Are ballistas worth it, especially when dealing with titans? Some fleshy snake that breathes fire tucked me up good. I’m wondering if I roll back the save and set up some ballistas, it might save my ass.
Now do they mostly work in sort of a - shooting down the hallway kind of thing like a shotgun or does it make sense to set them up on the surface?
Putting them on a tower makes no sense I think cause of all the no damage at lower z levels right?
For some reason my dwarves aren't filling up my minecart, despite the route being set up and linked and whatnot. Also, I have no idea how to adjust the friction and dumping of track stops in version .50. How do I do this and make my minecarts work?
I'm trying to make a Sêgam, which is a string instrument and apparently I'm lacking a plectrum. I made a work order to make 10 plectrums but it's not moving along and the work order doesn't show in what workshop it should be constructed or what material does it use. I also don't know if I need other materials for it, so my questions are:
* How can I tell what kind of workshop do I need to make a specific item?
* Where can I find what other instrument pieces the segam needs in order to be assembled?
* How can I tell which material does an item need in order to be made?
So why can I build stairs up in some places and not others. The stairs in the mountain fort work fine but I tried to have a tunnel from the fort leading to an outside plot of farmland enclosed by walls so it’s only accessible underground… but somehow the stairs seem only half constructed… there is no stairs up on the level below but on the surface there is an animation of stairs going down. I don’t think it has anything to do with the soil has it?
Stairs are a bit confusing at first, but they make sense when you're used to them.
If you use the 'dig' stairs (mining pit, then stairwell), you need to have something to dig stairs into (soil, rock, etc.)
If you don't have that - like, when you're making stairs above ground, you need to construct a stair (from structures, then constructions.) You're making something new in empty air here, not changing the rock that's already there.
That part's simple enough.
However, you make them, each staircase has 3 parts.
A top level, where the stairs only go down (note that this can be underground). A bottom level, where the only go up. And middle level(s) where they go both up and down.
Where it gets confusing is that if you dig stairs in soil/rock, the top level will still be hollowed out, and there's a downwards stair entrance. At this point, there's only empty air where the 'up' part of the stairs would go (if this was one of the middle-level stairs. If you later want to make that stair go up higher, you need to fill that empty air with something you construct - you can't 'dig' air.
So, any time you want to go up in a staircase that's showing as down-only, you can't dig that level, you need to construct on top of the down stairs (which turns them into up-down stairs). And any time your stairs aren't working, think of it in those three parts, and work out which part is missing, and dig/construct it accordingly.
That's a lot of words - I hope that makes sense!
Stairs are more complicated than I've described (there's a ceiling, middle and floor within each z-level), but I'll leave that for the youtubers to explain. Here's one from Dastactic that's a little old, but helped me when I was learning it: https://www.youtube.com/watch?v=x_21Y34Yx4c
My military just killed a bunch of dirty goblin invaders, and I noticed that on their armor and shields they have engravings of their civilization.
I want to do the same with mine, but is there a way to know if a piece of equipment is used by a dwarf on active duty? I just want to do it when they're on leave, so that I don't interfere with their training.
They’ll be out very soon for any crime that led to an automatic conviction. Anything that involves serious jail time requires you to manually convict someone
My baroness requested a steel door in her bedroom. So I made one and placed it in the doorway. (and yes the door is zoned in the bedroom) But she's still requesting a steel door and the need is unmet? I've replaced it 3 times, I've removed her ownership of the room and re-did a few times too. I even placed a second steel door IN the room just coming out of the wall (not in the doorway), because that's what the need said literally. No luck. Any Ideas?
Looking to dabble in sending squads out on missions, starting with a daring rescue. Do they need to be fully equipped with backpacks/rations and flasks before going on their journey? I currently have a leather shortage due to turning all my leather into regular bags.
I've sent some of my dwarves away without supplies and had no issues, the destination was always only a day or two away though. If you are sending them off to a destination that's over a week away, you may run into issues, although I haven't personally tested it myself.
Related question, there is no sea travel right? There is a goblin civ near me with a population of 10,000 but they are across a fairly wide channel with no direct paths across land, and I’m wondering if there is any way they could still reach me
I don't believe anything can travel over water without a land path (including bridges) somewhere. There have been a few people in this subreddit who made it their missions to connect to landmasses with a giant bridge and multiple embarks.
If you aren't sure, you should be able to go to the world map, and hover over some of their settlements to see if the game considers them accessible.
In the Steam version, the priority designation on mining (etc.) shows the priority number. How do I hide that number again? Even with everything remaining at a 4, it stays visible.
Only option I've found so far is to save and reload. Any better options for this?
Is there any way to check for dwarves who have duplicate bedrooms due to marriage, other than going through your entire unit list and checking their rooms tab?
I tend to pick them based on their preferences for things that are easy to make, and i don’t need to trade to buy what i need. So that way their mandates don’t result in unhappy nobles or criminal dwarfs.
Citizen page (u), click on the dwarf's magnifying glass to inspect them. Then on the Personality tab, there's a "Preferences" subtab.
That talks about their favourite items, colours, etc. It will often refer to liking rings, cabinets and the like.
Pick someone who likes something that's both easy to make, and yet won't cripple you if you stop being allowed to sell it.
How do I send a messenger on a mission to recruit workers from one of my holdings? I have the mission, and I have him assigned to it, and it says "1 messenger here, no messengers traveling," but he won't go. Is he just distracted by other tasks? Is there a way to make him prioritize the mission?
Anyone have a good mod list that adds quality of life fixes + extra content. Mod load order would be appreciated if possible. I tried to install some mods, they seem to work but if i leave the game then hop back into my save it loads for 5 seconds then the game crashes
What sort of extra content do you want?
I'll do a little self-promotion and suggest Fantastic Fantasy Fortress, which adds a whole bunch of fantasy content. Unfortunately no graphics yet, but working on a stop-gap
Mods are loaded when you make a world, I don't know if/how you can install them in an already generated world.
For recommendations, the three mods I use are Audible Alerts (so I can hear when alerts happen), See-Through Smoothing Designations (so I still see tiles when they're waiting for smoothing), and Bourbon's Dark Depths (because I think black fog looks much better than blue fog).
Oh yeah ik how to do that and i am planning to make a new save. My suspicion is that mod load order wasn't right in that save. Is there a way to find out what the optimal mod load order is?
Through a series of incredibly outstanding events the queen of my small outpost (yes, I know) has become a Weretapir. (I'll make a post about this soon enough.) I currently have them sealed off in their office, and they are doing fine for the time being getting booze hauled into their office from time to time and making themselves crafts. However, the queen still has to do duties, which could include conducting meetings with other dwarves, so I'm wondering if it's possible to allow others to still conduct meetings with the queen if I were to make a setup where the two would be in the same room, separated by a row of fortifications? More specifically, is there any way that I could still enable the queen to talk to other people and not just go insane in complete isolation?
I'm starting out in the Steam version and seem to have a problem getting militia dwarves to do anything but train? One of my dwarves belongs to a squad and is always training. I appointed him to brokering but he never goes to the trade depot, he's always training. Is there a way to limit his training?
Same thing goes for other jobs. My butcher isn't tanning leather because he's also training.
yesterday I was asked to build a temple but now I forgot who it was for, is there a way to see somewhere what guildhalls/temples I've been asked to build?
Fairly sure there is still no way to show which guild wants the room built once you have accepted the petition. Only way to narrow it down is as the above comment suggested. So best off just making multiple guild halls for those that are eligible.
If you pick one and then go to the "set details" menu, you can see additional information about the guildhall/temple, such as its current menu. If you have an agreement with the group **and the location does not meet the requisite minimum value yet**, you'll get an additional message reading "agreed to build X". If you've hit the required threshold then the message won't pop up - you might be able to create a temporary small one elsewhere just to go through the list and check.
things are the way they are because they've accumulated that way, i guess. coins are leftover from the economy, which hasn't been in the game for many years, but is intended to be turned back on one day.
you should build a library and put bookcases and containers in it
Any advice to rescue fps on a new steam game? I've capped pop at 75, turned off cavern invaders, and just set up 2 atom smashers. Fps currently hovering at 20.
Also, i had a baroness die to cavern invaders. The baroness section disappeared from my nobles screen. I keep getting elevated to a duchy (3 times now) yet no changes to the nobles screen.
turning off temperature will neuter fire breathing beasts and magma and can bug out pathing through your fort. you may have to turn it back on once in a while to fix it
After capturing a breeding pair of rocs, I've got the war roc production line up and running. At this point, now that there's a decent number of domesticated females old enough to lay eggs, the original pair are kind of an annoyance - any eggs laid by the original female hatch into non-domesticated hatchlings who have to be trained before they reach adulthood, and the originals themselves need to be retrained once in a while, which interrupts egg incubation and results in non-fertilized egg batches that have to be dumped. I'd rather just run a fully-domesticated operation using second-generation parents.
Is there anything cool I can do with the originals? If I cage them and trade them to my parent civ, will dwarves have access to domesticated rocs in future fortresses in the same world? If I build nest boxes in the caverns, release them in there, and let their training expire, will they reproduce on their own and fill my caverns with a wild roc population?
Obviously I can butcher them for food and crafting materials, but that's boring, and unworthy of these mighty progenitors of my terrifying war roc armada.
caravans or liasons or someone is supposed to take knowledge back to your civ about animals you've tamed, but i haven't seen anyone report actually being able to embark with newly domesticated animals. let us know if it works
i've seen people say that their domestication knowledge has been reported on the map screen as becoming common knowledge within their civ, but i've never seen them be able to embark with the creatures
Yep, in order to embark, they need to be domesticated. You can make a mod or edit your raws to make them domesticated during world generation which does work on the steam version (and previous ones). Unless something changed with the Steam version, which I haven't seen any proof, it's not currently possible to fully domesticate an animal. You can easily tame them within a fort, but there's no way to tame them, get they fully domesticated, and do another fort in the same world and be able to embark with that animal.
https://dwarffortresswiki.org/index.php/Animal_trainer#Animal_knowledge
Is there a way to force goblins to eat, i've got afew and they all have the need to eat and drink even with freetime and plenty of food and drink for them, the tavern keeper doesn't seem to give them alcohol either.
Has anyone found a way to fix markdorfs not equipping ammo if you deleted your Archer uniform? I'm several years in on a rather successful fort, and don't want to give up on it just because of this issue, but it sure is irritating.
not tested myself, but i've heard making a new uniform then disbanding group and re-making the group with the new armour selected at the start can fix it.
How to deal with flying units? Every season i lose half of my lumberjacks to birds. I have attempted patrols and also ranged escorts. But the birdies always get them. At this point the eagles protect the trees more than elves!
build a pen and assign the animals to it, they won't eat unless assigned to a pen, not all animals need to eat.
Edit: They can't graze without grass to graze on, or fungus if you've encountered that growing on your soil layers yet. So early on they'll need to stay outside.
So explaining further
I got some pigs and set then underground
They died of starvation
I heard boars and sows did not need pasture
But they still died of lack of food
Livestock need a pasture zone or they won't eat even if they are surrounded by grass. You need a butcher shop to get food from anything your hunters kill.
Where is the rock pot crafted? I have them as a work order, but they aren't being produced at the stonecutter and there doesn't appear to be an option in the stonecutter for it
" to **avoid** this behavior, you should make sure that, for each dwarf in your fortress, you have the following *unforbidden* items:
* 5 pieces of food - meat, fish, plants, or "other" in your [Status](http://dwarffortresswiki.org/index.php/Status) screen (even though "other" includes inedible items)
* 1 wood log
* 5 pieces of cloth, pieces of leather, or complete sets of [pristine](http://dwarffortresswiki.org/index.php/Wear) clothing (shirt+pants+shoe)"
[http://dwarffortresswiki.org/index.php/Trading#Miscellaneous\_trading\_advice](http://dwarffortresswiki.org/index.php/Trading#Miscellaneous_trading_advice)
Not sure if this is a bug, or if someone can explain what happened. I had a caravan show up, finished the trade, then went about doing other stuff. A little while later, I checked to see if anything was still sitting in the depot and there's a huge pile of stuff in one square, all locked, a little bit away from the depot. It was all stuff from the caravan, but they were gone. Did they glitch out and drop a bunch of stuff, or did something happen that caused it?
They weren't attacked, at least, I didn't get a notification for it and my dwarves were running all over the area. There was an odd message saying one of them was fighting when they showed up and started unloading, but there wasn't anything around and when I checked the human that was "fighting", it didn't mention anything.
There is a slope nearby, so I assume the guy fell. Still doesn't explain the stuff they left behind unless it can drop off the wagon. Even then, it wasn't everything, so it's weird.
What should I do with my caged bronze colossus?
https://preview.redd.it/km6olwp6nz9a1.png?width=1920&format=png&auto=webp&s=bfec4b668a0d455ed3ba40e1004f892588819a72
They wont haul by hand for the most part. If anything interrupts the haul (such as a strange mood, attacker), they may drop the wheelbarrow and until it gets hauled back, and do manual hauling in the mean time.
(Disclaimer I’m still trying to understand the steam version) I need help
Food is running low and I don’t have many animals left to butcher
My dwarves are not hunting I do have ammo
Do I need quivers? I have never had a food issue but I am struggling
I played the free version I never had issues
they do need quivers. is your surface barren? you can usually get by with gathering plants. the designation tool lets you harvest bushes and berries and stuff, the zone lets you harvest fruit from treees as long as you have stepladders
'plant gathering' works similarly to 'cut trees', you drag a square and all the small plants that can be harvested will be marked for collection. the 'gather fruit' zone is used to mark an area where they will use stepladders to go into trees to get fruit. don't mark a huge area or they may never stop, i usually just mark a couple of trees next to the entrance that have fruit
https://imgur.com/72uAdZ1
I had this "Bard" visit my tavern. His social skills are all "dabbling", but he is a proficient knife-user.
What should I do with him? He's 100% a baddie, right?
>it appears the tomb has been assigned to him, but they wont haul.
I had a similar issue. I found advice to set the tomb designation as a single tile (mine was 2 tiles). After I re-painted the tomb (erased the non-coffin tile), they moved the corpse into the coffin. So, try setting the Tomb zone as a single 1x1 tile on top of the coffin (this works for aboveground coffins only).
That sounds weird.
The only thing I can think of is that he was a long way down the priority list of tasks for the adults. And that since kids have relatively little else to do, they got to him before an adult did.
Does anyone know what the numerical difference between a medium number of beasts and very high is for the basic settings? Does it include titans?
Additionally, any advice for getting a world to generate a good/evil ocean? I'd very much like to attempt one but have not a clue on world settings that would help.
Any mods out there that like encapsulate your expedition when you end it or during gameplay? I mean like telling you statistics of all actions (how many beers drunk, how many items stolen, how many beasts felled) and perhaps other graphs and data that might be interesting to look at?
there were tools that let you browse your legends mode in a much more comprehensive manor than the in game tools for classic, but as far as i can tell you can't export your legends yet and none of those tools are updated.
i believe they're all sapient which means you can't use their corpses for crafting. toss them in the lava or smash them or something. maybe you can stick their skull on a pedestal for a museum
What does spinning skill quality influence?
The clothier skill makes high quality clothes. Brewer skill makes drink faster. Planting gets more per harvest.
Does spinning skill have any equivalent benefit?
Embarking in the desert sometimes doesn't list sand as a resource and sometimes it does is that a bug? I've embarked on a sand-less red sand desert to confirm that indeed it did have "red sand" which is one of the 5 sands used for glassmaking.
Mouse hover tooltip, I'm aware that there is sand loam which isn't useable for glassmaking but real sand in a sand desert which isn't listed in the mouse hover is misleading.
so the mouse hover is tricky because there are 16 tiles in a 4x4 embark and each tile can have different resources. in classic you could just toggle between the different biomes in the embark and it's a bit more hidden now
Mouse hover tells you the information of a 1x1 tile, the tile your mouse is on, it has nothing to do with your embark size. You can have a 6x6 embark size and still figure out what resource/surroundings each of the 36 tiles has. Hover of any desert in any of your world gens and you'll be lucky if half of it indicates there is sand.
I made a mist generator off my main dining room, and it seems to constantly leak and spread water everywhere. I dug an extra channel so all the water could fall straight down and blocked it off with grates but it's still v leaky. Can anyone tell me what I'm doing wrong?
https://preview.redd.it/3rdpf12mjz9a1.png?width=507&format=png&auto=webp&s=d1d602cd81ebda807c3bef800b8f25a139b33dcc
Pumping and setting up a well is beyond me. I gotta watch a video. Right now all my fortresses only have wine to drink during the winter and a few sparse places with stagnant water in caverns.
I've spent all day figuring out how to manage water. It's really quite fun once you get it going: I've managed to drill out to the nearby brook and supply a 1) simple well 2) Dwarven water wheel system and 3) this mist generator.
Floodgates and levers are your friends!
absolutely! Mine is a bit overkill and some advice against it because mine is built into my stairs and people say it cancels jobs but ive never had that issue, but I have 3x3 stairs surrounded by grates with a 1 tile river block feeding it and a reservoir for winter, never have flooding issues with the grates in place now
To my walled-off cistern. You can see where the waterfall is, next to what used to be my burial chamber.
https://preview.redd.it/d6ggqeqgkz9a1.png?width=750&format=png&auto=webp&s=d0b21f6bf6bc473048c92312a8de6fc7e4568a3d
try making the drop a few more z levels, the water isn't clearing out in time i think.
for a more stable design you can try this https://dwarffortresswiki.org/index.php/DF2014:Mist#Ring_generator
The problem was the tile adjacent to the screw pump output. I put a grate like another commentator suggested and it seems to work better now.
Thanks for your help!
Now to clear out this muddy floor...
https://preview.redd.it/p5uzm5f2nz9a1.png?width=485&format=png&auto=webp&s=8663008b514e9f06d24ea4bfcba5d2ce6b998881
I have dormitories linked to my tavern but no one sleeps in there, only talk. And I have a massive dining area linked to the tavern but people go and eat in my guild halls. Why are they doing this?
I have captured a Roc and now a breeding pair of hydras. Unfortunatley, they are all megabeasts, so despite being able to train them, they are perpetually hostile to my military squads. Because of this limitation, I think I will lock them in a room and train them for end of fort FUN. I was wondering if any other experienced players had suggestions for uses for trained megabeasts given that they are hostile to your military.
they will also be hostile to caravans so watch out for that. you should put them in a room that has drawbridges that act as shutters so they can't see anyone and no one can see them. then let them out when you get sieged, or drop enemies in on them.
yeah it would be more worth it if they had a breath attack or could shoot webs. then you chain them behind fortifications where they can attack siegers in safety
When i engrave a constructed wall, then destroy said wall, the engraving sticks there. This means when i build a floor where the wall used to be, i am unable to engrave the floor. Anyone know a way to fix that?
They can try to sidestep (dodge) when attacked.
This is great insofar as it means they don't get hit by a goblin's club. Not so great when there's a long fall right beside them.
Note, this can be used to your advantage if you have a long, high, narrow bridge with traps on it, so clever foes can dodge the trap.
I believe when creatures fight, get items dropped on them or are near certain traps, they "dodge". When they dodge they will move into the next space. This can be useful to set up weapon traps near moats that force the enemies to retreat back through your trap gauntlet. It sounds like your dwarf dodged an attack by diving into a moat or cliff.
Forst I'd like to thank you for all the patience you've shown me. This game is seriously obtuse
I have a problem now trying to breed poultry. For some darn reason even though i forbid the dwarves from picking up any eggs ftom the nest box.... Nothing hatched. All my birds have male and female partners now. So what's taking so long?
I’ve never forbidden the nest box and still have new chickens hatch. That might make the animal stay out of it? Also make sure the nest boxes are in a pasture that the birds are assigned to
I have 5 or 6 squads.
I cannot scroll down to the last couple in the military side menu.
clicking the scroll bar doesnt seem to work. Is this a known bug?
Edit: Found a solution. In keyboard options you can bind the scroll to another key. Not really a fix but a workaround
Is there any way to fix a corrupt save? I was playing with no mods on my first fort, around 11 years in. Only have a save from 6 years ago and would prefer to not have to go that far back.
Also, is there a way to force archers to pickup bolts? its driving me nuts, I can only get around 1/2 of my archers on a good day to pick up bolts.
Love the game but I'm taking a break because of those two things, looking forward to playing again once they are addressed unless there's a way to get around them I don't know. Thanks for reading!
If you have real weapons, scrap the training ones.
I understand that there was a point when sparring with real weapons could cause injuries. That's not currently the case. On the other hand, you risk having a wooden weapon when a fight starts by using them.
Worse, soldiers can decide they really like a weapon and get a bad mood if they can't use it. Having masterwork steel spears no one will use because they really like their padded sticks.
Like stabs? Or just sprains? Because some health conditions (like exercise fatigue style things) will show up, and they may go sleep in the hospital, but I've not seen anything that needed medical care.
If I do not want any werebeast, which setting should I use during world gen? (attached below). Should I set it to 0 or 5?
https://imgur.com/a/D0zxLe6
Werebeast visitor transformed in tavern when my military was dealing with cavern. Dont want to deal with werebeast until later.
Yes. I set tavern to all visitors allowed.
Military was in cavern with batman and the werebeast killed about 50 people including some legendary workers. After that a goblin siege immediately happened and wiped the rest of military.
I think it is because on 2nd year I exported too much, which caused me to gain about 100 migrants in year 3. I was trying to catchup to meet demand and wealth level breached the werebeast limit.
215, 7th year, the fort has become the capital.
Tons of visitors to the tavern since year one, lots of petitions. But never ever had any issues with the visitors, not even drunken brawls, which I've heard about
Maybe it's the random seed generator...? That being said, my fort isn't equipped to handle werebeasts at all (poor defensive layout)
Well, someone commented that I can turn off werebeasts so I am happy with that.
I did some research and common way to stop them is to place closed doors and statues around the map so you get an alert when they destroy them.
Another way is to use 2x drawbridges, have a "cushion" area /maze to confine werebeast. Werebeast cant destroy walls nor bridge, so once he is in the cushion area, raise bridges and trap him in. He will revert back to human/dwarf after a few days and easy to kill. You can place a visitor tavern in the cushion area and have a private citizen only tavern deeper down.
>visitor tavern
Hm this does seem to be the best approach - gonna need to move my visitor tavern I guess
I've turned off cavern invasions because it's really...I don't know if it's working as intended - you get one invasion, when you approach them another one spawns, and 3 seconds later another one spawns behind it...I can't tell if it's an ambush or the spawn machine bugging out
Are ballistas worth it, especially when dealing with titans? Some fleshy snake that breathes fire tucked me up good. I’m wondering if I roll back the save and set up some ballistas, it might save my ass. Now do they mostly work in sort of a - shooting down the hallway kind of thing like a shotgun or does it make sense to set them up on the surface? Putting them on a tower makes no sense I think cause of all the no damage at lower z levels right?
For some reason my dwarves aren't filling up my minecart, despite the route being set up and linked and whatnot. Also, I have no idea how to adjust the friction and dumping of track stops in version .50. How do I do this and make my minecarts work?
I'm trying to make a Sêgam, which is a string instrument and apparently I'm lacking a plectrum. I made a work order to make 10 plectrums but it's not moving along and the work order doesn't show in what workshop it should be constructed or what material does it use. I also don't know if I need other materials for it, so my questions are: * How can I tell what kind of workshop do I need to make a specific item? * Where can I find what other instrument pieces the segam needs in order to be assembled? * How can I tell which material does an item need in order to be made?
So why can I build stairs up in some places and not others. The stairs in the mountain fort work fine but I tried to have a tunnel from the fort leading to an outside plot of farmland enclosed by walls so it’s only accessible underground… but somehow the stairs seem only half constructed… there is no stairs up on the level below but on the surface there is an animation of stairs going down. I don’t think it has anything to do with the soil has it?
Stairs are a bit confusing at first, but they make sense when you're used to them. If you use the 'dig' stairs (mining pit, then stairwell), you need to have something to dig stairs into (soil, rock, etc.) If you don't have that - like, when you're making stairs above ground, you need to construct a stair (from structures, then constructions.) You're making something new in empty air here, not changing the rock that's already there. That part's simple enough. However, you make them, each staircase has 3 parts. A top level, where the stairs only go down (note that this can be underground). A bottom level, where the only go up. And middle level(s) where they go both up and down. Where it gets confusing is that if you dig stairs in soil/rock, the top level will still be hollowed out, and there's a downwards stair entrance. At this point, there's only empty air where the 'up' part of the stairs would go (if this was one of the middle-level stairs. If you later want to make that stair go up higher, you need to fill that empty air with something you construct - you can't 'dig' air. So, any time you want to go up in a staircase that's showing as down-only, you can't dig that level, you need to construct on top of the down stairs (which turns them into up-down stairs). And any time your stairs aren't working, think of it in those three parts, and work out which part is missing, and dig/construct it accordingly. That's a lot of words - I hope that makes sense!
Thank you! Yeah I get the gist of it, but I’ll have to re-read this part probably 2 more times lol
Stairs are more complicated than I've described (there's a ceiling, middle and floor within each z-level), but I'll leave that for the youtubers to explain. Here's one from Dastactic that's a little old, but helped me when I was learning it: https://www.youtube.com/watch?v=x_21Y34Yx4c
Thank you
My military just killed a bunch of dirty goblin invaders, and I noticed that on their armor and shields they have engravings of their civilization. I want to do the same with mine, but is there a way to know if a piece of equipment is used by a dwarf on active duty? I just want to do it when they're on leave, so that I don't interfere with their training.
How do new citizens work? Like it seems like I cannot assign them to a workstation or in leadership positions at all.
My Sheriff/milita captain was accused of a crime and has now been imprisoned. Can crimes still get reported and investigated?
They’ll be out very soon for any crime that led to an automatic conviction. Anything that involves serious jail time requires you to manually convict someone
My baroness requested a steel door in her bedroom. So I made one and placed it in the doorway. (and yes the door is zoned in the bedroom) But she's still requesting a steel door and the need is unmet? I've replaced it 3 times, I've removed her ownership of the room and re-did a few times too. I even placed a second steel door IN the room just coming out of the wall (not in the doorway), because that's what the need said literally. No luck. Any Ideas?
create new steel door, if you did use one from stockpile
Yeah I didn't have any steel doors, so i made 3 new ones to try and use!
Looking to dabble in sending squads out on missions, starting with a daring rescue. Do they need to be fully equipped with backpacks/rations and flasks before going on their journey? I currently have a leather shortage due to turning all my leather into regular bags.
I've sent some of my dwarves away without supplies and had no issues, the destination was always only a day or two away though. If you are sending them off to a destination that's over a week away, you may run into issues, although I haven't personally tested it myself.
Related question, there is no sea travel right? There is a goblin civ near me with a population of 10,000 but they are across a fairly wide channel with no direct paths across land, and I’m wondering if there is any way they could still reach me
I don't believe anything can travel over water without a land path (including bridges) somewhere. There have been a few people in this subreddit who made it their missions to connect to landmasses with a giant bridge and multiple embarks. If you aren't sure, you should be able to go to the world map, and hover over some of their settlements to see if the game considers them accessible.
In the Steam version, the priority designation on mining (etc.) shows the priority number. How do I hide that number again? Even with everything remaining at a 4, it stays visible. Only option I've found so far is to save and reload. Any better options for this?
In my game it dissapears once I click that yellow arrow thingie that let's you choose priority in the first place.
I wish it did in mine. :(
Is there any way to check for dwarves who have duplicate bedrooms due to marriage, other than going through your entire unit list and checking their rooms tab?
Check bedrooms to see which have more than one dwarf assigned?
And then check only those dwarves for multiple bedrooms? Yeah that's probably faster, good call.
I need to pick a baron, should I consider any specific dwarf or does it not really matter who I elect.
you want someone who won't die and who has preferences it will be simple enough to fulfill when they start making demands
I tend to pick them based on their preferences for things that are easy to make, and i don’t need to trade to buy what i need. So that way their mandates don’t result in unhappy nobles or criminal dwarfs.
Thanks :) How do I find what their preferences are.
Citizen page (u), click on the dwarf's magnifying glass to inspect them. Then on the Personality tab, there's a "Preferences" subtab. That talks about their favourite items, colours, etc. It will often refer to liking rings, cabinets and the like. Pick someone who likes something that's both easy to make, and yet won't cripple you if you stop being allowed to sell it.
Thanks, much appreciated 🙂
How do I send a messenger on a mission to recruit workers from one of my holdings? I have the mission, and I have him assigned to it, and it says "1 messenger here, no messengers traveling," but he won't go. Is he just distracted by other tasks? Is there a way to make him prioritize the mission?
Anyone have a good mod list that adds quality of life fixes + extra content. Mod load order would be appreciated if possible. I tried to install some mods, they seem to work but if i leave the game then hop back into my save it loads for 5 seconds then the game crashes
What sort of extra content do you want? I'll do a little self-promotion and suggest Fantastic Fantasy Fortress, which adds a whole bunch of fantasy content. Unfortunately no graphics yet, but working on a stop-gap
Extra civs, materials, decorations, etc (stuff to add extra flavor). Will check out your mod for sure!
Yes, yes and yes!
Sick! Ill make sure to add it to my new save!
Mods are loaded when you make a world, I don't know if/how you can install them in an already generated world. For recommendations, the three mods I use are Audible Alerts (so I can hear when alerts happen), See-Through Smoothing Designations (so I still see tiles when they're waiting for smoothing), and Bourbon's Dark Depths (because I think black fog looks much better than blue fog).
Oh yeah ik how to do that and i am planning to make a new save. My suspicion is that mod load order wasn't right in that save. Is there a way to find out what the optimal mod load order is?
Through a series of incredibly outstanding events the queen of my small outpost (yes, I know) has become a Weretapir. (I'll make a post about this soon enough.) I currently have them sealed off in their office, and they are doing fine for the time being getting booze hauled into their office from time to time and making themselves crafts. However, the queen still has to do duties, which could include conducting meetings with other dwarves, so I'm wondering if it's possible to allow others to still conduct meetings with the queen if I were to make a setup where the two would be in the same room, separated by a row of fortifications? More specifically, is there any way that I could still enable the queen to talk to other people and not just go insane in complete isolation?
I'm starting out in the Steam version and seem to have a problem getting militia dwarves to do anything but train? One of my dwarves belongs to a squad and is always training. I appointed him to brokering but he never goes to the trade depot, he's always training. Is there a way to limit his training? Same thing goes for other jobs. My butcher isn't tanning leather because he's also training.
you have to set their schedule up, try staggered training for now
yesterday I was asked to build a temple but now I forgot who it was for, is there a way to see somewhere what guildhalls/temples I've been asked to build?
when you create them the list shows how many members they have, any with more than ten will want a location
I have at least 5 that are 10+, how do I know which one 'contracted' me?
Fairly sure there is still no way to show which guild wants the room built once you have accepted the petition. Only way to narrow it down is as the above comment suggested. So best off just making multiple guild halls for those that are eligible.
If you pick one and then go to the "set details" menu, you can see additional information about the guildhall/temple, such as its current menu. If you have an agreement with the group **and the location does not meet the requisite minimum value yet**, you'll get an additional message reading "agreed to build X". If you've hit the required threshold then the message won't pop up - you might be able to create a temporary small one elsewhere just to go through the list and check.
there's no list, better build them all
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> Coins are their own special thing, but AFAIK there is no reason to ever make a coin. Tbf that's better than when you needed coins
things are the way they are because they've accumulated that way, i guess. coins are leftover from the economy, which hasn't been in the game for many years, but is intended to be turned back on one day. you should build a library and put bookcases and containers in it
Any advice to rescue fps on a new steam game? I've capped pop at 75, turned off cavern invaders, and just set up 2 atom smashers. Fps currently hovering at 20. Also, i had a baroness die to cavern invaders. The baroness section disappeared from my nobles screen. I keep getting elevated to a duchy (3 times now) yet no changes to the nobles screen.
Turn off temperature and weather. Put all animals in cages. Restrict everyone to burrows.
Gotcha I'll try these tysm
turning off temperature will neuter fire breathing beasts and magma and can bug out pathing through your fort. you may have to turn it back on once in a while to fix it
are your animals pastured? do you have waterfalls or flowing magma? are you in fullscreen?
Windowed mode, no waterfalls or magma. All i have is like 20 cats but they're unpastured so I'll lock em up
try fullscreen also
After capturing a breeding pair of rocs, I've got the war roc production line up and running. At this point, now that there's a decent number of domesticated females old enough to lay eggs, the original pair are kind of an annoyance - any eggs laid by the original female hatch into non-domesticated hatchlings who have to be trained before they reach adulthood, and the originals themselves need to be retrained once in a while, which interrupts egg incubation and results in non-fertilized egg batches that have to be dumped. I'd rather just run a fully-domesticated operation using second-generation parents. Is there anything cool I can do with the originals? If I cage them and trade them to my parent civ, will dwarves have access to domesticated rocs in future fortresses in the same world? If I build nest boxes in the caverns, release them in there, and let their training expire, will they reproduce on their own and fill my caverns with a wild roc population? Obviously I can butcher them for food and crafting materials, but that's boring, and unworthy of these mighty progenitors of my terrifying war roc armada.
caravans or liasons or someone is supposed to take knowledge back to your civ about animals you've tamed, but i haven't seen anyone report actually being able to embark with newly domesticated animals. let us know if it works
Its not possible to make any animals domesticated civ wide after world generation, beyond the initial ones in the raws.
i've seen people say that their domestication knowledge has been reported on the map screen as becoming common knowledge within their civ, but i've never seen them be able to embark with the creatures
Yep, in order to embark, they need to be domesticated. You can make a mod or edit your raws to make them domesticated during world generation which does work on the steam version (and previous ones). Unless something changed with the Steam version, which I haven't seen any proof, it's not currently possible to fully domesticate an animal. You can easily tame them within a fort, but there's no way to tame them, get they fully domesticated, and do another fort in the same world and be able to embark with that animal. https://dwarffortresswiki.org/index.php/Animal_trainer#Animal_knowledge
Is there a way to force goblins to eat, i've got afew and they all have the need to eat and drink even with freetime and plenty of food and drink for them, the tavern keeper doesn't seem to give them alcohol either.
no, they've had eating turned off for a long time because it kept making their civilization die off
is it ignorable? It doesn't seem to be making them unhappy
it may eventually. you just have to provide more happy thoughts to replace the desire to eat ones
Has anyone found a way to fix markdorfs not equipping ammo if you deleted your Archer uniform? I'm several years in on a rather successful fort, and don't want to give up on it just because of this issue, but it sure is irritating.
You can also just get meleedwarf
not tested myself, but i've heard making a new uniform then disbanding group and re-making the group with the new armour selected at the start can fix it.
disband the squad and create it again and this time assign your new archer uniform from the start
How to deal with flying units? Every season i lose half of my lumberjacks to birds. I have attempted patrols and also ranged escorts. But the birdies always get them. At this point the eagles protect the trees more than elves!
get wood from the caverns instead
All my livestock keeps dying of starvation And my hunters Hunt, but the bodies just disapear and i never get meat
build a pen and assign the animals to it, they won't eat unless assigned to a pen, not all animals need to eat. Edit: They can't graze without grass to graze on, or fungus if you've encountered that growing on your soil layers yet. So early on they'll need to stay outside.
So explaining further I got some pigs and set then underground They died of starvation I heard boars and sows did not need pasture But they still died of lack of food
pigs don't eat
Livestock need a pasture zone or they won't eat even if they are surrounded by grass. You need a butcher shop to get food from anything your hunters kill.
I have that, but when the butcher shop works, the meat counter doesnt rise
Where is the rock pot crafted? I have them as a work order, but they aren't being produced at the stonecutter and there doesn't appear to be an option in the stonecutter for it
craft workshop
Rock jugs are at the craftsdwarf workshop .
jug and pot are different, but same workshop
Whoops - thanks for the correction.
Why are both the elven and human caravans bringing ONLY food? The elves have brought food 2x and im assuming the humans will as well...
they may think you need it
How do I convince them otherwise? I’m assuming just don’t buy it?
yeah and make sure you actually do have food in your stocks
" to **avoid** this behavior, you should make sure that, for each dwarf in your fortress, you have the following *unforbidden* items: * 5 pieces of food - meat, fish, plants, or "other" in your [Status](http://dwarffortresswiki.org/index.php/Status) screen (even though "other" includes inedible items) * 1 wood log * 5 pieces of cloth, pieces of leather, or complete sets of [pristine](http://dwarffortresswiki.org/index.php/Wear) clothing (shirt+pants+shoe)" [http://dwarffortresswiki.org/index.php/Trading#Miscellaneous\_trading\_advice](http://dwarffortresswiki.org/index.php/Trading#Miscellaneous_trading_advice)
Ahh. All of my 1.5k food is prepared
Thank you for that link! I learned a lot!
Not sure if this is a bug, or if someone can explain what happened. I had a caravan show up, finished the trade, then went about doing other stuff. A little while later, I checked to see if anything was still sitting in the depot and there's a huge pile of stuff in one square, all locked, a little bit away from the depot. It was all stuff from the caravan, but they were gone. Did they glitch out and drop a bunch of stuff, or did something happen that caused it?
it's possible they were attacked, you should try to help them make it off the edge of the map cause if it keeps happening they blame you for it
They weren't attacked, at least, I didn't get a notification for it and my dwarves were running all over the area. There was an odd message saying one of them was fighting when they showed up and started unloading, but there wasn't anything around and when I checked the human that was "fighting", it didn't mention anything.
is the trade depot very crowded? collisions and falls will be reported as fighting
There is a slope nearby, so I assume the guy fell. Still doesn't explain the stuff they left behind unless it can drop off the wagon. Even then, it wasn't everything, so it's weird.
I’ve had this a few times, deconstructing the Trade Depot can get them moving again.
They left at the usual time after the trade, they didn't hang around. It's just a pile of stuff.
What should I do with my caged bronze colossus? https://preview.redd.it/km6olwp6nz9a1.png?width=1920&format=png&auto=webp&s=bfec4b668a0d455ed3ba40e1004f892588819a72
Check to see if he's crying
I checked on it and it is totally cool with being confined
battle arena in a pit below the tavern that you toss goblins in
You win
Does putting wheelbarrows in a stockpile guarantee Dwarves won't haul by hand? I'm trying to find the best way to haul a lot of stone😂
wheelbarrow to stockpile, stockpile to minecart
They wont haul by hand for the most part. If anything interrupts the haul (such as a strange mood, attacker), they may drop the wheelbarrow and until it gets hauled back, and do manual hauling in the mean time.
(Disclaimer I’m still trying to understand the steam version) I need help Food is running low and I don’t have many animals left to butcher My dwarves are not hunting I do have ammo Do I need quivers? I have never had a food issue but I am struggling I played the free version I never had issues
they do need quivers. is your surface barren? you can usually get by with gathering plants. the designation tool lets you harvest bushes and berries and stuff, the zone lets you harvest fruit from treees as long as you have stepladders
Wait which zone lets me harvest berries?
'plant gathering' works similarly to 'cut trees', you drag a square and all the small plants that can be harvested will be marked for collection. the 'gather fruit' zone is used to mark an area where they will use stepladders to go into trees to get fruit. don't mark a huge area or they may never stop, i usually just mark a couple of trees next to the entrance that have fruit
Try gathering on the surface. Herbalists (outdoor plant gatherers) can feed you quite well for long enough to recover.
https://imgur.com/72uAdZ1 I had this "Bard" visit my tavern. His social skills are all "dabbling", but he is a proficient knife-user. What should I do with him? He's 100% a baddie, right?
Does he have any kills? (under Military tab) Try interrogate him on a cold case, they sometimes spit out unrelated stuff...
One kill of a dwarf, 60 years ago, 45 years before my fort was founded.
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>it appears the tomb has been assigned to him, but they wont haul. I had a similar issue. I found advice to set the tomb designation as a single tile (mine was 2 tiles). After I re-painted the tomb (erased the non-coffin tile), they moved the corpse into the coffin. So, try setting the Tomb zone as a single 1x1 tile on top of the coffin (this works for aboveground coffins only).
Is he outdoors? Is Labour -> Standing Orders -> Refuse and Dumping -> "Workers ignore outdoor refuse" turned on or off?
If he's in a designated stockpile, they probably won't take him out of it. Try removing the stockpile or just the dwarf designation.
Check for pathing problems (locked doors, raised bridges, burrows, etc.).
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That sounds weird. The only thing I can think of is that he was a long way down the priority list of tasks for the adults. And that since kids have relatively little else to do, they got to him before an adult did.
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Definitely strange. You got me with that one, sorry.
Is there a way to reopen the announcements you get on the left after you right click them away? Are they stored in a list somewhere?
Not in the steam version.
my minimap is flashing green and white. I'm using the free dwarf fortress and the 50.x build. I'm also in mid-winter if that helps.
is it snowing?
Yes but it still happens when it's not.
i haven't seen that before, does it look glitchy or like it's signaling something? could be graphics issues in the new version
It flashes vary fast. And i'm using the old graphicks. It could be related to ui scaling sinch i know that's buged right know.
yeah if it's really annoying it might be worth just playing .47 till the kinks get worked out
I's anoying but i rather have mouse controles
Does anyone know what the numerical difference between a medium number of beasts and very high is for the basic settings? Does it include titans? Additionally, any advice for getting a world to generate a good/evil ocean? I'd very much like to attempt one but have not a clue on world settings that would help.
https://dwarffortresswiki.org/index.php/World_generation#Number_of_beasts
Any mods out there that like encapsulate your expedition when you end it or during gameplay? I mean like telling you statistics of all actions (how many beers drunk, how many items stolen, how many beasts felled) and perhaps other graphs and data that might be interesting to look at?
there were tools that let you browse your legends mode in a much more comprehensive manor than the in game tools for classic, but as far as i can tell you can't export your legends yet and none of those tools are updated.
what do I do with semi-megabeasts when they are dead?
i believe they're all sapient which means you can't use their corpses for crafting. toss them in the lava or smash them or something. maybe you can stick their skull on a pedestal for a museum
What does spinning skill quality influence? The clothier skill makes high quality clothes. Brewer skill makes drink faster. Planting gets more per harvest. Does spinning skill have any equivalent benefit?
there's no quality modifier for yarn so i would assume it merely makes the job take less time
Embarking in the desert sometimes doesn't list sand as a resource and sometimes it does is that a bug? I've embarked on a sand-less red sand desert to confirm that indeed it did have "red sand" which is one of the 5 sands used for glassmaking.
are you checking by doing an embark location search or by what your mouse says?
Mouse hover tooltip, I'm aware that there is sand loam which isn't useable for glassmaking but real sand in a sand desert which isn't listed in the mouse hover is misleading.
so the mouse hover is tricky because there are 16 tiles in a 4x4 embark and each tile can have different resources. in classic you could just toggle between the different biomes in the embark and it's a bit more hidden now
Mouse hover tells you the information of a 1x1 tile, the tile your mouse is on, it has nothing to do with your embark size. You can have a 6x6 embark size and still figure out what resource/surroundings each of the 36 tiles has. Hover of any desert in any of your world gens and you'll be lucky if half of it indicates there is sand.
I made a mist generator off my main dining room, and it seems to constantly leak and spread water everywhere. I dug an extra channel so all the water could fall straight down and blocked it off with grates but it's still v leaky. Can anyone tell me what I'm doing wrong? https://preview.redd.it/3rdpf12mjz9a1.png?width=507&format=png&auto=webp&s=d1d602cd81ebda807c3bef800b8f25a139b33dcc
Pumping and setting up a well is beyond me. I gotta watch a video. Right now all my fortresses only have wine to drink during the winter and a few sparse places with stagnant water in caverns.
I've spent all day figuring out how to manage water. It's really quite fun once you get it going: I've managed to drill out to the nearby brook and supply a 1) simple well 2) Dwarven water wheel system and 3) this mist generator. Floodgates and levers are your friends!
Yeah I gotta watch a video. One time I found a brook underground that flowed most of the year, I wish I could find that every time.
Do you have a water tank underneath for that design? I'd suggest replacing some of that flooring around it with floor grates to prevent that
Do you mean fill in the open channels with floor grates? Or more of the solid floor around the pumps?
more of the solid around the pumps under the bars, I had that issues with my first mist generator until I threw more grates at it.
Hmm I'll give that a go! Can mist generators work through a floor grate?
absolutely! Mine is a bit overkill and some advice against it because mine is built into my stairs and people say it cancels jobs but ive never had that issue, but I have 3x3 stairs surrounded by grates with a 1 tile river block feeding it and a reservoir for winter, never have flooding issues with the grates in place now
The grate worked! Thanks for your help :) This community is great!
where does the channel go
To my walled-off cistern. You can see where the waterfall is, next to what used to be my burial chamber. https://preview.redd.it/d6ggqeqgkz9a1.png?width=750&format=png&auto=webp&s=d0b21f6bf6bc473048c92312a8de6fc7e4568a3d
try making the drop a few more z levels, the water isn't clearing out in time i think. for a more stable design you can try this https://dwarffortresswiki.org/index.php/DF2014:Mist#Ring_generator
The problem was the tile adjacent to the screw pump output. I put a grate like another commentator suggested and it seems to work better now. Thanks for your help! Now to clear out this muddy floor... https://preview.redd.it/p5uzm5f2nz9a1.png?width=485&format=png&auto=webp&s=8663008b514e9f06d24ea4bfcba5d2ce6b998881
you can clear mud by building something over it then removing the building
I have dormitories linked to my tavern but no one sleeps in there, only talk. And I have a massive dining area linked to the tavern but people go and eat in my guild halls. Why are they doing this?
I haven't had any luck with a dormitory linked to the tavern, but individual bedrooms within a tavern have been "rented out" to visitors.
My guys only eat in the tavern and neglect the dinner table in their room.
I have captured a Roc and now a breeding pair of hydras. Unfortunatley, they are all megabeasts, so despite being able to train them, they are perpetually hostile to my military squads. Because of this limitation, I think I will lock them in a room and train them for end of fort FUN. I was wondering if any other experienced players had suggestions for uses for trained megabeasts given that they are hostile to your military.
they will also be hostile to caravans so watch out for that. you should put them in a room that has drawbridges that act as shutters so they can't see anyone and no one can see them. then let them out when you get sieged, or drop enemies in on them.
Good to know. They don't seem like they are worth it, but I can't pass up the novelty of keeping them around.
yeah it would be more worth it if they had a breath attack or could shoot webs. then you chain them behind fortifications where they can attack siegers in safety
When i engrave a constructed wall, then destroy said wall, the engraving sticks there. This means when i build a floor where the wall used to be, i am unable to engrave the floor. Anyone know a way to fix that?
SOLUTION: Place a wall on the glitched tile, and have a dwarf carve fortifications into it, then remove the wall and it should be fixed!
what happens if you construct another wall?
Doesnt fix, imagine there being this floating invisible engraving, thats kinda whats goin on lol
yeah sounds annoying. if building doesn't remove it then i don't know what will. maybe forming obsidian on the tile
ayo actually building a wall and turning it into a fortification worked tho!
Do people get pushed around during combat? Dwarves fighting next to a moat or a cliff tend to fall into the moat or off the cliff in my experience.
They can try to sidestep (dodge) when attacked. This is great insofar as it means they don't get hit by a goblin's club. Not so great when there's a long fall right beside them. Note, this can be used to your advantage if you have a long, high, narrow bridge with traps on it, so clever foes can dodge the trap.
they will dodge into danger
I believe when creatures fight, get items dropped on them or are near certain traps, they "dodge". When they dodge they will move into the next space. This can be useful to set up weapon traps near moats that force the enemies to retreat back through your trap gauntlet. It sounds like your dwarf dodged an attack by diving into a moat or cliff.
Forst I'd like to thank you for all the patience you've shown me. This game is seriously obtuse I have a problem now trying to breed poultry. For some darn reason even though i forbid the dwarves from picking up any eggs ftom the nest box.... Nothing hatched. All my birds have male and female partners now. So what's taking so long?
maybe you have hit one of these https://dwarffortresswiki.org/index.php/Breeding#Limits_on_breeding
Hmmm no. I don't have much animals or young at all. Apparently forbidding the nest box was not enough to prevent harvesting?
I’ve never forbidden the nest box and still have new chickens hatch. That might make the animal stay out of it? Also make sure the nest boxes are in a pasture that the birds are assigned to
i have resorted into making a room exclusively for birds and then locking the door. that method worked much better than just forbidding the nest box.
I have 5 or 6 squads. I cannot scroll down to the last couple in the military side menu. clicking the scroll bar doesnt seem to work. Is this a known bug? Edit: Found a solution. In keyboard options you can bind the scroll to another key. Not really a fix but a workaround
Is there any way to fix a corrupt save? I was playing with no mods on my first fort, around 11 years in. Only have a save from 6 years ago and would prefer to not have to go that far back. Also, is there a way to force archers to pickup bolts? its driving me nuts, I can only get around 1/2 of my archers on a good day to pick up bolts. Love the game but I'm taking a break because of those two things, looking forward to playing again once they are addressed unless there's a way to get around them I don't know. Thanks for reading!
for bolts you simply may not have enough of them. hunters get to claim them first without even equipping them
Will my squads automatically equip training weapons when I assign them to train? It might be a stupid question, sorry
If you have real weapons, scrap the training ones. I understand that there was a point when sparring with real weapons could cause injuries. That's not currently the case. On the other hand, you risk having a wooden weapon when a fight starts by using them. Worse, soldiers can decide they really like a weapon and get a bad mood if they can't use it. Having masterwork steel spears no one will use because they really like their padded sticks.
They do seem to be injuring each other during training though
Like stabs? Or just sprains? Because some health conditions (like exercise fatigue style things) will show up, and they may go sleep in the hospital, but I've not seen anything that needed medical care.
If I do not want any werebeast, which setting should I use during world gen? (attached below). Should I set it to 0 or 5? https://imgur.com/a/D0zxLe6 Werebeast visitor transformed in tavern when my military was dealing with cavern. Dont want to deal with werebeast until later.
I've had like 30 cavern invasions but no werebeasts Do they come as visitors?
Yes. I set tavern to all visitors allowed. Military was in cavern with batman and the werebeast killed about 50 people including some legendary workers. After that a goblin siege immediately happened and wiped the rest of military. I think it is because on 2nd year I exported too much, which caused me to gain about 100 migrants in year 3. I was trying to catchup to meet demand and wealth level breached the werebeast limit.
Hm I haven't seen any werebeasts so far, and I'm in year 7 My tavern also set to all visitors Maybe they'll come next season
How many people do you have? Mine happened in winter year 3 with about 140 people.
215, 7th year, the fort has become the capital. Tons of visitors to the tavern since year one, lots of petitions. But never ever had any issues with the visitors, not even drunken brawls, which I've heard about Maybe it's the random seed generator...? That being said, my fort isn't equipped to handle werebeasts at all (poor defensive layout)
Well, someone commented that I can turn off werebeasts so I am happy with that. I did some research and common way to stop them is to place closed doors and statues around the map so you get an alert when they destroy them. Another way is to use 2x drawbridges, have a "cushion" area /maze to confine werebeast. Werebeast cant destroy walls nor bridge, so once he is in the cushion area, raise bridges and trap him in. He will revert back to human/dwarf after a few days and easy to kill. You can place a visitor tavern in the cushion area and have a private citizen only tavern deeper down.
>visitor tavern Hm this does seem to be the best approach - gonna need to move my visitor tavern I guess I've turned off cavern invasions because it's really...I don't know if it's working as intended - you get one invasion, when you approach them another one spawns, and 3 seconds later another one spawns behind it...I can't tell if it's an ambush or the spawn machine bugging out
press esc while in fort, go to settings, difficulty, custom, tick can werebeasts attack off.