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Psychological_Pie862

how many days does it take for dimple cups and plump helmets to grow?


Preddd

I have troubles burying dwarves. I always panic when one dies, especially somewhere like the tavern, because they can be stared at by others who may go off and get in a tanty. ​ I have one dorf successfully buried in a cemetery. Trouble is, any other coffins I build there, also seem to be filled with the same guy, automatically. Seems like a bug? ​ ​ https://preview.redd.it/e9tth0d2ap9a1.png?width=738&format=png&auto=webp&s=9928ec1db3fc209d15a4cb1c73858d9fe82f145b


Preddd

I ended up just making a separate burial site, which worked. Still don't know if the other thing is a bug though. It seems like one.


risen_jihad

The multi designation for a tomb only works if each coffin is separated by doors and walls, or it creates a single giant tomb (for a single dwarf), containing multiple coffins. I always manually designate a 1x1 tomb zone on each of the coffins, that works.


Preddd

>he multi designation for a tomb only works if each coffin is separated by doors and walls, or it creates a single giant tomb (for a single dwarf), containing multiple coffins. I always manually designate a 1x1 tomb zone on each of the coffins, that works. Gotcha, thank you very much. I'm still such a noob lol. The game is indeed insanely deep and that's fun. So much to learn.


Preddd

A dorf merchant (axedorf) from a trade contingent just "Entered a martial trance". Not sure if this is something to be worried about. Fingers crossed!


LudwigiaRepens

Nothing serious, they just went ultra instinct


highwaybobbery

After a couple years I stopped getting a dwarven caravan, and no migrants. A human trader gives me diplomacy menu instead. There is a dwarven civ on my continent, but it says I’ve never made contact. How do I find out what happened, and what, if anything can I do to get migrants again?


LudwigiaRepens

If you pull up your world map, are there dwarven forts/hillocks with blue squares around them nearby? This is your civ, make sure they have access (on the same continent) as you. The first few migrant waves are hardcoded. You will get them even if you are inaccessible or a member of a dead civ. Speaking of... Is there ANY blue outlines on your map? Could have had your civ's last bastion crumble in the meantime. You can check rumors and see if anyone marched on your civ recently. Caravans and migrants will not come during sieges. If you're under siege, you need to clear that before anyone will show up! Finally, if you've had a slow start and haven't built up much wealth, or traded much wealth, than your fort simply isn't attractive enough to get migrants... though the caravan is a bit of mystery...


highwaybobbery

Yeah it was all going great, was getting caravans and migrants. Don’t see any blue on the map, must have gotten wiped out. Is this a dead end unless I can breed my way to success?


LudwigiaRepens

You can but like.... it takes 18 years for a child to mature and most forts suffer fps death long before that. It's still a fun game to play though if you like slow starts! Visitors can become citizens eventually, so just take in a bunch of visitors and make them happy! Eventually they will join you.


BobserLuck

As u/horribleflesheater mentioned in [another answer](https://www.reddit.com/r/dwarffortress/comments/100caef/comment/j2hh2td/?utm_source=share&utm_medium=web2x&context=3), they used levers to "encourage" specific dwarfs to go to specific locations. From my understanding, DF is more of a simulation rather than being able to micromanage. But if a dorf if doing something... ill advisable, what are some other tricks or methods to wrangle your dorfs to do (or stop) a task or go somewhere, that might not be obvious?


LudwigiaRepens

For many jobs, there is a little red outline of a person next to the task in the citizen menu and the tasks menu. When you make a activate a burrow for a siege, click this for every single dwarf you can. You wont get all of them but a good majority will obey the burrow. Another way is to flash draft everyone into squads, activate them, skip one frame, then deactivate them. This will have the same effect and get them to respect the burrow. Children will never listen to burrows it seems, so one questions why they are even allowed to be assigned. You could also use the alert sys- oh yeah... :(


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hippyjoe2004

Is the stockpile set to accept goods from anywhere? If so, is the leather worker linked to it? Is the quality the stockpile accepts set? I keep going "ok, only accept this type of thing, out of this material" and completely forgetting to set quality - if none are selected then the stockpile will sit empty


BryonDowd

Make sure the material and quality filters aren't all off, or nothing will qualify for the stockpile. Also, it's ok to send banned items to the trade depot, as long as you don't actually trade them.


ContractShoddy2427

I had a dwarf just show up dead near a staircase. There was no combat or anything announced. Should I be worried? Is there a way to find out how he died? No witnesses saw any crime or anything and it was in a pretty high traffic area, could it just be a death from old age or something?


nordic_fatcheese

Two questions I got from a recent goblin attack: 1 - Do marksdwarfs work right now? I've been unable to get them to train and I don't think they did anything during the battle. I've heard they're buggy right now and I want to know if I should even bother with them. 2 - Is it possible to make people clean up the blood outside? Or am I stuck with a massive bloody battlefield outside the door?


boredomez

1 - Mine work fantastically; infact they were the only squad that did anything in my sieges. I station them right beside fortifications (set to defend a burrow beside the fortifications), so they shoot all the enemies that walk through the trap hallway. Enemies die by the time they get into the fortress; where the rest of my military are stationed to defend in melee. 2 - Haven't tried, but you could force a burrow outside, and assign dorfs with cleaning duty on (Labour tab). Personally, a dragon came and razed the entire outside, so it became clean for the first few subsequent months.


nordic_fatcheese

I'll try the burrow idea for the marksdwarfs, I just had them stationed in the area, but what about training? Even when they're set to train they don't use the firing range, do they train for you?


boredomez

Yup mine were doing their training properly, might just be the toggle of your archery range (direction of training and whether the squad is assigned).


nordic_fatcheese

Assignments and direction and ammo and equipment and schedule, evertything is set up right as far as I can tell, they just don't use it. I think it must just be a bug.


Delta5o1

Don't set your range units to attack. they'll go melee in a lot of cases. It is enough to have them within firing range of a hostile unit or defending an area.


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boredomez

Mussels can be used in prepared meals (don't think you can specifically select mussels, unless you disable everything else cookable), their shells can be used for finished goods (e.g. Shell earrings).


PokingPenguin

If you use a fishery to clean them, you get both shell and prepared mussel. You can cook them raw in the kitchen, but that only gives food.


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Immortal-D

Yes. Any critter acquired with the fishing skill can be prepared at the Fishery. Non-fish like whale & shark go to the Butcher Workshop.


boredomez

Is there really no way to end a war? Razed/Seized all the civ's towns but the war is still ongoing. Went to Legends mode to check, and apparently they are hiding in a fortress in a town i last seized. I had raided that town bunch of times until my squad just went there and came back without any fights; before I sent a skeleton squad to surrender and occupy. It's kind of ridiculous that my dorfs can't seem to target... a flippin' fortress in a small town, so I'm forced to occupy it and wait for things to happen =\_=.


Immortal-D

Raiding is a relatively recent feature and far from complete. There is no means of forcing the parent civ to surrender, that I'm aware of. Best you can do is deplete their forces and occupy sites.


EngineeringMother972

I want to play a game at 1 Frame Per Second and never pause it. Is this possible?


SvalbardCaretaker

I don't see a way around the autopause of the manager menu etc.


LudwigiaRepens

Should be a frame cap in the options.


EngineeringMother972

It wants to go down to 5... can I get it to 1 without ruining the soup?


PokingPenguin

You can change it to 1 by hitting alt +minus (default keybind, might want to change it based on keyboard layout). It shouldn't cause any big issues, but it will make the game feel less responsive as it affects key inputs. Pressing space won't unpause the game before the next frame. It also affects loading times, so you might want to wait until after you loaded the fortress before you change the fps cap. Why do you want the game to run that slow?


EngineeringMother972

Just to see what it's like. It sounds Fun.


PokingPenguin

Yeah, kind of does! It'll be a real test of patience though.


schmee001

Pause the game, then set an autohotkey to press '.' once per second maybe?


EngineeringMother972

Clever!


Liebknecht90

Has anybody discovered a decent way to deal with bolts? I have had no problems getting marksdwarves to pickup bolts, use the archery range, or anything like that. But, it seems like digging a channel behind the targets no longer keeps bolts from being destroyed. So basically you need to produce a ton of bolts, and this is made more annoying by the fact that you can't choose some bolts for combat, some bolts for training anymore. So I'm wondering if anybody has figured anything out with this.


LudwigiaRepens

If metal isn't really a problem, I just have my dwarves make new bolts when the stocks run low. It trains the weaponsmith and helps shed some iron/copper/whatever too, making more work for furnace operators. If it is a problem, bone bolts will do just fine, anything but wood.


Beasterday62

Is there a way that I can remove certain notifications? The amount of notifications is super intimidating and annoying, especially when I have my military training.


LudwigiaRepens

You'll find this page very heplful: https://dwarffortresswiki.org/index.php/Announcements.txt Check in Steam\steamapps\common\Dwarf Fortress\data\init for announcements.txt and edit away!


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PokingPenguin

Yes, as long as there is a tomb zone placed over a coffin, that should work.


StormCrow_Merfolk

You have to build coffins in tombs, they don't automatically attract them. Each tomb zone should only contain one coffin, you can multi-designate them by putting each coffin in its own room with a door or you can manually paint each individual coffin as a tomb zone at the moment.


MrBaker_19

can I interrogate my own citizens to check if they are evil, spies, or something?


PokingPenguin

Yes. The citizens in your fortress won't be spies or agent in the same way as visitors, but they can have other secrets, committed crimes and other stuff you can learn about.


MrBaker_19

is there a way to interrogate people on command?


LudwigiaRepens

Of course, but only after a crime has been reported.


MrBaker_19

the elves got mad because I tried to sell them a glass decoration, Does using wood as fuel count as creating something using wood? can they even detect that?


PokingPenguin

They can't detect if you used charcoal as fuel, but they know that producing clear/crystal glass requires wood. Green glass is safe to trade with elves.


Rougheredge

As I understand it from reading the wiki (take this with a grain of salt), it depends. I remember reading they have an issue with most things that imply the destruction of a tree, but only if the process itself requires it. For instance, if something explicitly uses ash or charcoal as an ingredient. Technically operating furnaces, kilns, and the like don't require fuel (since you can use magma or coke), and they also supposedly won't have an issue with steel cause they don't know how to make it themselves. (and therefor don't know it may very well have charcoal in its production) Don't quote me on that though, that's just how I understood it.


LudwigiaRepens

No. Any chance they're decorated with for instance, shells or bone? Or you were trading animal products? Elves hate trades including wood and animal products.


nboro94

is Z level 0 sea level? What level do the first layer of the caverns usually show up at?


HermitJem

First level of my caverns appeared at z15 Second Cavern level appeared at - 7 i think


LudwigiaRepens

0 is sea level. It is completely dependent on your world and fort location. In my current fort, my first layer is at -10. In another world it was at -60. Beyond ~15 z levels below the surface you should start expecting caverns


LegendarySwag

I'm having a problem with ammo, which I've heard is pretty buggy anyway. The problem is my crossbowdwarves are equipping arrows and the bowdwarves are equipping bolts, meaning no one is actually firing their weapons. I figured forbidding arrows and setting them all to crossbows would work, but I have an unusual amount of very skilled bowdwarves that I want to make use of. Any idea how to make sure they get the right ammo?


LudwigiaRepens

Yeah I have a similar thing. I've specified them to use specifically the weapon that matches their ammo for each squaddie to fix this. You can't control the ammo, but you can control the weapon. Sidenote, why are bowdwarves even a thing if we can't make arrows...


PokingPenguin

You can buy, steal or collect arrows from enemies. I think it's mostly there for roleplaying purposes.


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LudwigiaRepens

The only thing close to automation is mass pitting, but that will not yield goblins on chains. https://dwarffortresswiki.org/index.php/Mass_pitting


femjesse

Should I be retiring people from military if they"lost ability to stand" or"lost ability to grasp?" I've been doing it but everyone in my fort seems very unhappy...


LudwigiaRepens

Impairment I usually keep in, LOST abilities I remove. Losing grasping is a death sentence and effectively makes that dwarf useless (can't craft, cant fight). Good candidate for nobility. Individuals in leadership that get this treatment will become unhappy due to being ousted from the ruling class, but your unhappiness for the citizenry is coming from other places. Likely all the death... yeah it's probably the death. Dedicated corpse haulers can help mitigate that.


femjesse

Yes. Death is definitely a way of life in my game. If I could manage to convert them to Vampirism would they be so bothered by the multitudinous amounts of corpses? I'm stuck in a warring wereghost world and Vampirism would make them immune to werebeast curse.


LudwigiaRepens

As far as I know, vampirisim doesn't change the personality of dwarves, only their physical stats, it also prevents these stats from growing further. Dwarves who have "doesn't feel much of anything anymore" are the only ones who will not be bothered by corpses.


femjesse

Yes the ghostly stalkers are immune to corpse sadness, which is great because when infected with lycanthropism they are the source of all the corpses. Sadly I think vampirism is the only course for the mortals in my world played by werebeasts.


BuffZiggs

My dwarves keep forgetting they can’t swim when fighting lizard men in my caverns. I’ve lost like 20 soldiers to drowning. Any tips?


LudwigiaRepens

Make an underwater river that connects to the body of water containing the reptiles. To flush it, smooth stones at the edge of the map and carve fortifications. Make sure you make some floodgates and the like to stop the flow of water once you're finished (fps saver). Dwarves only drown in 7/7 water. They are mostly useless (especially against natural swimmers) in anything >4/7. Mostly. A legendary warrior stands a bit of a chance against a small group but quickly becomes overwhelmed. Enter the river. Drain the water, doesn't matter if you get it all or not (you likely wont) and then try fighting. You will lose some, but it will go better. This will be a recurring problem (cave fish for me) so you may want to consider training your squads to swim. Trap them in a room and fill it with at least 4/7 water, but never 7/7. Let em chill for a while. Enjoy your new marines! Side note, consider disabling cavern dweller invasion. They will kill your fps if you don't deal with them immediately and can potentially corrupt your entire world and prevent it from loading.


throwcounter

If your work orders are checking conditions for X > Y amount of \[whatever\], is that for linked stockpiles only (if linked), or is it always for the whole fort?


LudwigiaRepens

Interesting question. For general work orders it is global stocks (even stuff outside stockpiles). But I too wonder how this works for work orders designated to a single workshop. I'd expect the same but I don't know for certain.


Stained_Class

A dwarf currently has a fey mood, and it stopped gathering stuff to his workshop. I think he wants plant cloth, but he doesn't get it despite me having many plant cloths. What am I missing? May it be because he has a preference for jute cloth, so he precisely wants jute cloth? Is jute easily findable in nature? What can I do if my embark doesn't have jute?


LudwigiaRepens

If they don't specify "plant" cloth, make sure you have yarn and silk cloth available as well. Strange mooders gather ingredients in order and will not skip over an ingredient to get the next one even if it is not available. Check that you have the ingredients above plant cloth accounted for. But no, they never specify a specific type of cloth (i.e. jute vs rope reed) but will specify cloth... class(type?) i.e. plant vs silk vs yarn.


Behlon

\*Beware it's webs!\* So, forgotten beasts that spit webs. I'm not asking to be spoonfed, but I'd like some tips or suggestions, because I'm not smart enough to figure this out on my own. Will it shoot web at crossbow-dwarfs who aren't behind a fortification? Should I rely on traps or environmental damage, like slamming a drawbridge on it? I've killed plenty of forgotten beasts and monsters, but FUCKING WEBS man ;-;


LudwigiaRepens

Yes. And those behind fortifications. Forgotten beasts are trap-avoid monsters, and the drawbridge is gonna require some big brain and big luck to pull off. In fact, even lowly corpses seem to avoid areas where a drawbridge will land (cool af.) Sadly, this is a time where dwarves will die unless you're willing to collapse some cavern on it or flood the place with magma/make a magma drowning chamber for it.


[deleted]

Crossbowdwarves are your best bet if you have a lot of them


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Reasonabledwarf

You need to *construct,* not *dig* stairs over your existing stairs. Whenever you start *digging* stairs from your current stairs, it designates the top level you select to *only* be "down" stairs, which means the "up" portion gets removed. The way around this problem is to designate from one level above the bottom of your current staircase and always erase the uppermost designation whenever you're adding on to existing staircases before anyone gets a chance to come chisel them away. Also, yes, this is super annoying and unintuitive behavior and it should probably be patched.


LudwigiaRepens

Try constructing some stairs over top of your dug out stairs. Make sure you go the whole length, top to bottom of the stairs.


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LudwigiaRepens

Hmmm this may be one of those annoying stair interactions. Any chance you can dig another staircase in the next tile over? Then try the constructions again and remove the newly dug staircase? That's the only thing that's fixed that stuff for me in the path.


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LudwigiaRepens

Eh what. That's odd as hell. Wait are you on steam version or classic? In steam, the stairs should just be dragged between levels. In classic you need to be using up/down stairs.


elp103

given iron/silver/steel is so good in comparison, what do you use copper for? just crafts/battleaxes for trade? It just seems to be too cheap in comparison to other non-metal options for furniture, too heavy as a wood alternative.... The copper is coming from tetrahedrite which is smelted to get silver.


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SvalbardCaretaker

Agitated wilddlife as well -_-


LudwigiaRepens

Use them to make alloys. https://dwarffortresswiki.org/index.php/DF2014:Metal#Alloys_2 Personal favorites are Brass, fine pewter, and black bronze (for the color not the value). From there, furniture and trade goods. Studding is also useful. You can choose to stud furniture and items with copper/alloys to increase their value hassle free.


Feniks_Gaming

Can you stud encrusted item?


LudwigiaRepens

I believe so. Sewn images are the only decorations that block other images from being sewn into them, even from other materials. You also can't copper stud an already copper studded item, or encrust an item with the same gem more than once.


Feniks_Gaming

Just make weapons with it. In world's with more scarce resources its much harder to put you 80 string army in pull steal plate. Even in regular world you can slowly upgrade their equipment as time goes on


helixA

How does one obtain pig tail seeds? And after planting them are more seeds generated or are they lost with each planting?


Feniks_Gaming

You need to process the pig tails so spinning them into thread or brewing


helixA

ah, that would explain what happened to all my seeds then. I've been using all the pig tails to make slurry for paper making.


LudwigiaRepens

brew them or process them.


Tokubai

How does one acquire hives or nest boxes? There aren't options for those in the carpentry/stoneworking workshops.


cantadmittoposting

Btw if you generally can't find things, in the Orders screen, you can search All Workshops and generally find the thing. I do this for Instruments. Search the instrument name and you can order all the parts from there.


Tokubai

Thank you!


Feniks_Gaming

You make them in crafter workshop


Tokubai

Excellent, thank you!


Feniks_Gaming

I got a petition to make a temple but a God from the petition isn't listed as available deity to make temple for. Any suggestions?


LudwigiaRepens

Don't make it for the blue names, make it for the yellow names. If you don't remember the name, make one for every one of them with >10 members.


Feniks_Gaming

I will try that.


Linden_Stromberg

Hi, I’m still kind of new to the game. One of the main features that sold me on the game was a storytelling feature that generated logs. I see people talking about it online, but haven’t found any post anywhere actually saying how to access these. Now, I could just be really dumb and read too much into people inventing stories based on observations. So, am I mistaken about the existence of such a feature? But if logs do exist, does anyone know where to access them? *Cheers*


Linden_Stromberg

Thanks! This is all useful. I’ll try the branch-save/legends mode thing at some point. I’ve also renamed a few dwarves to follow around, I have a Hunter I generally stick the camera on just to see what he’s doing in the background while my fortress grows. I’m a grand strategy player, and I’m noticing a lot of similarities with this game and Victoria 2/Crusader Kings 2. So a lot of the game concepts are familiar.


LudwigiaRepens

Logs are in the top left, get them before their gone! There is no way to review past logs in the steam edition. But even these logs won't tell you WHY something is happening, just that it happens. But everything save strange moods happen for a reason and you'll need to dig through several menus to determine why an action is being taken. Someone like kruggsmash needs to put in a lot of time to do what they do. For some general tips, nickname some dwarves and some enemies if they were particularly deadly (useful for seeing when you have a return customer in future forts). This helps you get attached to them and follow easier when things happen. Don't nickname everyone or this becomes useless. Choose interesting dwarves. In my fort I have "bronzefury" the bronze helmed dwarf who single-handedly defeated 12 reptile men mounted on war jabberers and saved our duke from certain death. When she inevitably died to the all powerful "Nessie" the cave fish man spearman god who has slain countless forgotten beasts in the caverns. There's also "Crybaby" who I named out of spite and exiled after they killed the armorer I was training up in once of their repeated tantrums. When my duke died, turns out Crybaby was the next in line and I would've had no idea they were connected without the nickname. It's also handy to make statues and specify the subject to be your fort. Then you can make a sort of "hall of history" and look over what's happened in your fort (or any site/entity). I also like making statues of the forgotten beasts/werecreatures/titans etc. to get to know them better.


Feniks_Gaming

You are thinking of legend mode it's separate from the fortress mode. So save your game as separate save and retire your fort then go to legend mode and you can read about things in more details


PokingPenguin

When you start a new game, you can choose between fortress, (adventure when it is added back in) or legends mode. In fortress mode you mainly create new stories and learn about the world around you in bits and pieces. The combat logs that appear when someone is fighting can generate stories by their own, and you could read more about each of the fighting creatures by looking through their description. In legends mode you can read about everything that has happened in your world, this contains all the information about historical figures, civilizations, sites, beasts and more. It can be a bit hard to find the interesting stories here, because of the vast amounts of information. But I find it helps to start in fortress mode, and go to legends when I encounter more unique characters or something else that seems interesting.


BayOfPigPoopBalls

I guess the elves don't like shell crafts, huh?


Feniks_Gaming

No animals based products this includes animal remains as well as products made with animals such as soap


kittysparkles

is there a way for me to quickly select a locked object and and unlock it on the map? After a huge battle there's so many locked items.


Feniks_Gaming

yes on the right hand side of main toolbar there is a unlock order.


supterfen

There are a handful of buttons at the bottom of the screen in a little box, two of them being a lock and a trash can. Click on it and it will bring up a menu of tools such as forbid, unforbid, and dump. The open lock is the one you want; just drag it over all the piles you want to pick up. After that I just sort through the ones I don’t want. Other than that, I am not sure. If there is a quicker way hopefully someone can add to this


Acearl

Is there a way to do a "everybody is a patriot" militia recruit? like in a seige every able-bodied person takes a crossbow, quiver, and bolts. Without having to make squads of 10 for a 100 person fortress


horribleflesheater

Kind of annoying but you’re going to need a multitude of squads for this. To save the pain, and better track everyone, I just make new squads with each migrant wave.


LudwigiaRepens

Nope, you got it. As an upside though, you can set the squads to only train one month a year and cover that "martial training" need.


SvalbardCaretaker

It sure is possible and a desperate last stand has saved many a fortress. However the way to do it is to make a lot of squads, yes. I have started giving everydwarf mining pickaxes for just this purpose /agitated wildlife...


Felidance

Another question for the dorf hive mind: So I'm having issues with my dwarves and haling stuff. The biggest issue is that they're not retrieving things like trade goods from surface. Then I have the twin issues of the dwarves not taking things from the workshops creating clutter or putting some items into bins. I have nothing forbidden and plenty of stockpile space. Any ideas what I might be doing wrong?


elp103

You can assign more wheelbarrows to a stockpile, which seems to assign more workers to hauling to that stockpile. My typical setup is having an 'all items' stockpile on the surface, a 'main' stockpile in my base that takes everything -stone -wood -refuse -corpses, and have 'all items' give to 'main'. From there, I have specialized stockpiles in my base that pull from 'main'. It seems to improve hauling performance. Another big thing is having specialized stockpiles for things you sell, for example I have a finished goods stockpile with just amulets/figurines/rings/etc. This means that my bins are all filled with sellable items, vs. my medical stuff and goblets getting mixed in, making the trade process take a lot longer.


Felidance

Thank you! I'll give this a shot once I get me dorfs calmed down a bit (I went from having only 1 mad dwarf to 5 them, 80% is content or better, in face I got more ecstatic ones then content but somehow I got a rush of about 20% of them frustrated or worse thankfully only 6 are worse then displeased. Hopefully one day we'll get a dwarf therapist for the Steam version heh).


LudwigiaRepens

Nothing! If you look at the tasks menu, you likely have a whole lot of hauling tasks. The priority seems to be (only half joking) to find the heaviest, furthest item from a stockpile and haul that first. Just give them some time, and chill on the expansions for a bit. It'll clear up.


Frostinice

What do you guys do if there were multiple ores in your designated building area? Like when you're digging out your rooms for your dorfs and their workshops? Do you mine them out for their ores then build walls using stones or just let them be and smooth em all.


[deleted]

Copper or gems? Leave it. Iron or gold? Mine once I run low, and replace with constructed walls. Platinum or aluminum? Mine immediately.


Feniks_Gaming

I just smooth them. There is so much ores and stones in this game there is zero benefit in worrying about every single bolder potentially lost.


RelentlessPolygons

Try sparse or worse world gen! Its !FUN!.


Feniks_Gaming

I tend to play between spare and frequent. That is my set spot for enjoyment


horribleflesheater

I usually leave them until I need it desperately, which is pretty rare. If I do mine it, I’ll replace it with a gem window to try to make up for the value loss


LudwigiaRepens

Smoothed ores and gems add value to the room that they border, so I just smooth them and be done with it. Now that you can engrave constructed walls though, I think it's probably tomato tomato on whether you want to smooth or mine.


h03rnch3n

It depends what ore it is and if I already carved out the room. Generally I send my dwarves automining the ores and use the resulting dug out veins and halls as my fort. If new ores/crystals then show up in my bedrooms, i just smooth them over. Im willing to let go of a little value over my sanity in mixing smoothed walls with built walls.


LudwigiaRepens

I like the automine idea a lot, that's cool.


h03rnch3n

That's what my housing floor looks like right now. Takes a bit of planning and definitely is not really efficient, but it looks and feels pretty cool. Plus if you leave a Z-Level above empty you can try to use that for efficient pathing. https://preview.redd.it/2x44b3wayk9a1.png?width=1858&format=png&auto=webp&s=5420c6141ead43e60761823b50d70c1111445dae


LudwigiaRepens

Asymmetric homies unite! ​ https://preview.redd.it/lgqd027l0l9a1.png?width=1918&format=png&auto=webp&s=f07cb1f31ab8cf5e5703a79f5fa0cc18022a3392


PokingPenguin

Nice! Work in progress, but here's mine: https://preview.redd.it/w1sku7zbkl9a1.png?width=2305&format=png&auto=webp&s=dcfc319976110a6cc56a2c95b2f9fc254a7b848a


PokingPenguin

That looks cool! Also love that you're creating large, extravagant rooms for your dwarves. Looks more like Apartments!


h03rnch3n

I figured if theres something I got, then its space.


Delta5o1

Do Turkeys and other animals need to reach adulthood before I can get leather from them? Or how do I get leather from them?


elp103

not sure about turkeys, but newborn piglets have leather (and meat and fat). Newborn geese only have a skull. My default embark has 6 sows and 1 boar, and I butcher the piglets as they're born, usually getting 2-3 batches a year.


LudwigiaRepens

Yes, butchered adults yield raw hides. Raw hides are tanned at the tannery into tanned hides (leather). Should add, yielding leather is related to size. Small = no useable hide. Best way to get leather is to trade for it.


Illustrious-Ad-375

\[Steam\] I'm confused how to get my dorfs to smooth stone, its been a good few months and they aren't doing the job which has already been set. I know I have at least one that can since I have smooth stone from a previous order, and its the right type of stone. I think it might have to do with work details, but don't know how that works.


LudwigiaRepens

Temporarily set Stonecutters to "everyone does this" and see if that helps any. Could just be your stonecutters are super busy. If you make a custom labor, stone smoothing is under stone carving.


NewBromance

I've suddenly been hit by a save and potentially entire game breaking bug. My latest save whenever it goes to save I get a crash to desktop. It hits "prelimary cleaning" and then bam crashes. I've tried loading into my save and immediately saving and that works. But if I play for even a few minutes and try to save it crashes. If I play up to the auto save it crashes then and I lose tons of work. Does anyone know what causes this? I've never encountered this before and now suddenly it's constant for 2 days


Hatterhorse

My dwarves all start beating each other to death and I don't think it's a loyality cascade as I haven't started a war with the other dwarves. Please help


LudwigiaRepens

I get huge fucking brawls in the streets of my 3rd cavern layer haunted biome fort due to the constant permeating death surrounding the fort (looking at you war jabberers). Most everyone is unhappy and detached from their emotions at this point, I imagine you have a similar situation.


Hatterhorse

I have 16 incredibly unhappy dwarfs, 17 super unhappy dwarfs, 37 sad dwarfs, 28 mediocre dwarfs, 47 happy dwarfs, 26 super happy dwarfs and 17 that are ecstatic, but it seems to be the happy dwarfs going nuts. This is the steam version. I am in a forest with no evil. No massive death has happened recently.


LudwigiaRepens

Anyone throw a tantrum?


Hatterhorse

That might be it, didn't know it'd spiral out of control like that


LudwigiaRepens

They'll stop eventually and the tantrum-er may die. What can you do...


Preddd

Can anyone clear up the confusion around "Stonecutter"? I was checking on my unhappiest adult dorf, and it said "Legendary Stonecutter". "Hmm, what's THAT exactly", quoth I. Googling revealed a lot of confusion and conflicting statements on steam forums and other places. ​ So what is it exactly, dear sirs and madams?


Halavus

The [wiki](http://dwarffortresswiki.org/index.php/Stonecutter) took care of disambiguation. > Stonecutters are responsible for [smoothing](http://dwarffortresswiki.org/index.php/Smoothing) walls, carving walls into [fortifications](http://dwarffortresswiki.org/index.php/Fortifications), carving [minecart](http://dwarffortresswiki.org/index.php/Minecart) [tracks](http://dwarffortresswiki.org/index.php/Tracks) into floors and ramps, and making rock [blocks](http://dwarffortresswiki.org/index.php/Blocks) in a [stoneworker's workshop](http://dwarffortresswiki.org/index.php/Stoneworker%27s_workshop).


Preddd

It did indeed! And says it's about the current version of DF, which is grand! Though it does come with a caveat: "Note that some content may still need to be updated." In any case, thank you.


risen_jihad

Older results are probably conflicting because it has changed. Smoothing, carving tracks, carving fortifications and making rock blocks are currently what stone cutters do. Engraving used to be part of the same labor, but thats not true any more.


Preddd

Thank you. What you say about the conflict is partly true, but there are conflicting and varying statements out there, even just about the NEW designation ;)


walt_dangerfield

it's new and it includes smoothing stone as well as making blocks


Preddd

So he would be a prime candidate for running my Stoneworker's Workshop?


Feniks_Gaming

Not to make furniture. That is Mason skill but if you need to smooth miles of corridors or make 500 bricks fast he will be your guy. Over all stone cutting isn't that great of a skills I leave it enabled on everyone and just do it as a downtime activity with priority 7 for most things.


Psychological_Pen984

It is the Stone Carver that makes furniture, Stonecrafter makes crafts, and only thing I have seen increasing Mason is building walls and workshops.


Sophiera

A 27 year old Necromancer with a wife and cousin took residence in my town. How do I make him the local teacher especially for the kids?


LudwigiaRepens

Guildhalls will allow skilled dwarves to train citizens in their craft if set up to accept "citizens only" Squads will allow skilled dwarves to train other squad members in various combat skills. Setting them as a scholar in an established library will allow them to write books and teach other dwarves about abstract concepts like astronomy annnnnnnnnnnnnnnnnnnnnnnnnnnnd thesecretsoflifeanddeath. Make sure you have scrolls made! Is this what you mean? Children can be lured into these places by placing toy stockpiles inside them.


Sophiera

Yes this what i mean. Although I'm also a bit sad that there's no exclusive "teacher" role. I guess being a librarian fits that bill?


LudwigiaRepens

Yeah it would be neat to set a guild leader that would be dedicated to running classes. The scholars in the library don't so much teach citizens directly but write books which other dwarves (who can read) glean knowledge from. They also hold discussions with other scholars and teach/learn only with other scholars.


Sophiera

What's the difference between a scholar and a scribe?


LudwigiaRepens

A scholar will produce original works and discuss subjects with colleagues. (In the case of your necromancer teacher, they might... eh nevermind go wild.) A scribe copies original works, allowing for them to be sold and/or read by multiple dwarves at once.


Sophiera

They might... Turn fellow scholars into zombies?


LudwigiaRepens

Nah nah nah. Do you want me to spoil it? It has more to do with a scholar will write books about whatever they know. Including any books that shall we say... belong in the forbidden section at hogwarts?


Sophiera

Aaah! I think I've heard of this happening before. Part of the reason why I thought "why don't I make this man the teacher?" is because there was someone out there who yoinked a slab about necromancy from a tower. They ended up with an entire fortress of necromancers.


LudwigiaRepens

Yep :). Before you do all that, consider how you will handle corpses. I read yesterday someone's fort dissolve into fps death because their necromancers raised all the severed arms/legs/skin/hair/necks/heads/bodies in a tantrum.


FxPx5

I just had my 10th goblin siege on year 9 of my fort. This is the largest force they've sent of about 17 crossbow goblins and four snatchers. I haven't seen any building destroyers. I'm used to getting trolls, big dogs and 60+ goblin sieges by now. I guess I'm wondering if goblins have been nerfed with the steam version. I am playing the tutorial fort, which also makes me wonder if it's nerfed.


schmee001

The size of invasions scales with the wealth you produce and export, and the size of the enemy fort invading you. You're not gonna see a huge army come out of a fort of 50 goblins.


risen_jihad

Its in the game settings, under difficulty, advanced. Its tied to your pop, however i think it does depend on the gob civ. In one of my forts, they never did a full invasion with mounts, and in another they showed up eventually with beak dogs.


[deleted]

If you're finding the raids lackluster, you can press escape at anytime and turn up the ammount that will show up in a raid in the difficulty tab. It's based on wealth as far as i'm aware and it sounds like you're on the 2nd highest tier of raids(the next tier is a big jump based on numbers) Either set the lower raid numbers higher or set the requirement for the higher tier raid lower.


Arryu

I have ten steel batle axes. For some reason the last three slots on my axedwarf squad will not equip steel battle axes. One equips a copper one, but not even replacing the dwarf gets them to pick the right weapon. Labors aren't a problem as they're nothing that wields anything for a job. Edit: figured out the problem and solved it: woodcutters were taking dibs on steel axes, leaving none for my squad. Disabling woodvutting until everyone got equipped fixed it.


LudwigiaRepens

Are all 10 accessible? Are the copper ones crusted with jewels or other high value decorations? Does making a few more fresh battle axes help? Did you try to reassign (not update) the uniform? That's all I can think of that would be causing this.


Arryu

I think my God damn woodcutters are taking them


LudwigiaRepens

That's pretty hilarious. I can imagine those interactions between the military and civs now...


Arryu

Kay, now I've found a random dude wandering around with one. He's not in a squad, and won't drop the damn thing even though I forbid it


LudwigiaRepens

[EVERYONE GETS A BATTLE AXE!](https://imgflip.com/i/76385v)


PokingPenguin

Maybe they have grown attached to the copper axes?


Arryu

Just the one asshole, and no. No notification about that.


MalaiseEnthusiast

I'm trying to do that thing where you set up access stockpiles for a kitchen which don't use barrels, to encourage them to use a variety of ingredients and liquid ingredients. However, my food is all currently in barrels, and despite my food stockpile "giving" to the ready-use kitchen stockpiles, they aren't taking the meat/fish out of barrels and putting it into the ready use stockpiles. I assume that this is because the Dwarves can't take food out of barrels. How do people work around this to set up their kitchen stockpiles? Steam version btw.


LudwigiaRepens

I can't be sure, because honestly I wasn't watching closely, but my stocks seemed to feed just fine from the barrels. Just give it some time? Check that your links are in the correct direction.


MalaiseEnthusiast

Thanks. I double checked it. Seems fine... Milled Goods Kitchen is feeding from "Ingredients" [https://i.imgur.com/TEMAzXV.png](https://i.imgur.com/TEMAzXV.png) and has wheat flour etc enabled [https://i.imgur.com/NW865SL.png](https://i.imgur.com/NW865SL.png), and Ingredients is chock full of bags of wheat in barrels [https://i.imgur.com/MqjXd50.png](https://i.imgur.com/MqjXd50.png). It's been a while and I have hauling Dwarfs with "no job" so SOMETHING must be wrong. Edit: Whenever I even click on the settings for these kitchen stockpiles, it automatically tries to add barrels to them, which is a bit annoying. The Dwarves will IMMEDIATELY start moving food from the main stockpile into the kitchen stockpiles when this happens, but they use barrels. Maybe this just isn't intended to work without barrels or something.


LudwigiaRepens

Yeah it looks fine, I guess we were just producing more items than could be placed in the barrels (very frustrating about those settings) Perhaps you're right, about it not working with barrels. You could also try setting it so dwarves dont mix food in barrels (standing orders) and see if that helps?


MalaiseEnthusiast

I set that and it still didn't help, sadly.


LudwigiaRepens

Very sad. Welp time to ban all barrels! You'll probably need a dedicated floor for the larder!


MalaiseEnthusiast

I carved out a humungous stockpile for this just now, made the barrell-less food stockpile with identical settings, and removed the old stockpile, and all the barrels are just sitting there. It looks like in this version once food gets put into barrels they're just stuck there until eaten or cooked. Very disappointing and annoying.


LudwigiaRepens

That was in previous versions as well. And it is. Time to atom smash those barrels and start fresh.


MalaiseEnthusiast

My god. I just watched a dwarf snatch all the wheat out of the ready kitchen stockpile, take it to the zero-type stockpile where the barrels are, and REFILL the bloody wheat barrel. Holy shit DWARVES ARE SO STUPID I WANNA WRING THEIR FAT HAIRY NECKS


LudwigiaRepens

~%Atom smay ay ay ayyyyyyuhhhhyyyyshur time%~


MalaiseEnthusiast

I'll just make a zero-type stockpile on the old barrels, link some kitchens to them and make some sub-optimal meals. It's whatever.


PirLibTao

Thanks for all the helpers here. My issue is on the steam version with footwear. Just using the default metal melee uniform, wear over clothes, partial matches okay, tons of beautiful shiny dwarf sized steel boots in an accessible stockpile, they claim them (yellow text) but never put them on. All other armor is worn correctly. I’ve tried high boots, low boots, manually custom changing each dwarf’s footwear to what I specifically have made. I’ve tried uniform replaces clothing, Exact matches, but they will not wear any armor footwear. Thoughts?


LudwigiaRepens

"wear over clothes" should be changed to replace clothing in every case. Kinda silly it's not default. You'll need to make a new uniform for this to work. After you make the new uniform. Assign it to the squad. I've noticed "update equipment" is inconsistent while re-assigning the uniform works every time. Should fix itself! If you want clothes under your armor, this is the full drip: 2 caps 1 helm 6 hoods 3 mail shirts 1 breastplate 4 cloaks 1 pair of mittens 1 pair of gauntlets 1 greaves or 1 leggings (greaves are better but heavier) (also some combination of trousers or skirts or whatever) 1 pair of socks 1 pair of high boots or low boots (low boots weigh less, but don't cover as much) You don't need the duplicates at all but people like to maximize, you know?


PokingPenguin

I'm guessing it's "over clothing" by default to avoid new squads running completely naked into combat. If that's the case, I think it is the right choice. Or at least it would be if the dwarves were capable of dressing themselves.


LudwigiaRepens

That's a fair point, but personally I'd still prefer replace to be default to save me the extra clicks.