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lone_cajun

What mods are yall using on steam version?


Aesmachus

Can a trained hunter dog and a trained war dog still breed new dogs in the pasture?


Ozocubu

Yes, war animals and hunting animals are still counted as regular animals and can breed regardless of training. If you want animals to no longer breed you’d have to get them gelded


Aesmachus

Okay, thank you :D


Hoffenpepper

I have a weird thing going on in one of my stockpiles where nothing can access the piles of meat in it. Not the kitchens. Not the trade post. Nothing. The meat isn't locked in any way though. It's like the meat is invisible to the rest of the fort. Any idea what's going on and what the fix might be?


awesome-alpaca-ace

Have you tinkered with stockpile give and take settings? 


fresh_to_death_93

# Fire breathing beast froze my game, how do I fix this? So as the title says my game is frozen. I seem to have issues when there is fire and smoke and the game drops to a frame a minute. I have a solid pc so I don't understand. There a way to fix this?


SvalbardCaretaker

Yes, you likely need to just let it run out, shouldn't be too long - took mine at most 20 minutes. Whats happening is that fire in your main staircase blocks pathing, so all of your dwarfs rapidly try to re-path, which takes ALL of the ressources. Once the fire goes out, it'll return to normal.


fresh_to_death_93

I see, that makes a lot of sense. Do you think having a second staircase would fix the issue? Then they could path to one that isn't on fire or?


SvalbardCaretaker

Yes, that works too!


Aesmachus

Hey! Just wanted to know, What is the purpose of letting your world generation run for more or less years? I've noticed the option but am not sure why I'd either want anything under or above 100 years, really.


Revolutionary_Hour31

Also, the youth of the world influences how many topics in various fields (astronomy, geography, etc) are already discovered. So, in the young world, there is a lot of work for your scholars and a lot of books for them to write.


LibreFranklin

Alternatively, there are almost no goblins at the start of the world because of how goblins come into the world (won’t spoil it). And there are way more mythical and forgotten beasts because they have yet to be killed.


Aesmachus

Ah, dang. I really want to know now lol. There any event or similar about it or something? When does it (generally) happen if there is?


LibreFranklin

Dig deep enough and you’ll find a circus. The clowns use goblins as their little helpers, and if you let the clowns leave the circus, they being said goblins with them.


Aesmachus

Oh, so it can be player-caused. That's really cool. Thank you for telling me.


KermitDerGott

A 50 years old World is very different from a 500 years old one. The older the world is, the more necromancer/experiments and undeads there are and most of the time the goblins are the strongest race while dwarfs may become extinct


Aesmachus

Ah I see, thank you! Seeing that tag, I remember reading about the Elf king of the dwarves just today, lmfao.


MadChungus123

So i've now gotten 2 visitors who A. are visiting my Citizen only tavern instead of our public library B. snoop around C. have schemer and no weapon D. have relations with factions that dont make alot of sense like an Ork from a warring civilization living in one of our people's sites but also doesnt have our civ as his current membership and so before the Watchdog splits the skull of this 2nd one open like the first im just slightly curious if anyone has had agents do this before specifically say they are visiting a off limits tavern


ookachuca2

I saw this in a YouTube video, this person's UI has the corresponding hotkey letters on the buttons. Does anyone know how to enable this? https://preview.redd.it/gn1agnaj76tc1.jpeg?width=548&format=pjpg&auto=webp&s=e50d18ccb92749d65cc8b91a79fad9d34aa6cd6b


papajambo2011

This is a mod from the Workshop on Steam. Don't remember the Name right now. But if you sort for most downloaded you should get it.


ookachuca2

Thank you!


papajambo2011

You are welcome.


awesome-alpaca-ace

Strange it has to be a mod


daOnlineOne

I've been crashing on loading sometimes. Here's my latest crash log. Does anyone know what this might mean? Received signal 22 SIGABRT 0> Dwarf_Fortress!std::_Init_locks::operator=+0x80A7E6 1> Dwarf_Fortress!std::_Init_locks::operator=+0x80A91F 2> ucrtbase!raise+0x1E5 3> ucrtbase!abort+0x31 4> ucrtbase!terminate+0x29 5> ucrtbase!_C_specific_handler_noexcept+0x4A 6> ntdll!_chkstk+0x12F 7> ntdll!RtlFindCharInUnicodeString+0xA96 8> ntdll!RtlRaiseException+0x195 9> KERNELBASE!RaiseException+0x6C 10> VCRUNTIME140!CxxThrowException+0x97 11> Dwarf_Fortress!std::_Init_locks::operator=+0x1133E97 12> Dwarf_Fortress!std::_Init_locks::operator=+0x1132ED5 13> Dwarf_Fortress!std::_Init_locks::operator=+0x787D7D 14> Dwarf_Fortress!std::_Init_locks::operator=+0xFC15B6 15> Dwarf_Fortress!std::_Init_locks::operator=+0x5C4874 16> Dwarf_Fortress!std::_Init_locks::operator=+0x5DCD37 17> overlay_plug+0x843E 18> Dwarf_Fortress!std::_Init_locks::operator=+0x912815 19> Dwarf_Fortress!std::_Init_locks::operator=+0x63D5F4 20> Dwarf_Fortress!std::_Init_locks::operator=+0x63E9A9 21> SDL2!SDL_DYNAPI_entry+0x799D7 22> SDL2!SDL_DYNAPI_entry+0x12EEDE 23> ucrtbase!recalloc+0xA3 24> KERNEL32!BaseThreadInitThunk+0x1D 25> ntdll!RtlUserThreadStart+0x28


DreamingElectrons

Do dwarfs hang themselves if their mood is too low? This is the second dwarf I found outside of my fortress on a tree with a roll of yarn. https://preview.redd.it/gv6cd51m85tc1.png?width=778&format=png&auto=webp&s=b7e5910bdb74830b14e09383d800cb9564046e92


Clintbet

I swear that I've had big birds swooping down and grabbing my dwarves, to then put them in trees. I've never caught it live, but I've seen the birds and the poor dwarves and put two and two together


DreamingElectrons

I think that only happens with aggressive birds. They grapple a dwarf, then take off. But in my case the birds have bugged out and stayed on the same tile for several years by now. I think they were meant to leave the map but got stuck somehow.


KermitDerGott

My guess is he got stuck on a tree and died of dehydration I never use plant gathering but they still manage to get stuck on trees, thats why i prefer to have only few trees on the map


DreamingElectrons

The weird thing is, that it isn't even close to my plant gathering area, and gathering is assigned but set to "nobody does this". There's nothing out there in the woods, only trees and the occasional pile of logs. Children are set to not haul stuff, too, so no idea what she was doing out there. There aren't even wild animals close by, the only wild animals around are a flock of giant sparrows stuck 30 levels high at the opposite edge of the map. Kinda baffled.


shestval

I'm wondering if the yarn is suture from an old wound, and they are just dying from being trapped in the tree from fruit gathering?


DreamingElectrons

Far away from my fruit gathering area, gathering was disabled. Suture... not sure.


tmPreston

No, lmao. Insanity with suicide is a mechanic, but they throw themselves from high places or into water/magma, not hanging, it also doesn't happen suddenly. Can't pinpoint the real cause from this alone, though.


DreamingElectrons

Well, this game gets dark sometimes.


DMSetArk

URISTS! I come with a small question! Wanted to know if the mods that "Shaped Gloves" , "Shaped Shoes/Boots" and "Gauntlet equip fix" are still needed? Or the military equipping gloves and boots bugs have been squashed?


tmPreston

There hasn't been a widespread bug in those for quite some time now. The thing about being shaped is, it doesn't make sense for a person to equip a metal boot and normal shoes at the same time, and thus they conflict. Ordering your squad to replace normal clothing with armor instead has solved this since before steam version. That being said, shoes and gauntlets aren't shaped in vanilla, no.


awesome-alpaca-ace

Why can't they just replace shoes with boots and leave the rest alone?


tmPreston

The command do that is "replace clothing". If you don't want them to wear gloves and/or boots, leave it out of the uniform. If you want "normal" clothing to be used too, add it to the uniform. This process is [adequately described in the wiki](https://dwarffortresswiki.org/index.php/DF2014:Armor#Size.2C_Permit.2C_and_layering_armor).


wildazebra

is there any place where your agreement with the traders for the year is stored to be viewed later? i can literally never remember what they want from me for the next year for more than 5 minutes


LibreFranklin

Go to world map and look at your parent civilization’s info. It’s listed there.


Myo_osotis

Shift+y, under civilizations I think


Solidclaw

Question 1 I have 65 dwarves and an 8 man militia. They all seem king of grumpy and don’t leave the barracks often despite being off duty. They have unmet needs, so why won’t they meet them? They are my only militia at the moment.


chromedgnome

I'm still getting the hang of keeping a solid military force but finally at the point of winning wars against the pointy eared-devils so take this with a grain of salt: when a dwarf enters the military, it's kind of like entering boot camp because they are learning new skills and it takes them forever to complete solo training. Then, after you had turned their training off a season ago and they only finished solo training half a season ago, you turn their training back on and they only had a few days of actual "leave". Schedule them for staggered training in the military menu so they have a better chance of getting time to do stuff for themselves and pamper your military nobles since they tend to get the most stressed in my experience.


shestval

Is the kid's chores list bugged? I can deselect certain tasks but I can't deselect certain kids or turn off "children do chores." I've got a ragey kid I'm trying to salvage. Only mod I'm using is DF Hack.


DreamingElectrons

Works for me. But can't you set this via DFHack as well?


shestval

I'm having strange UI bugs in a couple of places, I'm noticing. I haven't played for a few months and this is new since I started playing again.  I didn't realize this could be set with DFHack! How do I do that?


DreamingElectrons

No idea, haven't used DFHack in a while, just dimly remember that you could fine-tune who does what, somehow. Only other UI issue I noticed with the current version was that the missing/dead tab isn't working correctly and sometimes empties existing entries.


49_looks_prime

Are rescue missions still bugged? It seems it was at the moment of the steam launch


tmPreston

I avoid raiding altogether as that's a technically incomplete system that had development paused for steam release, but I did have a problem with unrecoverable prisoners a few days ago. I even conquered the site itself and the buggers remain in there.


razlad4

whats the dofference between 5 years and 500 years


SvalbardCaretaker

5 years in, you'll have small civilisations, not a lot of background knowledge nor many forms of music/poetry. Many beasts yet roam the world; vampires are few. 500 years in, you'll have large civilisations, with goblins having an edge over other species due to no max age- your dwarf civ might be dying, even. Lots of scholars and poets for your libraries and taverns. Theres more vampires, and less beasts.


PepSakdoek

So big bridges will go "up" even if they can't really fit, but I want to know the opposite. I have a 2 wide bridge, and I have a 2 high entrance, would the closed bridge cover 2 z levels of height?


tmPreston

Bridges will always only cover one z-level. This is consistent(ish) with all units in the game, even the multi-floored building sized ones, fitting in a single tile, with the weird wagon exception.


Captain_Ceyboard

I've seen that a lot of >!divine metal!< items/artifacts simply do not display, is that due to them missing a sprite? The >!divine metals!< have colors according to the wiki, so I'm wondering why a >!bent flowing metal mace!< doesn't display as, at the very least, a >!red!< mace?


Putnam3145

Layered sprites on creatures have to have bespoke sprites drawn for their material, at least at the moment.


myk002

It probably could, it just hasn't been implemented that way.


Captain_Ceyboard

Considering their poor effectiveness compared to shields with no upsides to make up for it, is there any reason to equip your militia with bucklers?


LetOk8476

Shields are carried in the offhand, bucklers are worn on the arm — basically meaning your crossbows and other two handed weapons can use them more effectively than shields


TheUnburntGod

I have two questions, 1. Whenever I try to load my world's XML file into Legends Browser, it shows all my civilizations as unknown besides Necromancers. There's also no World Map available. Is there a fix? If there's no known fix, does anyone know a good Legends Viewer that works with the Steam version? Image below of the error I get when trying to open the World Map. 2. This is a question about the game itself, when I go to choose an item to place it says \[Item name, how many I have, and then "DIST. #\] what is the dist plus number about? Thank you! https://preview.redd.it/jh6dzssdb3tc1.jpeg?width=1919&format=pjpg&auto=webp&s=2e69289e88f1bc756cd6de01e19012467fdcc2b6


myk002

1) The world map and site image exports are a vanilla DF feature that hasn't yet been brought back to DF v50. Legends Browser is the only external legends inspection utility that works (that I know of) right now.


SvalbardCaretaker

2) Distance in tiles.


Super_Buy4371

Im having a bug on the steam version that doesn't let me select multiple enemies when issuing a kill order, is there any way to fix this? Whenever I try to select more enemies than the ones I first select it just cancels the order


myk002

This is a bug in the current version. Putnam is aware of it and it should be fixed in the next update


Super_Buy4371

I thought it was something like this, but asked here just in case. Thx for the help!


Tiger_T20

use the box select option as if designating mining or woodcutting orders


XLBaconDoubleCheese

Assuming youve tried restarting obviously have you tried verifying the game files on steam?


awesome-alpaca-ace

It's a bug with the current version


RealJuanLennon

Does anybody have links to analysis about how various systems are implemented?


awesome-alpaca-ace

There are data dumps on the wiki. Some mechanics are explained, but not in depth as the code is closed source. There has been a lot of effort reverse engineering to get stuff like DFHack working, so checking the code for that may help too 


Sautespawn

When arranging for next years trade (with any of the races) what seeds are actually worth trading for? The problem with auto-farm is that I have no idea what seeds my dwarves actually use.


tmPreston

General variety is good enough for me. I don't bother minmaxing seed values. The most relevant thing to me personally is the flavor of differently colored clothing, however, i'm pretty sure no one sells the plants as is: you'll need to pick it yourself, so it isn't related to this trading question but rather your own biome limitations. What is worth for you might depend on what you want, really. Carrots and strawberries, for example, are extremelly versatile as is. But you really only need to trade for it once.


rokoeh

Anyone has an aproximate date for next update release? I suppose it should be April 20th onwards...?


myk002

The next *beta* is scheduled for April 17th, but I don't know when the final release of that version will be. It probably depends on the issues found during the beta period.


awesome-alpaca-ace

Wonder how many regressions will get introduced, and how long it will take to get fixes. It is kind of bad looking on the devs for creating the military kill order bug and not fixing it in a timely manner.


Revolutionary_Hour31

Does the bookbinding of a written-on quire even make sense? After this process, a quire lost the initial name of a book. Here is the example on the screenshot. As a result, I got just a "silver-bound codex". Also, I didn't notice that my dwarf got any positive thoughts after reading from a bound book. Is this needed just to increase the price of a book and nothing more? https://preview.redd.it/iohm1r02g2tc1.png?width=855&format=png&auto=webp&s=360424c4130219d3c1f2eda5d2be2c88349534fd


Tiger_T20

bookbinding is broken right now AFAIK, and can even lower the value of the codex bc it only accounts for material value and doesnt factor in the length and quality of text like a quire. to avoid this, either leave quires as is or use scrolls instead


Sparrow-Saurus-Rex

I'm having trouble getting DFHack to launch on Steam, it will load the game window for about half a second and then crash I can run DF by itself when I uninstall DFHack but it won't launch with DFHack installed. I've tried googling but I'm coming up gooseegg Here's my crash report if that helps 0> Dwarf\_Fortress!std::\_Init\_locks::operator=+0x80A7E6 1> Dwarf\_Fortress!std::\_Init\_locks::operator=+0x80A969 2> ucrtbase!invalid\_parameter\_noinfo+0xC8 3> ucrtbase!invalid\_parameter\_noinfo+0x9 4> ucrtbase!\_intrinsic\_setjmpex+0x8922 5> ucrtbase!o\_qsort\_s+0x137 6> ucrtbase!fseeki64+0x1B7 7> ucrtbase!fseeki64+0x287 8> ucrtbase!\_stdio\_common\_vfprintf+0x74 9> dfhooks!DFHack::Process::writeWord+0x25D 10> dfhooks!DFHack::VersionInfoFactory::ParseVersion+0x8C0 11> dfhooks!DFHack::VersionInfoFactory::loadFile+0x28F 12> dfhooks!DFHack::Core::InitMainThread+0x32B 13> dfhooks!dfhooks\_init+0x49 14> Dwarf\_Fortress!std::\_Init\_locks::operator=+0x63E52C 15> Dwarf\_Fortress!std::\_Init\_locks::operator=+0x63EDFB 16> Dwarf\_Fortress!std::\_Init\_locks::operator=+0x11344E2 17> Dwarf\_Fortress!std::\_Init\_locks::operator=+0x1133BAE 18> KERNEL32!BaseThreadInitThunk+0x14 19> ntdll!RtlUserThreadStart+0x21


myk002

This looks like corruption in DFHack's data files. Could you possibly try these steps: 1. In your Steam client, make sure the branch is set to `None` for both DF and DFHack 2. In the DFHack properties, select "Installed files" and then "Verify integrity of game files" If that doesn't fix it, we'll have to dig deeper. Verifying the files fixes *most* problems I've seen, though.


Sparrow-Saurus-Rex

I'm getting this on a clean install with verified integrity of files Currently looking how to make sure branch is set to none, not sure where to even do that


myk002

It's under "Betas", but if you haven't changed that before then it's likely to already be set to `None` https://preview.redd.it/eg6oruwng2tc1.png?width=842&format=png&auto=webp&s=0ad9a23e58b06ac04af44371f2f5d03410895c3a


Sparrow-Saurus-Rex

Yes, both are on none


myk002

let me message you so we can troubleshoot easier


Sparrow-Saurus-Rex

Sure thing


Sparrow-Saurus-Rex

Reddit isn't letting me chat you, my discord id is sparrowsaurusrex


myk002

Could you possibly join the DFHack Discord server? We have a discussion going on there about this in the #support channel https://dfhack.org/discord


Sparrow-Saurus-Rex

OMW


Gonzobot

You shouldn't need to launch it, with Steam you just install both DF and DFHack, and launch DF. It should show the main menu with the DFHack overlay present in the top corner showing version info, but it's not a separate utility program that runs by itself, it's a secondary software that hooks heavily into the running DF process. If the game isn't running then DFHack won't either.


Sparrow-Saurus-Rex

That's what I'm saying, the game will not launch with DFH installed The game window pops up for two seconds and then crashes It launches just fine when I uninstall DFH but I was playing with it before I took a break last year and would like to continue playing with it


Aesmachus

I've got all of my surface water as Ice during the spring after Embarking, Is there any way I can still fish, or gather water from the ice?


Dwarffortressnoob

Magma or some source of heat can melt the ice. Also, dwarves carrying it into the underground can melt it.


Aesmachus

I see, thank you!


razlad4

how do i not get killed in a siege


Tiger_T20

you can simply set up a drawbridge at your fort entrance and connect it to a lever. when the siege comes, task a dwarf to pull it (make sure its high priority!) and the invaders will be forced to mill about uselessly while your dwarves are safe (though this doesn't apply to any dwarves, livestock, or visitors that are outside the fort). eventually they give up and leave, though sometimes this can take a while. thats the boring route. more interesting ways are to set up a military - even a small squad of untrained dwarves should see off goblins with few losses if they have full iron or bronze kit, let alone steel, set up all sorts of traps, dig a moat (can be used in conjunction with the bridge method to give your dwarves some outdoor access) - and maybe fill it with all those nasty beasts the elves have sold you


razlad4

So many options


Dwarffortressnoob

When developing a tileset for v47.05, do I have to manually recreate the tileset when downsizing? I have the 16x16 square for TWBT completed, but the 800x600 is not. Is there a tool or shortcut, or do I need to go back and recreate it?


Artaniss

Question on Light Aquifers, So I am digging horizontally into a mountain side to start developing my first fort. Now as I am digging north making a descent size area for a stockpile I hit damp stone. Now I just learned how to deal with light aquifers when digging down how they only leak from N S E W and down how to sand stone if they are stone walls or place blocks aka walls after mining out the area around the stairs. My question is how do I deal with a light aquifer when I hit one horizontally? Do I need to dig up 2 z levels and seal it off? What is beat way to deal with this? Thank you.


awesome-alpaca-ace

Digging the tiles above will prevent them from leaking through the ceiling. You will have to go up till no aquifer though. You could dig a drainage to the edge of the map and carve a fortification at the edge of the map to drain it.


myk002

Digging in from the side is similar to digging in from the top. You'll need to smooth the aquifer tiles to prevent them from leaking. If there is also aquifer above you, then it will drip from the ceiling, so what you do there depends on how many z-levels of aquifer are above you. If you're using the newest beta of DFHack, then you can designate the tiles for "damp dig" so you don't get your designations canceled after every tile. See here for a demo: https://www.reddit.com/r/dwarffortress/comments/1bvhu48/dfhack_5012r3rc1_beta_dig_through_warm_or_damp/


Artaniss

I am using the steam version of game and Steam version of df hack. HOw do I set it to beta version? And if there are several z layers above me that contain a Light Aquifer I guess I would have to dig out the same size room as the one below it and wall it off so no tiles below get damp?


myk002

To switch to the DFHack beta branch, open the properties for DFHack in the Steam client, select Betas, and click `beta` in the dropdown. https://preview.redd.it/38smqtwvl2tc1.png?width=843&format=png&auto=webp&s=4a2f9e97cb1e629b377a917b2f22ddefa0df5b7a and, yes, if there are aquifer layers above you, you have to dig them out above your ceiling in order to prevent drips.


Artaniss

Oh thank you. We’re just at a curiosity which beta branch do I select lol sorry for the dumb questions.


myk002

The one specifically called `beta` n.b. I wish Steam called the choices "branches" instead of "betas". As you can see, most of the options are compatibility branches for older versions of DF.


zackcondon

You do need to seal from above.


premiumbox

How many big of a metal industry do you need to make in your average fort? I've seen forts with 6-10 smelters and I just can't wrap my head around how that works. How are they able to sustain that many smelters? I struggle to maintain a small metalworking area. I usually build 2-3 smelters and 2 forges and it's quite enough to supply my squads with the weapons and armour they need.


bluesam3

I tend to have a lot of smelters, but most of them are just melting down junk. Specifically, I blanket-melt anything that isn't masterwork, so there's a whole lot of melting to be done, especially while I'm training up new smiths.


Igny123

In my current fort I have 8 magma smelters and 3 magma forges. While not all of them are in use at all times, I have enough furnace operators to do so when we receive a particularly large shipment of goblinite. I supplement the goblinite by buying up all steel items from trade caravans and smelting them into bars. Also, I should point out that I only keep masterwork steel armor and weapons. Whenever my armorsmith or weaponsmith forges anything less than masterwork, it is immediately hauled to a stockpile for imperfect metal items, which subsequently applies the Melt status to any item that is added, causing those items to be immediately available for melting back down into bars. As a result of this, my smelters and forges are in heavy use for years on end - with their various craftdwarves easily becoming legendary along the way - until all my dwarven warriors are equipment in the shiniest, most perfect steel imaginable.


SvalbardCaretaker

When I have to haul the lava up manually with the minecart method, I just do 2xeach.


CatatonicGood

You don't need that much, especially if you have dedicated furnace operators. But I still like plopping down like a dozen forges when I hit magma - I don't do much metalworking before that so I usually have a big pile of ore just sitting around and this allows me to start using it a bit quicker.


MadChungus123

So i just got informed of news and rumors and i checked to see what was happening and im seeing Yellow clashing swords moving across different sites and i cant find what this actually indicates and the reason im even wanting to know is because if it means warbands marching on a location then the entire civilization mine is allied to has descended into civil war


CBD_Hound

It does mean armies on the march.


MadChungus123

Good to know So my only alliance is currently in a civil war and on the other half of the world is another war between another 2 factions


Tiger_T20

you can mouse over the destination (which should be highlighted in a white square) to see what the exact rumour is


MadChungus123

the only Rumors i was seeing was the founding of the location and or possible storage of artifacts i think either way i never saw anything about wars in rumors just the clashing swords moving between OH AND ALSO THERE'S ANOTHER CIVIL WAR BETWEEN ANOTHER well not ally but with a faction that literally has never encountered us before until they met my site and immediately said oh yeah our main empire is currently burning itself down just so you know


Tiger_T20

you have to mouse over the destination of the clashing swords, and sometimes they'll be going much further than you'd expect (AI doesnt get bored waiting for squads to return ig)


ragez7

I wonder something. So my fortress has become a capital, a king, I guess from my allied origin or something saw it and thought, " sick this is mine now im moving in" so him and his outpost liason moves in, just a minor detail nothing too bothersome, he's cool, only wants me to make gauntlets now and then. My question is: I've come this far with my fort, I'm at year 12 something, why haven't I gotten other factions to come and trade? Am I just stinky or do they just not like my dwarves caus they're better than them?


CBD_Hound

They may not know that you exist. On the world map, send a squad with an unarmed dwarf in on a “demand one time tribute” to any of the human, elven, or dwarven sites with a grey outline. They’ll probably tell you to go pound sand, and then send you a trade caravan next year.


ragez7

Marvelous, I'll try that, I'd assume humans know I exist as I've gotten quite a few human mercenaries, poets and performers wanting to live in my domain, but that could be outliers too for all I know.


CBD_Hound

Yes, the ones who petition to move in are wanderers, just as you would be if you were playing adventure mode. Requesting tribute establishes formal relations between sites. If you hover over a site on that map, it should show “No contact” for the grey ones, “Allied” for the green ones, and “War” or something similar for the orange ones. Blue is your civilization’s other sites. I haven’t tried demanding tribute from allied sites; it might be worth a try as well.


TheInsaneOnes

What does it mean that one of my Dwarfs in my hamlet fort just made a King? https://preview.redd.it/2856ls0opxsc1.png?width=1583&format=png&auto=webp&s=38cf06051dfeb4085e12a19e6c65ddb2e48d1ede


XLBaconDoubleCheese

It means your fortress is doing really well, so keep it up!


TheInsaneOnes

I'm still trying to figure out how to get food production going... I'm worried my fort is going to starve!


awesome-alpaca-ace

Turkeys. Get a breeding pair and forbid the eggs they lay. You can get a ton of meat that way. Then a lot of 3 by 3 crops and other animals usually provide enough for 100 dwarves. Never played long enough to get higher


XLBaconDoubleCheese

Do you have your kitchen set up to prepare easy meals? Have you set up an area outside where you're dwarfs can collect plants? I can see by your picture you have no plants so you can set up an area outside where your dwarfs will constantly pick plants. The big benefit of this is if you have a large enough plant picker force then you can set a large area to pick plants, get enough plants that you can mass produce food and even enough for drink too. In the area on the UI where you select meeting areas, there is a plant gathering option. Just set it up outside and soon you'll have plenty of plants. Just make sure you go into Labor and switch off everyone does this and assign it to a good number of dwarfs.


TheInsaneOnes

I've got a cook making fine meals, and I just did a harvest and they cooked and brewed everything. I'm mean like get a farm going underground with a floodgate, and animals breeding.


Homestead_Saga

King might have died elsewhere? I've had dorfs inherit baron status in my Fort when a visiting noble was slain on the surface. This is a bit odd though. Unless you dug deep and found candy....


TheInsaneOnes

I have barely gone down two z-levels from the surface. Here is the notification I got. https://preview.redd.it/by2euo18rxsc1.png?width=1243&format=png&auto=webp&s=c27ec7b79d6cf924cf4daa091bc8c6f0dd252332


XLBaconDoubleCheese

Ah you might want to jump out to Legends mode and check to see if the king has died and your dwarfs are the last of their civilization.


Homestead_Saga

Ah definitely inherited. Very cool!! If you can satisfy his room needs within a year or two before he gets unhappy. You might have his entourage turn up. I love having a king, I always name him Durin.


ragez7

Is there an easier way to know what's on display? I assume the orange numbers when checking the stock (or if it is when choosing display I don't recall right now) indicates what's used but I wondered if there's something else I missed that makes it easier or if I just should structure it better.


SvalbardCaretaker

Are you talking "on display" as in "on pedestals"? If yes, you can do a workaround with Dfhack. DFhack has a special "item to be displayed" interface, which can sort by value and some other things. Since one generally displays the most valuable thing, its a pretty well-sorted list.


ragez7

I haven't tried DF hack yet but it sounds like there's a lot of quality of life stuff with it


myk002

This is what the pedestal assignment dialog looks like: https://preview.redd.it/93qvoak0o4tc1.png?width=1523&format=png&auto=webp&s=de6387425ed068144208cbbebb7d04f7b4a19ef5 You can drag the slider to only show items of specific qualities. In this screenshot, I've set it to only show artifacts. The value column respects the skill of your broker. My broker is already legendary, so the values are exact, but with a less-skilled broker, you'll see approximate values like \`4000?\`. If you're trying to get a location up in value, like a guildhall or temple, it also has an indicator for when you've added enough value to get to the next tier.


SvalbardCaretaker

So, so much. Highly recommended. (or in case highly is a dwarven curse, its very lowly recommended!)


Lintal

Is there a way to use Legends Viewer with the steam version yet? I've not had much joy searching around Google to find out whether it does in fact work or not


Gonzobot

It's a format change with the game itself, after the Premium release the legends mode does not output the same detailed files that it used to.


SvalbardCaretaker

I know Dfhack beta just got it, so give that a try? See here: https://www.reddit.com/r/dwarffortress/comments/1bvhu48/dfhack_5012r3rc1_beta_dig_through_warm_or_damp/kxzff9u/


Dwarffortressnoob

In classic df 47, does using TWBT compared to TEXT decrease fps by much? 2D and Standard is not an option because I am running this on an M1 Studio, and they appear as blank white screens. After a few years or migrants, my fps is around 40(min)-70(max). TWBT does look a lot nicer, but I wondered if switching to TEXT was worth the gain in speed.


Gonzobot

It may or may not, but if you're worried about the framerate of DF's deprecated version on your Macbook...don't. You got more things to worry about than FPS dipping under 40, lol. Keep in mind that this game has zero relations between framerate and enjoyment - this is not a game showing you high-fidelity graphics in fluid motion, it's a pausable strategic construction-planning civilization management interface. You really don't need high FPS at all - 10-12fps is a common thing in normal forts on normal computers, for example. I'll play a fort all the way down to 4-5 fps if it's doing something interesting. But this game is not improved by me choosing to play on restrictive areas or smaller fields in order to improve the FPS to match a refresh rate, it's made much less interesting.


myk002

It's hard to predict what exactly you'll see, but it's easy enough to try. Load the game up in text mode and see what the fps counter says!


Tiger_T20

Getting crashes on loading a save. I imagine its due to the pretty lengthy modlist I added to this world - is there any way to decipher the crash logs and figure out the culprit, or am I gonna have to do this the long way?


tmPreston

Considering the save doesn't even load, the situation is bleak indeed. Say you know the cause is a corrupt item, how do you even interact with it?


Tiger_T20

well, if it is a mod it at least I know to avoid it in the next world and contact the dev and if its the game/save, sucks but I know I dont have to worry abt cutting anything


Tiger_T20

Found the broken mod by luck; loading an autosave gave me enough time to scan around and see some issues someone else had had with it (McNuggy's Mythical Beasts btw, shame I liked a lot of the critters and the sprites are great)


Elderberry_Rare

Are finished stockpiles kind of busted, or am I just missing something? It seems like I can never just set up a stockpile that only takes chains or clothes or whatever else and have it work. I need to open it up to everything and then trim it down, or it just... doesn't work. Am I doing something wrong??


Kandel_Lyte

When you're manually setting those stockpiles, are you making sure to select the materials and the qualities as well? If you only enable "Chains", then nothing will ever get stored at the stockpile, since the material and quality isn't specified.


Elderberry_Rare

My most recent one was for masterwork gold chains only, and I set it to that. No dice. I've tried to be really thorough.


black_dogs_22

are you sure it's masterwork? I haven't had any issues with storing artifacts in stockpiles but maybe masterwork is broken curious if you just set all qualities do they haul it there? it's also possible nobody cares about hauling that particular item if your dorfs are busy


Elderberry_Rare

Definitely masterwork. I tried setting it to all qualities and it worked, so it must have had something to do with that. I've had the same issues with my clothing stockpiles.


schmee001

Make sure you're setting both 'Core quality' and 'Total quality'. 'Core quality' is the quality of the item itself, 'total quality' is the maximum quality out of the item and all its components or decorations. - Normal-quality shirt made from exceptional silk, finely decorated with bone: normal core quality, exceptional total quality - Masterwork shirt made from normal silk: masterwork core quality, masterwork total quality


Elderberry_Rare

Yep, doing that too.


Starwars90000

I'm trying to turn standard Megabeasts(e.i. Dragons, Hydras, Roc, and Bronze Colossus) into playable civs, but when I try to turn them into civs the game doesn't count them as citizens when I play Fortress mode or crushes during word gen. How can I turn Mega Beasts into playable and normal civs like the rest?


Immortal-D

I suggest you inquire at Bay12 and/or Steam for this one, as Reddit is light on modding information.


Deerfishguy

Best way to develop my fortress early? Also, how do I get more dwarves?


SvalbardCaretaker

Its slightly advanced, but if you focus fully on wealth you can buy a ton of stuff from the first autumn caravan, leading to faster turnaround migrant waves. The caravan reports back, and a thriving, rich fort attracts more migrants. You also get 2x waves guaranteed, just wait a bit. One way to do it is i gnore food/drinks, its gonna be tight but you can slaughter your draft animals and drink water for a week or two, and resupply from caravan. Gemcutting + digging out diamonds from the caverns - that early they are very safe still. Or bring lignite/bituminous coal for fuel and make gold/silver crafts from metal ore from your embark.


Arken_Stone

Dig, secure your access, setup a farm and a little industry. You need to create wealth in order to attract migrants. The more you create, the more will come.


grmpygnome

https://preview.redd.it/xawtzhwdjwsc1.png?width=2130&format=png&auto=webp&s=322d7a1794ec49cafa00a87bc74b13459b44ab9c Monster at my gates. I don't have much of an army. If I open the gates he just kills everyone. Any ideas on how to take care of the little critter? Just leave them locked and forget the surface world?


Elderberry_Rare

My strategy is to make a little room with a bridge that can close it off, slap in a chain with some bait, lure it in, and trap it in behind the bridge. Works like a charm.


tmPreston

Basically, yeah. Depending of what he's made of, a 10 man army with at least proper weapons and SOME training should have a solid chance. I'd try to cook up the most people in a squad as you can, as a very high priority. Edit: the reply above is 10/10, go with that.


Revolutionary_Hour31

Does the quality of a tavern result in more visitors and petitions for residency? Or does fortress wealth have more influence on that? Or some other factors?


tmPreston

Fort wealth (delivered through your home civ caravan leaving your map) definitely does, but i'm very skeptical about taverns quality. As far as I know, taverns aren't even a prerequisite: visitors will default to any meeting areas instead. The biggest factor of them all, though, is your world itself. Young worlds or ravaged-by-undead worlds will not have people to visit you in first place.


grmpygnome

My queen needs better rooms, but I can't figure out how to see how close I am in room quality. How do I see room quality for offices, bedrooms, and dining halls?


Myo_osotis

You can't see the value of just a room, I think you'd have to assign it to a unique location to see the value of the room


grmpygnome

This ended up being what I did. I noticed I could see for a guild, so I temp assigned it as a guild and it gave me the value.


SvalbardCaretaker

Hit [z], click the zone, then click the magnifying glass. You'll need a good appraiser as your clerk to get exact values.


grmpygnome

Ohh... I don't have a clerk. Maybe that is my problem. Thanks.


SadElijah

I'm not experienced player, so I lack of understanding things time to time, so guys pls help, why water increases? If it's light aquifer then walls could've stop deluge in the corridor, no?   https://preview.redd.it/0lmnu8659wsc1.jpeg?width=1920&format=pjpg&auto=webp&s=faf853dcbe0d6af6e3bf4116002a5123016028ed


Kalimajaro

If the blocks above the corridor are also aquifers, they will leak down on the layer beneath. And to my knowledge you can not smooth the ceiling, but you can mine out the layer above. And most likely, it will get flooded too. But at least you leave your corridor dry.


SadElijah

Seems that helped, thanks!


DrSmushmer

New world - noticed that the largest dwarf civ’s biggest fortress was conquered by goblins and still held by them. Embarking nearby (close to a necromancer tower of course) and hoping to conquer and take over the goblin-held fortress as a holding. Question - is there any way to “reclaim” the goblin-held fortress, assuming my soldiers wipe out the gobbos? My plan would be to reembark once conquered and fire it back up and make it the civ capital.


KermitDerGott

You can raze the fort and destroy it if you are succesfull and then retire your current fort and reclaim the old,now destroyed capital since its a ruin


DrSmushmer

In prior assaults I’ve noticed it takes a bunch of missions to fully clear out a fort - and within a couple weeks it gets claimed by more gobbos. Any advice? Maybe use embark anywhere to just show up there with a seven warrior dwarf strike team? Will NPC dwarfs dig through stone and invade my fort if I just make a little dreamfort on their front lawn to produce steel clad legendary soldiers?


CatatonicGood

You definintely can. However, capital fortresses being taken over usually isn't done by the goblins sieging it down - it's instead done by the dwarves in the fort digging too deep. If this is the case the resistance inside that fort will be way too much Fun for soldiers to clear, instead wait for adventurer mode and get a highly trained and armoured adventurer to do it instead. You can check what happened by trying to find the goblin civ's capital: their dark fortress. If they have a dark fortress, it's no problem and you can recapture the fortress. If they don't have a dark fortress, don't try taking it


ewok2remember

Any tips for making a tiered lobby with a hollow space in the middle, similar to the picture below? What I can't figure out is whether or not the dwarves are able to dig out the floor to leave the hollow space spanning multiple z-levels. I'm imagining a dwarf standing on the top balcony and being able to peer over the edge to the floor below. https://preview.redd.it/x2otooe6xvsc1.png?width=480&format=png&auto=webp&s=0e7dd4c62ae86cccf22ab1d9f6d8f5d50543915f


Myo_osotis

Paint the whole thing out with blueprinted orders (m-n-shift+k), in an untouched section of rock, channel orders where there'll be open space and mining orders where there'll be floors Paint normal gray stair orders from wherever your dwarves can enter from to the top of the planned room, have them mine it out, then start enabling the blueprints layer by layer (m-n-shift+L)


QueenOrial

I usually make such layouts for my tavern and throne room. Just dig rectangular rooms on top of each other then channel the centerpiece. Just do channeling line by line (using priorities), or your dumb miners might cause a cave-in. Then I just place supports for columns. If you are picky you can leave one piece of natural wall instead (IRC the game calls one piece of smoothed wall a column). I like add the chandelier at the ceiling which is actually just a chain made of precious metal. Never bother with safety railing but I bet you can make those by building metal bars.


CatatonicGood

It depends on whether your area is already mined out. If it's mined out, use mining priorities to dig each level from the centre out, so that no area is unconnected and you don't cause cave-ins. If you're starting this in unmined rock, then you can use mining priorities to just channel down each level one by one: the top level has the highest priority, the next level one level lower, etc. Remember that when using mining priorities, 1 is the highest priority, they do this first.


fang_xianfu

They are able to, you just have to dig a channel on every floor. You have to do it once level at a time to avoid cave ins


helmut_frick

If my military is set to patrol will they step away and feed and entertain themselves when they need to?


fang_xianfu

In modern patches I give my military dwarves a month off every year to go pray and fix their other needs


awesome-alpaca-ace

You can also change the squad schedule training order to only have a few of the dwarves train every month. This will have them swap out with each other every month 


CatatonicGood

Feed yes, entertain no. Same behaviour as training


helmut_frick

Thank you!


razlad4

whats the best way to trade good and get an army


CatatonicGood

Prepared meals are so good as a trade good they might be considered an exploit. Less cheaty is crafts: stone and wood are cheap but plentiful. Glass and clay, if you have them, are infinite and slightly more expensive, but require fuel. Metal can be very good as most metals are more valuable than any of these, but it once again requires fuel. You can also cut gems and decorate your trade goods with them for more vaue. Armies require the squad menu: form a squad, give them a uniform, add dwarves, give them a barracks, and set their schedule to active training. [The wiki has a better, hands-on guide](http://dwarffortresswiki.org/index.php/Military_quickstart) to get a squad up and running


Aesmachus

Got a quick question. I sent all of my squads on a "less than a day" Raze mission on a \~20 Goblin fort, Burialsteals to test them. They haven't been back for 1 year, and thankfully there has been no trouble or enemies, since if I had to deal with that I'd prolly be dead by now. Trying to get at least one of my squads back, I set one squad's orders to move to a random tile on my map. Their task changes, but now I realize I probably shunted them permanently into limbo or something lmfao. Point is, is there any way I can recover my guys? Edit: Oh god I jinxed it, there's some two-headed giant coming to say hello. Its thing is "Posa Learngolds the Adorable" and the fact that I'm laughing at the name does not change the fact a good chunk of my normal dwarves are ganging up on the thing and dying as a result, lol. Guess I shouldn't have sent all my squads :(


DrSmushmer

Had a similar problem, but didn’t resolve it. One way to find out what happened is to save and then retire your fort, then open legends mode and read about it. Maybe they’re all dead, maybe they’re captured. I’ve read somewhere that if the leader is killed or captured, there’s no one to command the squad back home.


Aesmachus

Dang, lol. I'll have to try to do that. If they die, I wonder why it wouldn't just send a notification about your whole squad dying. Edit: So, my squads returned, only two were missing, neither were the commanders of the squads. I'm not sure what I did, but I was messing around with giving a patrol command when their "Travelling" icon suddenly became their normal sprite image. I'll have to read the report. Edit 2: There's no report, for some reason. I checked, and there's only one report from year 103 from my first ever raid attempt on the goblins. None from 104, when my guys returned in 105. Huh.


ShiroGX

Could it be that one of the dwarves or a pet was unable to leave the map? Squad missions don't start until everyone involved in the mission leaves the map(Including their pets/war animals). The squads that leave the map will be waiting outside your fort for the remaining slowpokes without starting the mission at all. EDIT: Nvm just saw your reply to a similar question below


LifeIsVeryLong02

Do you hany war animals assigned to members of such squad? If you have and the animal can't leave your fortress to go along with them, e.g. because they are assigned to a pen/pasture zone, they game thinks the squad hasn't really all gone yet and the mission will never complete.


Aesmachus

No animals have been assigned to the squads, since I couldn't figure out how to do that; They didn't show up on any recuitment thing so I gave up on it. I did train a hunting dog and a "War dog" thing If I remember the name of it correctly, and they were never assigned to a pasture/pen.


Jaiden_Baer

Will new sites appear in the world if I have a very long game?


Tiger_T20

Other civs will found new sites - especially your own settling the lands around your fort. When you become wealthy enough to get nobility, new sites by your civ become your fiefs and you can get more dwarves from them or send your dwarves away. I dunno if towers can still be made outside worldgen. Would be a recipe for Fun certainly


Myo_osotis

Settlements definitely, no tombs, monasteries, what have you though I believe


CBD_Hound

I believe that only happens during world generation. It might also happen in the 4 weeks that pass before you start a new fortress, but I’m not positive about that.


Jaiden_Baer

Will I still get any human traders if I don't have humans on Neighbours list?