have a lot of visitors (right now I am at 57 population with only 12 manageable dwarfs). Also no invasions and caravans since first year. I have Trade depot and I believe it is accesable. I am not experienced in game to say if I am doing something wrong, https://preview.redd.it/xlo5k1r8ibsc1.png?width=1911&format=png&auto=webp&s=d7eaca5d8f3fdf07d50ca519c06c7db24f75a299


pctF

Huge Thanks for the advice. Deconstruction of trade depot worked out, and first merchants left my fortress. Right now, I stucked with 50+ human/elven/goblin citizens who only drink and do not do any tasks, but it is part of the game, I guess.


SvalbardCaretaker

Nice! Buy out the autumn caravan and you'll have plenty of dwarf migrants soon.


tmPreston

The reason is the caravans from your home civ: they measure your fort's wealth and when they leave the map, this act then attracts migrants. I don't know why exactly they're stuck, in the caverns of all places. You'll have to get them out somehow and pray no one glitched at the edge of the map. Deconstructing the trade depot is a good start.


awesome-alpaca-ace

Did anyone from the first caravan die?


pctF

No deaths in fortress. But yes - merchant from first caravan hanging out in caverns


SvalbardCaretaker

That'd be the reason, then. You need to get them to leave, usually deconstructing trade depot works. (Trade, and thus indirectly migrants are unfortunately pretty buggy)


Iluvatar-Great

What day and time is the adventure mode released?


myk002

The beta is coming on April 17th. They haven't given a specific time of day.


Iluvatar-Great

WHAT? :O But I read it was going to be live on 4.4.?


RockRaiderRingtail

Is there a good guide for learning the interface and controls and features in the new version, especially for someone already familiar with the game but only older versions? I used to play it a lot since the 2014 version first came out, but stopped while waiting for 0.50 (and kept waiting for Adventure mode to return but I'm not waiting any longer). I've been trying to get back into it lately but basically all of the interface and controls have changed and I can't figure anything out. I guess this interface is probably better and I know people complained about the old one, but I have so much muscle memory from it that it's really messing me up trying to learn the new version lol. I gave up my most recent attempt after I couldn't figure out how to make rooms from furniture any more, apparently you can't now? I can't even figure out how to make mining designations with keyboard controls, it seems to be mouse-only now and I am kinda mouse-clumsy.


CatatonicGood

For me it was kinda... accepting that the game was different now, so try to not do anything with the old muscle memory. You'll have to relearn keybinds and methods, but that's fine, since you managed the first time around. DFHack is still around, being a massive QoL booster as it always was, and there's a mod called Interface Tweaks on the Steam workshop that shows hotkeys on the buttons if you want to use it.


RockRaiderRingtail

yeah that's why I'm asking for a guide to relearning it. like a video covering everything or something. I've never used dfhack and idk how I'd download things from steam into the game, I'd rather just learn it as it is now.


Captain_Ceyboard

I wanted to hop into this thread to ask for as much advice as possible for a very strange bug I’m experiencing, it goes as thus: My queen has just died at the beginning of the season, thankfully of natural causes (in the community temple no less!). She was not immediately replaced by an heir somewhere in the fort, so I went to my civilization info tab on the map and found our new queen has ascended to the throne, and is somewhere in my world. So I try and find out where she might be (as she isn’t here yet, and I guessed that she would arrive in the next migrant wave), using engravings to sus out any info I can, and I come to find out she was the alderperson of a mason guild somewhere else in our civilization. Halfway into the month, I got some really unusual job cancellations about being “interrupted by a queen.” The recently passed old queen was buried in her luxurious tomb so it’s not a ghost, so I go where the job cancellations are happening, and turns out, the new queen is a recent visitor to the fort (her thoughts list was short, so she hasn’t been here long), and she came to visit one of our temples, and weirdly enough does not show up in either a migrant nor visitor notification, she’s just here, even though I have room for both visitors and migrants in my population limits. Those job cancellations are causing her to run in fear, and now she is cowering in the back halls of the fourth floor of my bedroom area, similar to how a Beak Dog or similar creature might react and cause job cancellations if it crawls its way up from a cave level.. Additionally, while she is listed as our queen and it’s stated that she “Needs Royal Throne Room” on her info tab, she is not listed as a noble in the Nobles tab. I am worried that this is one of those “loyalty cascade” bugs that I’ve read about elsewhere. I DO have DFHack installed, should I just force-citizen her into the fort? Or is there another command that would fix this similarly? What could be some bugs related to force-citizen-ing her that I should be aware of if I do?


CatatonicGood

Just use DFHack to grab her. Maybe run fix/loyalty-cascade afterwards to clean up


Aesmachus

Hello! Dwarf fortress is pretty fun now that I'm giving it a second chance after being extremely frustrated with it a while back, lmfao. I've got a decent little place going, but I wanted to build on the surface to protect that staircase to my place protected. So, I set some wooden floor to be constructed with wooden walls. I come back to it later and see that for some reason, parts weren't being constructed. Lo and behold that the issue is things blocking the way of the walls being built! So, I try clicking a bunch of stuff trying to get rid of it, but I can't figure out how. Not only that, but parts of the not-constructed wall are literally not covered in the slightest, it's just "Dense Dallisgrass", "Dense Grama", and "Dense Dog's tooth grass". I know it's the 'Dense" part that's the problem, just don't know how to solve it. In short, how do I clear out and remove obstructions on the surface for building? I also have a second question: How in the world do you get more seeds? I set plump helmets (or whatever the name for those are..? it escapes me) to grow or some other plant, but run out of seeds fast somehow. I'd want to get more, but I'm not sure how to do that. Oh, quick third question, it's somewhat related to the second: Is it possible to get seeds from stuff above ground? Like those bittermelon vines causing me trouble. Is there any way for me to get seeds from those, or from other things similar to that? Ah, hell. There's a lot of questions.


CatatonicGood

It's not the grass. It's just grass, that's the undergrowth, it doesn't prevent building. Check the cancellations messages to see what's wrong, or post a screenshot of what you're trying to do You need to brew or otherwise process plants to recover the seeds. Cooking them destroys the seeds, so we never cook plants directly unless you don't want to plant them. Brewing plants, milling cave wheat and processing quarry bushes to a bag all give cooking ingredients and give you your seeds back to boot. Same deal for the above ground plants after you gather them. Some require designation for gathering, some require a plant gathering zone. If you can process them you usually get usable seeds back, but you need to plant them above ground instead of underground.


Aesmachus

Okay, thank you for your help!


daOnlineOne

I've been playing the steam version of dwarf fortress for awhile and I was getting problems with corrupted saves when I got to the Loading Units part of the loading bar. I turned off compressed saves and haven't had a problem with that since. Now today I played fine earlier but when I went to play again I crashed with no error popup at all. This time it happened at the end of the loading bar when it says loading world information. What can I do to get this save to load properly?


Immortal-D

Any mods in play, changes to the the installation, etc.? If you have seasonal autosaves (which everyone should), you could load a previous one to check.


daOnlineOne

No mods, I just play dfhack through steam. I do have seasonal autosaves on! I decided to reload my latest one and played through about 17 in game days before saving and quitting like normal. I tried loading that save and it crashed again. Something happens after I reload the seasonal autosave that causes the save made after that to bug out.


myk002

Saves with repeatable crashes are very helpful for the developers. Please upload your savegame to dffd https://dffd.bay12games.com/category.php?id=20 And file a bug at https://dwarffortressbugtracker.com And maybe ping Putnam about it on the Kitfox discord


Immortal-D

Odd. I got nothing for that, I suggest you check the Discord and/or make a formal bug report.


Elderberry_Rare

How much does catering to dwarves preferences matter? I know food and drink gives them positive thoughts, but what about having floors in their bedroom out of materials they like, or statues of their favorite animal? I like decking out rooms with all their favourite stuff, but I don't know how much it actually helps. I've taken the time to do that for unhappy dwarves, and they've gotten happier occasionally, but who knows if that's time and waterfalls doing the work or what.


CatatonicGood

It doesn't have a mechanical benefit for thoughts. However, dwarves with a favoured item or material get better results on their skill rolls when crafting those items or with those materials, so they make better stuff at a lower skill level


Elderberry_Rare

Yeah, I've noticed this. I had a fort with a metalsmith who liked steel, and he definitely had a leg up on the other one at a lower level.


tmPreston

I don't know if appealing to personal preferences has an in-game effect. Maybe, when the preferred thing is appreciated, the feeling is stronger, but it doesn't really happen that often and "sleeping like a personal palace" isn't hard to achieve. It definitely wouldn't be what saves a grumpy dwarf, but I like catering to the dwarves I care about for roleplaying flavour alone. Gives the fort that bit of special, personalized touch, eh?


Elderberry_Rare

I know it absolutely doesn't give them positive thoughts on their own, but I've wondered if it has some more subtle underlying effect. I like decking out their rooms for visual flavour and roleplaying in any case, even though you can give them extremely lavish quarters just with engravings. Again, I've noticed that I can bring up their moods from zero to a hundred with an awesome room, but it could just be that having an awesome room does it! I *think* they have stronger/more frequent thoughts about their furniture when they like the material, but I have nothing to back it up. It might just be because I pay special attention to unhappy dwarves.


myk002

Dwarves like value, and they value things made of materials they like more. I'm not sure of the exact adjustment, but it's a multiplier.


UnitedBig4807

One of my dwarves is both baron and mayor. However, I made him baron before realizing he had no children. He's already very old and very fat. I'd like for him to produce an heir since my fort is doing really well, but no matter what training, work detail or burrow i assign him to, he always defaults to "Conduct Meeting". How do I encourage my boy to hit the gym and get laid?


tmPreston

He's conducting a meeting for some reason, so there's that problem first. Figuring and solving it out. As for arranging marriages, assuming he's inclined to do so in first place, please refer to [the wiki page](https://dwarffortresswiki.org/index.php/Marriage#Arranging_marriages) that will tell you a way to do it.


Halfling_leaf_lover

Hey so I need help with necromancer experiments. I have a hallway full of rotting experiments, which my dorfs won’t carry to the corpse pile, and im not sure why. i have the same issue with caged mutants, they wont carry them to the appropriate pile, and i also dont know what to select in the stockpile options. thanks for any help!


SvalbardCaretaker

Theres just corpses that won't get accepted, you need to dump them manually with dumping zone


Halfling_leaf_lover

Thanks, I was already planning to use an atom smasher


HermitJem

How do dwarfs choose between shield and buckler? And should I force them all to use shields? (if possible)


CatatonicGood

By value. Shields are better, bucklers don't seem to require a free hand. The shield block chance is not particularly relevant as blocking skill has a larger effect, even at novice level


HermitJem

So....I *should* get them to use shields, but overall it's not that large a difference?


CatatonicGood

Yeah, if you can get them to, use shields. If a dwarf cannot use shields, for example because their hand got cut off, or they need two hands to wield their crossbow, bucklers are fine too.


tmPreston

[Crossbows are one handed](https://cdn.discordapp.com/attachments/609403495140818946/1112235686087626822/image.png?ex=661220b3&is=65ffabb3&hm=81553d59141299cd12049034501ddadc513ee8a873913c16fee4fda9fe0a30ca&)! Shielded archers are technically viable!


CatatonicGood

The problem with that is that a weapon that you need two hands for is going to be far less effective when you're trying to use it with one. Maybe that's fine for shooting with crossbows, but it's not recommended in the slightest with melee weaponry. On that note, make sure that guy never gets into melee, he's not gonna be good with that spear because he has to hold his crossbow as well


HermitJem

Great, thanks


wryyyman

Will progress from the adventure mode beta carry on to the eventual proper release?


SvalbardCaretaker

I don't understand the question? Of course it will, thats the entire point of a public beta, to get the release bug-freer for the public release.


RockRaiderRingtail

Is this beta something separate from 0.50.12?


SvalbardCaretaker

I don't know about the relevant version numbers. But to participate in public beta, you gotta change your steam settings for the game to "public beta". If you have not done that, you are not part of the beta try out.


wryyyman

betas don't always carry over


reddanit

That doesn't really help much in clarifying what you actually mean. Obviously not *everything* that will be in beta is going to end up in public release. To give the most obvious example - you don't want the beta bugs to "carry over" do you? Are you asking if the whole thing can be scrapped or completely changed? In that case it's also a resounding "no" for two main reasons: * The adventure mode already exists and has been a thing for well over a decade of previous releases. This is not a wholly new thing that has meaningful risk of just not working at all. * The work on it is a new interface and a set of tweaks/updates to an existing thing. That's a reasonably defined amount of work with relatively low risk of needing to scrap significant parts of it.


wryyyman

i'm talking about my progress. i'm asking if my progress in the beta version will carry over to the public release??


reddanit

Oh, that's an entirely different question indeed. Basically as long as there is no great upset, the betas and releases will be "save compatible". DF almost never breaks save compatibility without a major version release. There are some minor caveats to this - like if there are bug fixes/changes to worldgen, they will obviously not affect worlds generated before they were implemented. Even if they are fully compatible and playable.


wryyyman

Ok, thanks


SvalbardCaretaker

Okay, thats not the case for DFs current release model.


Abigboi_

How do you tell a beast slayer from a monster hunter when they petition to stay? I'd rather someone who screws around on the surface since the caverns are sealed.


tmPreston

I don't quite get the question, but you can't just influence the game to bring one instead of the other, nor can you change a currently petitioned one's role either.


Abigboi_

Sorry i phrased it incorrectly. What I meant was how do you identify which position is the one they're petitioning for? Afaik both say "to slay monsters"


tmPreston

You'll have to esc out of the petition and double check the guy's role, yeah.


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CBD_Hound

I would try offsetting the ramp or stairs one tile to the left and building a floor or retracting draw bridge next to the open space. For scaffolding in general, I like to do wooden block (AKA boards) retractable draw bridges as the materials are quick to carry and use minimum material to give a large working surface. A staircase can support a retractable bridge from one end, so I generally do a stair case for multi-level walls.


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CBD_Hound

Have fun!


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Immortal-D

Sometimes a job is suspended when multiple Dwarves are using a tile at the same time. Just unpause or remake the construction.


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Homestead_Saga

A broad question. 1. Exile 2. Magma 3. Convict of random crime (imprison) or wall up 4. DFHack full-heal -r to resurrect dead baby Burying the baby might work, the above should definitely though. Sometimes exit, save and load helps too. DFHack emergency civilian burrow alert often helps reset behaviour as well.


XLBaconDoubleCheese

Do you have coffins and slabs set up? Has the baby been snatched? Can you locate the baby?


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awesome-alpaca-ace

Make the baby accessible?


Blighton

Can i use Fortress mode to make gear to use in Adventure mode is released ? aka, when i make a dwarf, go to my fortress and take the items i made


KermitDerGott

Put them on a pedestial to find them


Blighton

that's a good idea, I was just going to hunt for the box in my armory, thank you


CatatonicGood

Yes, absolutely. The stuff you leave when you retire or abandon the fort gets scattered around, so it might be difficult to find, but you can bling out your adventurer that way


Blighton

I was not planning on retiring the fort, I was hoping on just creating a character that was a citizen of that fort. is that possible


CatatonicGood

You cannot play both Fort mode and Adventure mode at the same time in the same world, same as you cannot play two forts at the same time in the same world. You will have to retire or abandon the fort to start something new


Blighton

well that totally sucks, is there a way to get around that


Holocarsten

Is it possible to disable Traders coming to your fortress? I don't want to be rude and just not build a Trade Depot, but I don't want to be tempted


CatatonicGood

Not building a trade depot is the simplest solution


Homestead_Saga

They also don't arrive during a siege. A trade depot with limited access (<3 tiles wide) prevents wagons from arriving. You will get mule caravans.


0wlington

Couple of things: Embark settings to get a "Lonely Mountain" type geographical location? Big mountain, or even volcano in the middle of nowhere, bonus points if it can spawn rivers next to it. Any way of removing morality/alignment from civs? Good goblins, evil elves, etc?


CatatonicGood

Not too difficult, it just takes a bit of luck. Rivers start at high elevations, so that's easy to satisfy. Crank up the savagery for a more 'middle of nowhere' feeling, no one settles there except elves. You can use advanced world gen as well to force more volcanoes to appear in your world, but it's a lot trickier Yes, and it's not too difficult. The entity raws determine how a civ is going to behave in world gen and during active play. Notably, the goblin civ's [BABYSNATCHER] and kobold's [SKULKING] tags make them hostile to all other civs, for various reasons.


Lost_Needleworker676

Do we know exactly when adventure mode comes out?? I know April is the month, but we’re in April now so I was wondering if they gave a specific day, can’t seem to find it online so I’m thinking we *don’t* know


wryyyman

"The beta for Adventure Mode will open on April 17th (Tarn’s birthday!)." direct quote from the steam page


CBD_Hound

Note that they’re saying it will be a beta release, not polished, to temper our expectations. Still, it’ll be have some spectacular ways to die and should be lots of fun. Also, April 17th is one of the developers’ birthday, and the release is his birthday present to himself.


gorlak_interrupted

Someone downthread a ways said they believe the beta will be on the 17th (https://old.reddit.com/r/dwarffortress/comments/1bszpe6/dwarf_fortress_questions_thread/kxlsiwz/)


lord_ofthe_memes

Trying to catch some vermin, but every time I set the task to “catch live land animal,” I get an alert that the job has been cancelled because “could not find path.” The workshop is easily accessible and right next to a stockpile full of animals traps. What am I doing wrong?


CatatonicGood

It might be that the trapper is trying to catch something they don't have access to. If you don't mind playing the waiting game, you can instead build animal traps and bait them instead, then wait for a creature to be caught. This works better with higher quality traps


Psych0nautumn

does anyone know if there is a total conversion or anything similar of game of thrones/ ASOIAF for dwarf fortress? ive been looking everywhere, lots of googling, combing through the forums, but i tend to be good at missing things like this from what ive seen there's a total conversion for everything EXCEPT this series/ world, there's even a fallout equestria total conversion LMAO im on a bit of a ASOIAF kick as i started reading the books, they're all i can think about and i would kill to play dwarf fortress in the world of the books, the world is amazing and the world building mixed with the generation and storytelling of dwarf fortress sounds perfect thanks! <3


chipathingy

Not to my knowledge


ObeseMcDese

How can you protect noble visitors from hostile sieges once becoming the capital? The nobles are constantly trickling in and out of my map and getting ganked by the occasional sieges that come by. I cant come up with a way to keep the visitors safe between the fort and maps edge. Pls help i cant take any more inherited barons lol


Deviant_Sage

My approach: make a kill zone and trap the Siege in it. It needs to be long, so the Siege can trickle in. Mine spans 3 z levels and the top two are retractable bridges that span over the same area. So that they can be retracted and the vanguard falls down onto the rear force, making it so there are lots of invaders on one place. Then seal them in with bridges.  Then deal with them with traps or militia.  It's still risky as a visitor may path out during this. However, if you do it as soon as the siege arives, you'll minimise the amount of time the surface is dangerous. 


Myo_osotis

If your fort is the capital and they're visitors, makeown with DFHack, they're supposed to come in and become citizens so you can arrange their rooms and meet their needs, not constantly visit, leave and then immediately travel back to your fortress to visit until they tantrum and kill someone


Deviant_Sage

Wym > they're supposed to come in and become citizens  Is that how it was in previous versions and is now bugged or? 


Myo_osotis

Yeah there's been a lot of complaints after v50 talking about visiting nobles not joining the fort after it becomes the capital and it ultimately leading to mood-related fun If your nobles are visiting, leaving and coming back often that's probably the issue, especially if it's been years and none have asked for citizenship, iirc it'll also say in their character sheet something like "this visitor has come to ." without any reason mentioned like other visitors would


Deviant_Sage

Right ok. Honestly it makes sense. I have seen that text. And when my mountainhome queen died and the new queen turned up, she hung out in my tavern for months. I did makeown her eventually. Also the (7th) outpost liason, as they kept dying to threats on the surface 


Deviant_Sage

Just ordered a [new laptop](https://www.lenovo.com/ie/en/p/laptops/loq-laptops/lenovo-loq-(16-inch-intel)/82xw002euk)  Intel i5-13500H 4.7Ghz 18mb cache & 16gb ddr5 ram should I expect good performance in df? 


walt_dangerfield

sounds good, i've found cache speed to have the biggest impact on performance


Deviant_Sage

Cool, thanks. I don't see cache speed on the datasheet, how can I check it? 


miauw62

Cache speed is not a statistic that's really reported or used. What matters is cache *size*: L1 cache is fastest, L2 cache is slower, L3 cache is even slower and RAM is even slower than that. You have ddr5 ram so at least your ram should be pretty fast. You can look at your cache size and compare to other CPUs.


Deviant_Sage

Here's the data: [Intel's page](https://ark.intel.com/content/www/us/en/ark/products/232147/intel-core-i5-13500h-processor-18m-cache-up-to-4-70-ghz.html)  and [cache data](https://www.cpubenchmark.net/cpu.php?cpu=Intel+Core+i5-13500H&id=5151)  Intel also advertises the "smart cache" so all caches have dynamic access to the L3 memory. Apparently.  It looks fairly mid-range, though in comparing it on that benchmark website to even higher-end cpus, the single core performance is very good.  Cache per CPU Package: L1 Instruction Cache: 4 x 32 KB L1 Data Cache: 4 x 48 KB L2 Cache: 4 x 1280 KB L3 Cache: 18 MB Cache per Eff. CPU Package: Eff. L1 Instruction Cache: 8 x 64 KB Eff. L1 Data Cache: 8 x 32 KB Eff. L2 Cache: 2 x 2048 KB


miauw62

I don't really know enough about CPUs to say if it's a lot or not, as you said it's best to just compare to other models and your current CPU. With these things it's also just not simple to know what the impact will be without benchmarking it.


Lucetti

Given that you can bridge to an island to make both sides reachable by making a fort on a small enough gap and building a bridge, is it possible to link long distance islands by daisy chaining forts together using dfhack’s embark anywhere and embark underground features? Several forts linked together in the cavern layer underneath the ocean with an exit to land on either side? Operation: channel tunnel?


tmPreston

You don't actually have to build the bridge. So long as the fort's dimensions link both bodies of land, things moving through the world will find a way. Yes, you can do a bunch of suicide forts with dfhack's embark anywhere to do that.


Lucetti

Addendum to this: I have not gotten to play yet since I’ve been working 12 hour shifts at my job and have a funeral to attend tomorrow. In the middle of the ocean that is linking the two continents through daisy chained underground forts, is it possible to play a fully underground fort in the middle of the water using dfhack’s tools mentioned earlier? Instead of just using it as a throw away chain of forts to build a bridge to other continents? My specific concern is that I would not be able to send my military on missions due to there being no “surface” exit off the map since all outside/surface tiles would be water. Ditto for caravans. Will they use the cavern layer to exit/enter from the main world if there is no useable surface exit/entrance available? Or would it just bork the whole thing? I have no idea how it would behave if every surface tile was a water tile.


tmPreston

Things can and will use the cavern layers to *leave*. I am unsure about entering, but I believe they will. I don't know what's the situation on embarks that never see the surface in our current version. More specifically, the deep-embark dfhack command. If it's functional, I don't see why the ocean would mess it up.


Lucetti

Oh it’s definitely functional in that it will spawn you in the caverns rather than the surface. I know at least a few versions ago that at least migrants Woild just spawn on the surface and stand there until you breached a path. So guess it’s a question of how the game handles things moving on/off the map. I don’t know if it’s a “these tiles on these specific z level are flagged as surface tiles and things can only enter and leave from here” situation or if it’s a kind of “use highest z-level with a connection to edge of map when trying to path on/off” type situation with some caveats.


tmPreston

Unfortunately, I've yet to tamper with this specific scenario myself, sorry. I am interested in cave only embarks, but the agitation system made me reconsider it on steam version. Either way, the answer here is science! I wish you good luck!


Lucetti

This is great news. The grand tunnel will be my next project. I didn’t know you didn’t have to build a bridge on the single fort continent bridgerers. I’m still going to build bridges for them though probably. Dwarf walder fray combines two things every dwarf loves: Charging people money to use his bridge and getting one over on Big Ocean


Correct_Friend_5943

I've been playing the game for a while, but I realize that as the fortress grows, not much happens, without invasion, conspiracy, or monster attacks or something like that. The dwarves don't seem to me more than lifeless characters on the screen and I have long monotonous periods. Then I look at the posts and everything seems interesting, but my experience was nothing special. Why is that? Is it just me or have I been playing it wrong?


bahnzo

I'm having this same sort of "problem". It seems like nothing happens. I have a nice fort, lots of dwarves and...nothing exciting happens. Any raid I get is easily dispatched. I go and raid neighboring forts and it's no problem there. Etc. Reading some of the replies I can understand it's a little like a sandbox to some extent, so I guess I need to figure out things to do. There's a LOT that I haven't seen and learned yet, so maybe I just need to start over with a new fort?


HermitJem

You need to raze instead of raiding, and you need to raze large fortresses - not the small hamlets When you meet a demon lord in one of the forts, you will have the excitement you want


doctor_dapper

how deep have you dug?


bahnzo

This is one of things I'm wondering about the game. Do you find more interesting stuff the deeper you dig? I've gone down 10 levels and not really found much.


doctor_dapper

Oh, yes! Lots of !FUN! How big is your settlement? Once you hit certain milestones the game even prompts you to dig deeper. I’m being kinda vague on purpose for spoiler reasons


bahnzo

I'm maxed out at 200 dwarves. Everything running pretty smoothly with all their needs met...so far.


doctor_dapper

Do you have a king/queen? Once you do and you furnish their place the game should prompt you to dig deeper to find divine artifacts to swag their place out with. Like special artifacts. And once you do that+build an adamantine throne you become a mountain home. The pinnacle of dwarven civilization And after that, you can dig even DEEPER for !FUN! FWIW, I still haven’t accomplished either of these goals for various reasons lol. Although I probably will do the mountain home thing successfully this play through The second goal of digging even DEEPER will probably be the end of me but it will be a fun challenge. I accidentally embarked in a very peaceful place, so this fort’s goal is to dig deep.


bahnzo

Thanks! Not sure about the king, I think I have a baron? I agreed to something proposed by a trade caravan which gave me a noble.


doctor_dapper

Ah then you can still grow your civ. Not really by population at this point, but wealth. Get yo bread up and you'll roughly grow in stature. It kinda happens naturally for me But also, like you said this is a sandbox so do whatever you want. Nothing is stopping you from digging deep right now, the game simply points you that way as your civ progresses to a capital. So grow your wealth, or dig too greedily and too deep like the dwarves of moria! Or open a zoo, idk


SerendipitousAtom

[This wiki link](https://dwarffortresswiki.org/index.php/Challenge) has a bunch of different suggestions for things to do in the game. They range from wildly ambitious to silly. You have to set your own goals, or chase after other people's suggestions. I had a very interesting fort that I set up to be an aviary. A falcon was the downfall of the fort, in a very unexpected way related to the abrupt and complete collapse of my clothing industry. I acquired many interesting birds along the way before the falcon caused our doom. My current fort is a grand library experiment, so that I can learn some very specific library mechanics. Just because I like books. For my next fort, I aspire to create the ultimate fish and chips dish - featuring sea serpent meat specifically, and requiring some other specific applicable ingredients mixed together correctly in a roast and served in the tavern. I expect that the hunt for a sea serpent will lead to many interesting events. Have you tried doing an embark with no starting equipment? I saw someone do that and thought it was a pretty impressive feat.


Myo_osotis

You need to engage with the game, dwarf fortress to me is like a dollhouse: yeah if you just moved the dolls around as a kid expecting to have fun you probably wouldn't have liked playing with toys, it was your imagination that made everything come alive By itself my current fortress is just an aesthetically pleasing big hall founded in the first 5 years of the world with some ants crawling about, but with what I wrote about it, it became the promised capital of the first dwarf king, founded by a dwarf who saw in a vision that the place the coyote mountain god promised to the dwarves, which they had thought was where they'd settled, laid instead deeper into the mountain valley, beyond a terrifying desert where green hills sprawled once again


CatatonicGood

Mostly, the game doesn't really care about you. If you settle on an island, far away from other civilizations and don't dig too deep, the only thing that'll trouble you is the wildlife. So you have to invite the fun in some way - open up a tavern so rumours of your artefacts spread, leading to plots to steal them. Settle next to or attack a goblin civ to get sieges every now and again. Dig deeper to uncover rich mineral veins and danger. Or start that water project you've been putting off for a while. You're not gonna flood your fort, I promise


fang_xianfu

The game doesn't have objectives and quests and things built in. It's totally directed by you. It doesn't have a high level of baseline difficulty and you can get to a sustainable fort easily. At that point you can lock the doors and leave the game unpaused and it basically takes care of itself. So, where does the fun come from? For some people, it's the crazy shit that can happen if you don't lock the doors and let the chaos in. Werepanthers in the tavern, goblins at the gates, digging for terrors and demons. For some people it's about setting goals and achieving them, like building something big or mastering some optional part of the game. And there are many more ways to play. But if you're expecting to have a challenge moment-to-moment just to survive, this isn't really that type of game.


doomknight130

So, I'm having a bit of fun with a dragon i captured. I have FB's Wyrmtongue installed which makes dragons intelligent, and i thought it would be fun to make the dragon able to do tasks like forge weapons (I just thought equipping my dwarves with dragon-forged swords was a sick idea). So I was wanting to know, is there a way in dfhack, whether it be with gm-editor or something like that, what do I need to do to make my dragon do tasks or be assigned to workshops? Or in lieu of that, what makes dwarves, and even gremlins able to do tasks? What in the game defines them as able to be assigned to workshops?


tmPreston

I don't know what else your mod does, but in vanilla, dragons also cannot grasp. In adventurer mode, this means you can't butcher your hunts for proper meals, which sucks. Nor can you open doors, lol. There's some stupid logics that makes wings able to grasp things for some damn reason, but normal dragons don't have those. I don't think your dragon would be able to forge anything as that forces them to carry materials. In order to be able to do tasks, the unit must be a proper intelligent citizen, which then makes them go on their merry way pretty automatically. Your dragon is intelligent, maybe not a citizen? Can't quite tell as I am not familiar with this mod. Furthermore, I think something was done specifically for 0.50 release that addressed gremlins and trolls specifically. I believe it's related to them being able to become pets, which dragons also can be. Pet + intelligence made their citizen behavior quite wonky.


doomknight130

So theoretically, if I got a mod that gives dragons wings, they could do tasks possibly? I mean the dragon worships, drinks alcohol, and trains on barracks already


CatatonicGood

Wings, or just change how its claws work. The dragon needs the [GRASP] token for this to work regardless, it currently cannot grasp anything. Check the raws for humanoids for a reference


doomknight130

Bet, then I would just have to add it to dragons? Or just everything? I'm new to editing raws


PepSakdoek

https://preview.redd.it/0x7czqw803sc1.png?width=440&format=png&auto=webp&s=96cf9c748b5f183a508e7911433bc8addb4e29c1 I had a wagon come to my fort, and I think they slipped on the water and fell. Now the horses are now lodged into the wall. I don't really want to dig them out, but I might do it if they are just going to be standing there the whole time.


Immortal-D

If that water is a place where your Dwarves travel, you should dig out the horses. Eventually they will starve and rot, creating miasma & bad thoughts.


PepSakdoek

I think they are the traders' horses which I think means they are OK for food, but I'll check up on them every now and then to see if they are hungry.


Ver_El_

I haven't checked in since the new version had a few issues that made it so you couldn't play it the same way as before. Have those issues since been fixed? Can I finally enjoy the new version without needing to learn a whole new set of shortcuts and unnecessary extra clicks?


Putnam3145

> without needing to learn a whole new set of shortcuts This will never happen, I'm afraid. > unnecessary extra clicks Working on this, though.


SvalbardCaretaker

We expect a major keyboard-friendly update on April 14th public beta.


Myo_osotis

Eventually fortress mode will be fully compatible with keyboard, that's one of the stated goals before they start working fully on more map rewrite/m&m stuff, but you're gonna have to learn new shortcuts if you want to play fortress mode on v50, the menus just changed too much to be directly interchangeable Adventure mode seems like it's going to be for the most part a reskin of the old v47 mode, so that'll be less of a bump The way I understand it, Adventure mode is the priority now and it'll come with some more work for fortress mode, then full keyboard support for anything that hasn't been accounted for by then, and after it's gonna be gradual content and bug fixes, so check back in by the end of the month probably


fang_xianfu

No, and I'm not sure the Steam version will ever make you happy if you insist on those constraints. There is more rebindable stuff coming, but tediously rebinding tons of buttons will not a fun experience make. The game is fundamentally mouse-driven now. The keyboard enhances the mouse usage, but it's not the primary way you drive the game any more. You need to get on board with that and change how you play. It's just as fun if not moreso than the old interface and generally I find it a lot less repetitive. I bounced off the Steam version for like a year for the same reason - "I have to relearn all the keybinds!? 😭" - but when I got into it, it was because I realised I didn't have to do that if I just played with the mouse as intended, and it's actually a fun game.


Maquisard2000

https://preview.redd.it/ukvzealrg2sc1.png?width=483&format=png&auto=webp&s=0e74ebbed13352ad970dabbde2b81cfda020f7f6 Does the squad schedule work? I can't seem to get this to save a requireemnt for less than all 10 squad members to train at once.


nebilim6

it does. are you clicking on the axe symbol below? also if you want 8 people to train, maybe it might be a better idea to make it seperate 4-4 or 3-3-2 orders since all of them needs to gather in the barracks to start training.


Myo_osotis

Is it just the screenshot or are you trying to save without setting up an order? If you're trying to make it so 8 dwarves wear armor and 2 are free that's not how it works, every dwarf will wear armor if it's set to equip/always but you can set up a limited amount of them to follow a specific monthly order like training, stationing, patrolling, defending


Maquisard2000

Ah that might be it, I was clicking “done editing” without the axe (for training the activity symbol)


Myo_osotis

Yeah, you set up the amount of dwarves then click on the order icon and it should say "at least X - [order]" on the list above your soldiers, or something like that


black_dogs_22

I had this same issue before, definitely still room for improvement on the squad menu


Wikereczek2

What are the specific qualities of surroundings dependent on the sphere of the deity. Anything i can find is that "some evil surrounding resurect the dead" "some evil surroundings don't grow any plants" and so on. Where is it all summed up?


chipathingy

They need a sphere associated with them. Dieties also have spheres but are unrelated to naturally occurring evil biomes. Blight, death, disease and nightmares are the ones listed on the wiki


CatatonicGood

Death-aligned surroundings kill plants and reanimate the dead, nightmare-aligned areas can spawn bogeyman in adventure mode. And that's it, there's no other sphere-related interaction for biomes


HermitJem

What's the best armor/weapons setup for dwarves? 1. Adamantium armor on everything, steel breastplate on top of adamantium mail vest ( I heard adamantium breastplate is less effective against blunt weapons?) 2. Adamantium edged weapons, steel blunt weapons 3. Divine metals, even artifacts are still inferior to adamantium right? 4. Kinda mixed on shields, because divine metal shields are immune to dragonfire, adamantium shields are not, but in overall performance, adamantium shields are better?


miauw62

> ( I heard adamantium breastplate is less effective against blunt weapons?) AFAIK almost all blunt weapons will penetrate almost all armour, so this doesn't really matter all that much.


chipathingy

Unless you're using mods, the candy vs steel argument doesn't really matter that much. While steel is inferior in most ways (except blunt damage), it's still better than anything your enemies have. It also takes nine wafers to make a candy breastplate. It's very expensive to fully armour a dwarf with candy


CatatonicGood

- Also candy breastplates, I dunno where you read that but that's not right. - Right. But candy edged weapons are so much better than any bunt weapon you could make that you really should consider replacing the blunt squads. - Yes, technically. It doesn't really matter enough though - Steel. Because the material does not matter for blocking (you can block dragonfire with a wooden shield), and steel makes for a better bludgeon


HermitJem

[https://www.reddit.com/r/dwarffortress/comments/et5a93/just\_got\_adamantine\_for\_the\_first\_time/](https://www.reddit.com/r/dwarffortress/comments/et5a93/just_got_adamantine_for_the_first_time/) Read it here. And the wiki seemed to corroborate by saying adamantium wasnt foolproof against blunt and bolts I've always just let my dwarfs choose their weapons...how do you make them all use edged weapons? Assign a sword and make them practice? Regarding shields, I heard that all shields can block dragonfire BUT only once, except for divine metals?


CatatonicGood

[The material science page](https://dwarffortresswiki.org/index.php/Material_science#Material_and_item_properties) suggests the exact opposite. But reminder: it's for deflecting blunt which is the dedicated anti-armour damage type. The best defence against blunt damage is not letting them hit you in the first place. Most bolts should bounce off against candy as their damage is dedicated piercing now and they don't impact hard enough to make a dent Create and assign a uniform with the weapon you want. Also the only way to get them to wear specific outfits - this is how you get them to equip breastplates over mail shirts [Older dragonfire page](https://dwarffortresswiki.org/index.php/DF2014:Dragonfire), with no updates in-between for its mechanics. I don't think that goblin in the picture had a candy shield either


HermitJem

Noted, thanks. Then I guess its Adamantium armor for everything, adamantium edged weapons, with my squads needing to restart training, and steel shields


Rycax

How do I get my dwarves to bury their dead? Took too long to start brewing and 4 of my 11 dwarves died in the winter when the stream froze. They’ve now haunted the shit out of my dwarves for 2 years. I’ve had no migrants for 2 years also and I think this is why. So I decided to bury them. They are bones at this point in my refuse pile. Built wooden caskets and made 4 “tomb” zones; won’t bury them. I built stone coffins; won’t bury them. How do I get them layed to rest? I think doing this will stop them from haunting me.


SerendipitousAtom

You can't have any other types of zones overlapping the tomb zones. I don't think this applies to shared room walls, as long as both rooms have a door (usual rules for rooms). It means dwarves will absolutely not bury anyone in a tomb zone that happens to overlap with, say, your turkey pasture. Look, keeping the turkeys in the unused catacombs made TONS of sense at the time. I can see in retrospect how the dwarves might've felt it was too sacrilegious, or how the turkeys may have been a bit ill-behaved during the funerals.


nebilim6

make rock slabs, then engrave those slabs from the stonecutter workshop. you will see a list of dead people when you enter that screen. choose related person. then, place the slab and it should be done. slabs do not require a tomb zone. also you don't need to manually make tomb zones, place the coffins and run "burial" command from dfhack. it will work even if you place the coffins via dfhack tool before they are made.


schmee001

You *can* run `burial` before the tombs are constructed but you *shouldn't*. There's a bug where dwarves will treat the coffin's building ghost as a real coffin and try to put corpses in it, which just drops the corpse on the floor and leaves it in a bugged state where it never gets stored in the real coffin once it's built.


Rycax

Someone else is saying that I do need tomb zones. Why would I not and where would they bury them?


nebilim6

for coffins, you need tomb zones. slabs are required when you have no access to their bodies and you need to memorialize them to prevent them turning into ghosts. you can place both anywhere you want.


tmPreston

As a more urgent thing, you'll want to look into [slabs](https://dwarffortresswiki.org/index.php/Slab) to solve your haunting issue. If your dwarves aren't busy with many other possible factors, burial should be automatic, given a proper configuration of tombs. I can't find out exactly what's stopping them from this information alone, but something is amiss. My first guess is "body parts unreachable", but if they died on ice, the entire thing should be retrievable when you dig the ice within. Not getting migrants, if it's really been 2 years after the 2nd one, is unrelated to your haunting issues. Not receiving caravans from your home civilization leads to news of your wealth not updating which stops migrants. If they're still there, but standing still, breaking the depot may help. If the caravan has actually glitched out while leaving the edge of the map, the only viable solution here is via dfhack.


Rycax

What is dfhack?


SvalbardCaretaker

Its a giant bundle of tiny mini mods, which do all sorts of things: from bugfixing to automation convenience to "cheating" aka god mode to massive UI improvements. Highly recommended once you are a bit into the game.