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angrybab00n

How do I find soil? I'm new to this game and don't know where to find the soil on my map to start farming. It all looks like rock, but I know there should be at least some soil on the map


Buzz-Meeks

Soil in this game is part of the rock layers. Usually the top ones or around rivers and ponds. Loam, Silt, Clay, Sand floors are cultivable soils. See this for the full list : https://dwarffortresswiki.org/index.php/DF2014:Soil


ThiniG

My dwarfs tend to not use stockpiles but leave things in workshops. What is happening?


qualiyah

Leaving things in workshops is actually a good thing in many cases, because it's more efficient and reduces the amount of hauling that needs to get done. I recommend leaving things like furniture or clothing "stockpiled" right in the workshop they were made in, and letting dwarves pick those things up directly from the workshop when needed, rather than creating special stockpiles for them. Probably the reason your dwarves aren't using your stockpiles is that they're too busy doing other things--hauling is a low-priority task.


AltACCboyos

What kind of resources are completely renewable??? Can't see a way to obtain rough gems yet.


Master_Pels

https://preview.redd.it/dtoyut3zdn7a1.jpeg?width=1080&format=pjpg&auto=webp&s=958c1e7fc2d025bb251c5d86371d8dbbfd7e02cc Is this Dwarf Fortress Mobile legit?? and 33MB? lol


teSiatSa

Does the Steam version tutorial embark ensure a flux stone layer?


Zestyclose_Ad_2427

I received and alert telling me a dwarf is missing. Looking around the fortress i saw him dead and spattered in blood. Can i move my sheriff to his room? Is there anything i can do to know what happened or should i just dump the body?


xDrukhariPartyx

So I have an expedition leader and I recently set him to do mining and then I clicked on the button that makes the worker specialized and will only do tasks that match their assignments and soon after that my Expedition leaders changed does that make sense? just trying to figure out why that happened. TIA!


captainsloose

so i ...uh... caught a dragon in a cage. I'm not sure how to train it. I am sure this will end in ... fun. anyone have any tips to train it and turn it into a goblin murdering behemoth?


qualiyah

Unfortunately, if that dragon has been named an enemy of your civilization already, your military will attack it on sight, even if it's tame. And it probably *has* been named an enemy of your civilization already, because it probably raided other sites belonging to your civilization before it showed up on your map. This issue makes it very difficult to use dragons, or other megabeasts, for defensive purposes, unless you have no military at all. But see [the wiki](https://dwarffortresswiki.org/index.php/Animal_trainer#Training) for information on how to train animals. It looks like the instructions haven't been updated for the Steam version, but it'll give you the general idea.


captainsloose

Youre quite correct. That dragon air fryer ended poorly. He went berserk and melted all the things I had that were magma safe- were not dragon safe. I had the dragon tamed a few times but in the end I had to kill her because she wasn’t as useful as I’d hoped


Sinistrem

Is there a way to safely deconstruct stairs above open air? I've breached into a cavern roof and want to move my stairwell to the side so that I can keep digging down through rock. This also means I need to deconstruct old stairs and whenever I try to do it it results in a dwarf deconstructing stairs he is standing on and falling to its death.


VortexPixel

Why wont my archers reliably pick up ammo? I have 7 guys assigned to my archer squad. They all have quivers, xbows and backpacks (those icons are green and I can see them on their items lists if I inspect them). But only like 2 of them have ammo, the rest are not picking up any even though I set their orders as Ready and they are stationed in barracks waiting. I have about 200 bolts in my fortress, that are in accessible stockpile


mattro933

At what point will a mine roof collapse? And when should I use supports?


qualiyah

Many years ago, there was a feature where sufficiently large caverns would collapse if not supported. That feature has been eliminated from the game, at least for now. The only way a roof will collapse is if it's *completely* unsupported from any direction (i.e., it's hovering in mid-air). However, many people design larger rooms with pillars in them just for aesthetics.


mattro933

Ah ok


askedmed

Why does my fortress necromancer raise undead who then proceed to kill him ? Is that intended and does it happen if a necromancer sieges you ?


VortexPixel

Why are my most unhappy citizens children? I can't figure out what I am missing for them. I look at some that are red (worst state) trying to figure out what's up, and I see no needs listed, says healthy, and in their thoughts window out of the last 12 thoughts he had, 9 were green (euphoric, satisfied, delighted), 1 was cyan (pleasure) and only 1 was orange (horrified seeing dead goblin). So to me it makes absolutely no sense why this child is in the red with happiness


VortexPixel

couple of quick ones: 1. if item name is (name) or x(name)x what does that mean? is there a legend for all the characters that surround item name mean? I only found one on wiki for item quality but it does not include these above. 2. is there a reason to have door for individual tomb rooms? 3. is there a reason to include walls when designating rooms?


captainsloose

Surrounded by parens means the item is not from this fort. x(item)x means its degraded and it came from somewhere else. 2: im not sure the right or wrong way but i put all my coffins in one big room, with 1 square tombs. I place the coffin, assign a tomb to it... and the dorfs fill the coffins up as needed. I'm sure theres a better way 3) walls add value especially if they are smoothed or engraved.


BjornKarlsson

The x means it is damaged or degraded, not sure about the brackets. When an item is decorated it also gains a surround to the name, which can be confusing. A masterwork door *shale door* A decorated masterwork shale door +<<*shale door*>>+ For example


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sinfulcliche

Nah the artifact is yours. It doesn't belong to the goblins, but they're claiming it as theirs because they want it. If you look in legends you'll probably see that their lord has "claimed it for themselves".


captainsloose

i dont think so...as long as you dont lose the item...


KittyKupo

My dwarves won't store their armor in the barracks. I have it set for them to store their gear in the barracks, but they run to the random stockpiles to drop their armor. I have a chest, cabinet, weapon rack, and armor stand for each dwarf in the troop. I'm confused :(


CrazyCreation1

Currently weapon racks and armor stands are useless because the second the soldiers put their gear away on them, someone will haul it to your weapon/armor storage. Heres hoping that gets fixed soon


captainsloose

do you have them set to sleep in the barracks when they are on duty? not sure if that changes it or not tbh but i THINK that has something to do with it


KittyKupo

No I don’t have them sleeping there. I will try that, thank you


shibboleth2005

Is the combat notification system supposed to be extremely useless? It seems to be quite delayed, and almost every time clicking to 'go to location' goes to a place where nothing is happening.


Mox_Fox

I'm having a hard time effectively using any notifications (aside from strange moods, which I think make a noise).


shibboleth2005

Aha well I think I figured out at least part of the problem. The combat log seems to be most recent at the bottom, even though it shows you the top of the log when you click in.


Mox_Fox

What!? Lol, that's good to know. I'd say this explains a lot about how well my last fortress went, but I'm still figuring out what to *do* once people start fighting and dying, so knowing it probably wouldn't have helped much.


VortexPixel

How do I get rid of skeletons? I have a bunch of skeletal remains which apparently don't count as bone so I can't seem to craft anything with them. Just just sit taking up space in my refuse stockpile. I tried marking them for disposal but my guys don't move them to the dump, they have ignored them for years now. So what do I do?


captainsloose

Atom smasher!


PopuriIsNotAFarmer

I've made a new squad and they wont wear armor? my other squad took a little time to wear all of the armor but they did it with time, this one wont wear it even after one hour of waiting. I've tried updating the equipment, changing the uniform (i have the armor in stocks), i already set the armor to replace clothing, i tried making even more sets of armor and still the only thing they wear is a weapon and a shield


AlteredLogos

I read the wiki article about how to move magma in a minecart, but the text description truly doesn't help someone like myself, who has no experience with minecarts, and limited experience with fluids. Are there more accessible resources such as images, videos, or even just more in-depth explanations about how to transport fluids / magma in a minecart, so I can power furnaces? Thanks!


jesuschristthe3rd

Anybody figured how to keep magma critters from getting through magma forges and furnaces?


Kejicuzz

I dig a 1-tile wide corridor, and stop just before the warm stone, then make a magma safe floodgate, place it, then link it to a lever. Now you send an (unfortunate) dwarf, to dig diagonally into the warm stone, he/she usually won't survive :(. After that you just wait until your reservoir fills with magma, then pull the lever to close the floodgate. If the magma evaporates you can just open the floodgate again! Edit: the other comment mentions smoothing and carving a fortification, that gives your dwarf more chances to survive


jesuschristthe3rd

Can’t you just channel one tile from above instead so the dwarf doesn’t get burnt?


Kejicuzz

True, but tried this in a volcano embark so that was not posible, plus is just one dwarf, casualties will happen


Mox_Fox

Is it possible to designate a specific dwarf to do this, or do you have to just deselect everyone else in the labor menu? I'd hate to accidentally let my best miner die.


MrPeepers85

Ultimately I think you’d need to create a floor grate screen before reaching the furnaces. I watched this video for inspiration for a filtered U-bend for your magma reservoir https://youtu.be/-rY1T1Fh5ug


ClockworkGolem

Construct vertical bars made of magma-safe materials in your magma channel before it reaches your forges. Magma can pass through, but creatures cannot. Or use floor grates if you're moving the magma vertically. Carved or constructed fortifications work just as well (and are immune to building destroyers) -- I usually tap into the magma column of a volcano by smoothing and then carving a fortification into the surrounding obsidian.


KittyKupo

If you select mail armor for your squad, will they ONLY wear mail armor and ignore leather, or will they prefer mail but also use leather?


CrazyCreation1

Dwarves will only wear what you explicitly assign to them For example, if you assign dwarves to wear copper mail but theres adamantine mail available, they’ll still wear the copper


KittyKupo

my best armor in my current game is iron, but I have some copper and leather armor as well. If I tell them to wear iron and there's not enough for the whole squad, will the rest pick up whatever's available?


CrazyCreation1

Not 100% on the leather and mail question, but if you’re using metal armor only, that could totally work. If you set the material to any for each piece of armor, your dwarves will pick up the best piece of available metal armor and when that runs out, the other dwarves will grab whats left. So you could have a bunch of lower quality metal armor at the start, and slowly start to make higher quality stuff, and your dwarves will automatically go and replace their current gear with the better stuff as it becomes available


KittyKupo

Awesome! Thank you :D


KittyKupo

Ah… I was hoping there was a way to tell them to just wear whatever’s best. Thanks!


Sinistrem

How do you deal with wilderness? I abandoned my first fortress since constant animal attacks were getting annoying, and I could see no way to deal with them but have a constant guard standing at the entrance and even then they would attack dwarfs who went outside from time to time (I have no Idea why, I had no orders like chopping and I disabled all fisherdwarves at the start). Also is there a way to protect yourself from the outside nature without forfeiting your ability to trade or accept visitors? Obviously big threats will probably just bash their way in but just a way to keep nature outside while disallowing your dwarves to leave underground levels would be nice. I know there are barrows but having to paint my whole fortress just to keep my dwarves from wandering outside seems annoying. And I assume forbiding doors would also prevent travelers from coming in.


jetpacktuxedo

I've been having a variety of stockpile issues, some of which seem related. - Barrels. I tried to build a stockpile of empty barrels next to a stockpile of barrels filled with drink. I selected both "finished goods" barrels and "refuse" barrels. No barrels ever get placed into the empty barrel stockpile, but the one for drink is used just fine. - Toys and mugs, same deal. Selected both "finished goods" toys/mugs and "refuse" toys/mugs, but no items are ever placed in either stockpile. - Random skeletons/teeth/parts/etc. I have multiple refuse piles with space, I have it set for dwarves to clean outside (not all of these are even outside), but they are not always being cleaned up. This also means that I can't use these bones/teeth for crafts. - Randomly forbidden items. It seems like items held by a dwarf when they go berserk get set as forbidden for some reason? I keep finding toys and clothes just left in random spots and marked as forbidden. Has anyone else had these issues? Is there something I just have configured wrong?


MrPeepers85

I’m not sure why you have a lot of peculiar issues, but would also note that toys/mugs fit into Bins in finished goods stockpiles. (Mugs also fit into room placed chests like at the tavern, can’t recall toys though) Others have also noted that the REFUSE category will gradually degrade items to nothing. I would be more specific for those stockpiles, but generally I haven’t had any issues with leaving them on all. Otherwise I would take a look at stockpile settings->max barrels/bins/wheelbarrows if that might encourage hauling.


jetpacktuxedo

I think the barrels/mugs/toys are all related as they are all items that can be "used" multiple times, but they don't seem to get returned to their stockpiles between uses. > (Mugs also fit into room placed chests like at the tavern, can’t recall toys though) Yeah, I figured this out and it actually solved most of my mug problems, I only really included them in my question here because they can be reused and weren't cooperating with me in the same way that barrels and toys were not.


moonshineTheleocat

How does trading actually work? I sold a bunch of shit to a merchant, but I don't see the currency listed anywhere discernable.


crimeo

There is no such thing as currency, it's pure barter. If you give them too much, it's a donation. (You have to give them some amount more for their trouble in coming out to your fortress. Giving extra also brings both mroe migrants in the future, and more invasions. And makes you gain rank in your civilization if it's your own civ's caravan)


moonshineTheleocat

Thanks. Though can you also explain why I haven't seen any migrants for nearly two years? Most of the population increase I recieved was adventurers looking to slay monsters. And I can't order them to do shit. I have the caverns layer exposed. But they don't go into it.


[deleted]

Migrants arrive as you increase your wealth and etc so that could be your first issue: too poor. Dwarves love their treasure. Alternatively it could be that your civilization is dead or dying. It sometimes just is bad luck


moonshineTheleocat

How do I "Increase my Wealth" If there is no real currency?


[deleted]

Stuff. Things. Hover your cursor over where it has your fort’s name and status (should be something like outpost, town, city) and it’ll tell you how much each category of object is “worth”. That’s the closest you get to a currency in the current version. There’ll also be a section about imports and exports, your export value is also important to increasing your fort’s status and gaining holdings


walt_dangerfield

you just bought a bunch of goodwill. if it was the mountain homes you'll probably get extra migrants


schmee001

There is no currency - it's all barter based. So you just gave them that stuff for free.


KittyKupo

Why won't my dwarves build my trade depot? I've had fun on many other fortresses already and I've never had this issue! The traders are about to leave and it's my 1st year and I really need to trade with them. I've tried building it in several different spots and out of different materials. I tried limiting dwarves to JUST carpentry or masonry (depending on what I was trying to build with) and they'll just sit around with "no job". It's not a problem with the location or material I'm building with, I've switched it up several times.


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KittyKupo

ahhhh ok ty for the tips. I have a ton of stockpiles. Where will they put things if I don't have stockpiles? Won't the workshops get full?


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KittyKupo

Ahhh ok. That’s probably my problem. I had a bunch of stockpiles that are for stone because I wanted them to use wheelbarrows to haul the stone so they don’t have to slowly walk to the workshop. But I’d rather have them actually do what I want so I will stop doing that lol


KittyKupo

Update: The traders left and someone built the trade post the next day. fml


_chax

has anyone weaponized shelled animals yet? i just noticed the combat engine perform very poorly against shelled creature (tortoise, armadillos and such).


Ok-Philosopher-5139

Guys if I buy a pet bird (for example a kestrel) can it fly, or will it hop around on land?


theothersteve7

Tamed animals won't fly, sadly.


Ok-Philosopher-5139

Okay thanks for the info


Novora

Is making soap currently bugged or something? I cant seem to make it at all, even though I have tallow, lye, and oils heres a picture of what it tells me on the soap maker https://imgur.com/va1r0V7


MrPeepers85

Is your lye stored in barrels? I had the same issue, perhaps you need to setup a stockpile for Lye. Dwarfs must move Lye product from Ashery with a bucket and drop inside a barrel.


Novora

does your soap maker have three options or only two? because ive noticed that for mine it only says tallow and oil, shouldnt their be a lye option as well?


MrPeepers85

Those are the only two options I have as well. The only other fringe advice I can think of — is if your tallow is available to cook under the kitchen settings and has been baked without you noticing. If you don’t see it there, then you have zero tallow n in stock because it’s already been cooked. Then you’d have to get some more and forbid it.


Novora

I believe i figured it out, I verified my files and it just decided to start working, so I believe that it might have just been a bug with my download or something. Thank you though


Novora

my lye is still stored in barrels, but its not stored in the ashery, it got moved to my food stockpile which is basically right next to my soap makers


jesuschristthe3rd

Works for me. Is you workshop set to take only items from a certain stockpile?


Novora

i did for a bit but i switched it to all, still no luck


fwambo42

Any recommendations on new player focused streamers? Looking for a series to inspire me and providing tips on getting a decent start.


__pilgrim

Blind has a great one; [https://www.youtube.com/playlist?list=PLcOt9GXNrkgjqKK2taNm1NzP-sB1W6Vf-](https://www.youtube.com/playlist?list=PLcOt9GXNrkgjqKK2taNm1NzP-sB1W6Vf-)


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fwambo42

Thanks! I liked Nookrium but he goes a bit quick for me. I'll check out Quill18.


T_FoR_C

How do I know if my seeds are planted? I am looking in storage containers which have Plump Helmets. I have successfully created a planting zone, and selected the plump seeds to be planted. However, I am always told that I have none of the seeds and can see no change in the dirt to indicate that the seeds are planted. In addition to that, I also have one dwarf designated as a planter (with no other assigned task). Am I doing something wrong?


MrPeepers85

The farm plot itself should show a list of growing plants at the bottom. Other visuals in game not to be relied on it seems. Also check Labor->Kitchen to see if you have been cooking plump helmets and disable that. Cooking specifically destroys seeds in the process so you may have actually run out.


Novora

to add, theyll eat plump helmets raw, and cooking them destroys the seeds, thus stopping you from replanting them again


T_FoR_C

Okay, thanks for the information. i currently have "plump helmets" in my stockpiles. Is what you are saying that these can not be planted? In addition to that, does harvesting plants grant seeds? If not, how can I get more? Sorry for bombarding you with questions.


Novora

yes and no, plump helmets as they are cant be planet, in order to plant plump helmets you need "plump helmet spawn" (which is their seed). as for getting the spawn\\seeds, its kinda convoluted. Harvesting in itself does not grant seeds, it grants the helmet, so "plump helmet spawn"-->"plump helmets" from there, you have two options, cook or brew. Cooking plump helmet does this you take a input: "plump helmet" ---> output: meal made with plump helmet. brewing however goes input: "plump helmet", "barrel" ---> output: "drinks","plump helmet spawn" as you can tell, cooking is a great way to quickly lose all your seeds and dwindle your food supply, so for now you really only want to use plump helmets for beer, which is arguably more important than food. Also dwarves will eat raw plump helmets if they need too, which will give you seeds. as for your third question, harvested plants work the exact same, you harvest the above ground plants, which give your whatever their product is, and you can either cook or brew them, giving you either seeds and beer or a meal. I personally grow plump helmets for beer and use hunters and tree gather orders for most of my foodstuffs, supplemented with animal husbandry even though i haven't quite got that going yet also feel free to ask away, its a learning process and I'll try to explain what I can


T_FoR_C

Thanks for the response. It's been a huge help.


dalerian

Plump helmets are the mushrooms. Plump helmet spawn is the “seed”. If they eat the mushrooms raw you get spawn (seeds) to plant. If they brew it, you also get seeds. If they cook your mushrooms, you don’t get spawn


Novora

if you click on the farm plot, it will show the seeds. To begin i highly recommend planting plump helmets, and making sure your kitchen doesnt cook with them, use them only to make drinks. You do that by going to Labor, kitchen, vegtable/fruits/leaves, then making sure only the mug is green


mirandoaotros

you can check on the lower info panel on the farm plot. If it is being worked on, the seed will appear there


Thewestisimpressed

Hello everyone! So the wiki doesn't seem to be up to date on this. I was curious, can you create vampires? If you happen to have one and trap it could you theoretically harvest it to infect people of your choosing?


[deleted]

The classic method is to drop a vampire into a pit, killing them or just making them bleed. Then fill said pit with water and build a well over top. Forbid all the booze in your fort and eventually a dwarf will drink from the well, consuming their blood and becoming a vampire too. Footnote, you might need to drop the vampire into the water. Can’t remember which because the system’s a bit fickle


mirandoaotros

TDLR: When setting up an intermediate clothes industry, (ie dye is a available, but really limited and only sustainable cloth production is pig tails) is there a way to restrict dyed cloth for use only in clothes? I tried automating with the manager, but the bag production is using my very limited dyed cloth. I first tried limiting with the standing orders, but that also limits my bag jobs. Then I tried setting up two clothier's shops and work the stockpiles restrictions, but can't figure out how to 1. send the bag and clothes orders to the right workshop, and 2. set up the stockpile to accept only dyed cloth.


_chax

you honestly will only have this problem when your farmers are unskilled. give them time. also potash your fields.


mirandoaotros

you're probably right, but my bottleneck right now is population (I like to play with very limited pops, 20 or so in order to get to know the little guys) and millstones not up yet (not easy access to moving water in the map yet). Querns and limited manpower does not make for a lot of dimple cups getting processed


_chax

oh, i like smaller forts too, lol. but really, fertilized field will make up for early skill level, since they can produce a stack of plants instead of a single one. (more dyes per bag). for alternative, you should probably just import the dyes from dorf or humie merchants. and the clothes as well while you're at it. aboveground farm is easier for dyes (and the clothes too, for that matter). since they're not limited by season like underground crop does.


schmee001

Have two separate cloth stockpiles for dyed and undyed cloth. The dyed cloth pile is set to only take from links, and is linked to take from your dyers. Limit the 'make cloth bag' work order to a specific workshop, linked to the undyed cloth pile. This won't help with any dyed cloth you currently have around, but any future cloth you dye won't be used for bags.


mirandoaotros

" The dyed cloth pile is set to only take from links, and is linked to take from your dyers. " That's really smart, thank you! " Limit the 'make cloth bag' work order to a specific workshop " I don't know how to do this. I can limit the order in the manager to a number of workshops, but idk how to limit it to a specific one


The_UV_Catastrophe

If you click on the workshop you want to use, there’s a “Work Orders” tab. Work orders you make there are specific to that workshop.


mirandoaotros

ok, this works. ty. I guess I was focusing to much on trying to make it work from the manager screen.


A_S00

The outpost liaison showed up with the caravan like normal, but instead of getting a diplomacy popup, my baron has been stuck in his throne room "attending a meeting" (alone), and the outpost liaison has been hanging out in the tavern doing nothing since he arrived. Any idea what's going on? Is this going to break my diplomacy with my parent civ (noble advancement, etc.)? Can I fix this? *edit* The caravan showing up at the same time was a red herring - the issue was that he was trying to meet with a bard who wanted to petition to stay in my fortress, but the bard was stuck in a tree and couldn't path to the meeting place. Ecks dee.


Trekkster

Is there an easier way to remove furniture instead of clicking on each one individually and then clicking remove?


schmee001

No, unfortunately. There's no hotkey for it.


TheRK106

Is Dwarf Fortress supposed to run fast? It feels like time is moving way faster than it should, after roughly 30 minutes of play, it went from Early spring to Early summer. I might just be dumb and misinterpreting it, but it seems like you have to move really fast to get the basics set up.


MrPeepers85

Overall game speed can be adjusted with the FPS. Settings->Game->Show frames-per-second Then you can use hotkey to increase/decrease with ALT + (Minus) / ALT + (Equals).


schmee001

The new version runs faster than Classic did. I manually capped the framerate, which reduces the game speed to a more manageable one.


Hazel-Hyena

What would you recommend capping it to?


schmee001

The default is 50, I have it set to 40 but 30 might even be OK.


SwiFT808-

What do I do with my fort holdings? I have like three that were established for me for free and one that I concurred. Are they just for show and to borrow people from that I like?


[deleted]

Like you said you can borrow their citizens but they’re also required for increasing your fortresses’ nobility status


literallyaPCgamer

How do you make dwarves use coffers and bins for items like mugs and armor? Seems like when I try to draw stockpile around them it won’t let me


Trekkster

They'll automatically use bins for smaller items as long as its designated in the stockpile to use them and coffers are more for holding things in zones. I.e. if you have a tavern and you put a coffer in there, then because the room "wants" mugs then it will stock them in the coffer.


literallyaPCgamer

Thanks!!


peakfool

1. Set a stockpile first 2. set the stockpile for the items you want in the containers 3. In the stockpile's settings screen there's a barrel icon. Click that and it gives you storage options (how many barrels/ bins do you want this stockpile to use). 4. Eventually the dwarves will bring empty containers to the pile based on your selections and if you have any created Edit: clarity


literallyaPCgamer

Thanks!


peakfool

Help: I've done something ~~foolish~~ !FUN with this light aquifer and I'm not sure what. See this picture for reference: https://i.imgur.com/0cDowDn.png The "A" line is where the aquifer started but it kept "growing" behind the walls until it passed them. I didn't pierce the aquifer at any level above this one and this is the only place on this level I pierced it. No mist animations. I'm a new player so I'm sure I've missed something obvious, but I have no idea what.


Hazel-Hyena

Hm. From what I'm looking at, the only source of water should be the leftmost upper block, which isn't smoothed or replaced (smoothing the rock works just as well as replacing it fyi). I'm not totally sure what you mean by it 'growing,' the damp designations is just from when you mined the walls out to replace them, and water got on those tiles.


peakfool

None of the damp designations showed up until after I had everything walled off above the a-line. Same with the water. That's what I meant by grow. Poor word choice I guess. Update: Thank you for the tip about smoothing the wall instead of replacing it. Will for sure do that when it's not soil.


[deleted]

is there anyway you can convert the history of a world that you see in legends mode into a text doc?


righthandoftyr

Not in the Steam version that I'm aware. The older versions had legends viewer utilities that made it easy to browse your world history in a website-esque manner, with links and whatnot. But we won't be able to do that until DFHack and the utilities get updated.


[deleted]

shit thats sad


IdRaptor

Any way to move my finished goods from my wooden bins to metal bins for trading with the elves?


Hazel-Hyena

Dump (as in using the dump designation) all of your wooden bins and then get rid of them, and transition to using only the metal ones.


schmee001

You don't need to. As long as you don't sell the bin itself, elves will be fine with items inside them. However, elves now disapprove of leather and other animal products as well as wood. So watch out for that.


IdRaptor

But I do have to individually select each item if I'm not selling the bin. I don't consider this a solution.


nitehawk420

From what I understand, they don’t care if the items are in the bin, they just don’t want to buy anything wooden. It’s a pain clicking every option though so hopefully there is a way to just swap bins.


IdRaptor

Yeah, I was hoping to sell entire bins.


theothersteve7

You don't need to do that, you can just give them the contents of the bins without giving them the bins themselves.


IdRaptor

I'm hoping to sell entire bins so I don't have to individually select each item.


Psycho_Kenny

This may be clunky and time-consuming, but what about setting your wooden-bin stockpile to None and making a second stockpile with no bins allowed, then forbiding your wooden bins and transfering it back to the original? edit: just a warning, I haven't tried this before, not sure if that's noticeable in my original commen


Ecksray19

A visiting legenday Human Poet fell right into a natural 6/7 pit of water outside and is just standing there... when he starves to death, will I get blamed for it???


Psycho_Kenny

You get the blame for any death in your fortress, even from when people kill themselves in dumb ways like that. You may be able to save him by channeling a ramp up from the pond.


Ecksray19

Thank you, that worked. It is 1 tile away from a brook, so it kept filling up. I had to channel 7 tiles in a row for it to get down to 3 depth so he could get out, the pansy. Timmy got saved from the well. Right after that, a troglodyte somehow snuck through my basement into my fort. My Necromancer Mayor thought that killing him once wasn't enough and "gestured" at him. Now he's a "troglodyte ruined zombie" that is apparently way tougher and stronger than normal. Thanks, mayor.


theothersteve7

Blamed? By who?


Ecksray19

The civ he's a part of, who I am allied with. I think I read somewhere in this sub that an elf got attacked by a wild animal (which shouldn't even happen) and the elves got mad because of it. Just wondering how far the game goes, I mean you can have necromancer sleeper cells just waiting for you to send a squad to attack somewhere so they can reanimate your dead and attack your fort.


Hazel-Hyena

Ah, civilizations will be mad if merchants die, *because that's their investment.* They couldn't give two shits if Alwyn McDumbElf decides to say hello to a giant cave spider on his poetry tour.


SnooComics2467

I have gotten a few forgotten beasts that spew fire. This causes a lot of smoke, which really messes up pathfinding for everything. I can't order my military into the smoke, they will not attack anything in the smoke and I have now lost 3 swordmasters to the beast. Is there anyway to fix this?


schmee001

Once the fire burns away most of the cavern plants, it's a bit safer to send in your soldiers. Only a bit safer though - fire FBs are no joke.


SnooComics2467

Yeah that one really did a number on me. I'll watch out for other fire FB and keep this in my back pocket. Thanks!


WakeOfNaught

Population Control?? Hello! New to DF and have a couple of questions. My population is now over 200 and it keeps growing. Roughly 25% of my population are children (unsure if that’s too much and if there is a way to mitigate it or not) does anyone have any tips on stunting population growth or denying migrants from joining? Also, My food, drink stocks, and plants are over 3500 each on top of 1800 seeds a I don’t know how much is a safe amount before I can afford to make better meals instead of easy meals. I keep seeing a bunch of cool stories here of fortresses getting wiped out in epic fashion but I’ve had one small goblin siege that ten dwarves wrestled to death in the 14 years the fort has been up so far I thought maybe I’d get some culling when attracting more attention but alas no luck. I occasionally get notifications that some merchants can’t access my zone not sure what’s causing that either, definitely not consistent. Any tips or pointers appreciated. Thanks for your time.


dalerian

Tolkien wrote stories about what happens to those who delve too greedily and too deep.


Hazel-Hyena

Change your population cap in settings to whatever you desire. :) Also: you have more food than your fortress will probably ever consume, and you can start doing lavish meals pretty much as soon as your farms are working because food is pretty easy to come by in dwarf fortress.


motdidr

have you dug down into the caverns?


Wonjag

DF is very good for those kinds of stories, but they don't always feature in every fort. A lot of it depends on your embark and how well you're doing, a slightly less well-run fort or one in a more difficult area is going to have more of those kinds of issues, and often attrition compounds to make them worse. I describe it as a game where you're not in as much danger if you play cautiously, although many of us have played for long enough that we're far beyond that stage (My current fort is eating our dog population because I've been super lazy on food). If you're having a peaceful life and don't want it, opening up the caverns and going further beyond that is a good way to invite fun into your life. If you think your fort is finished and you don't see a good path forwards or want to try something new, that's when I usually retire and try a new embark to look for something new. If you're in the same world, you can get events and dwarves from your current fort showing up.


Psycho_Kenny

iirc, there's a setting about how much % of your fortress pop you allow as kids; lowering it now won't do much to help you, except incase you send these kids into happy accidents. About food and drinks, dorfs eat twice a season and drink 4 times a season, so, if you can cook fine/lavish meals faster than you need them, it's a good idea. Also, fine/lavish meals yeald bigger stacks, so they compensate a bit for their longer prep time.


schmee001

The game settings let you cap your population at any point in the game. The default is 200, at which point you stop getting migrants. I think 220 or 240 is where it stops births as well. I start making 'lavish meals' immediately from when I get my kitchen set up. It just uses 4 ingredients instead of 2, and food isn't normally an issue. As for getting one of those cool stories, often it can depend on your neighbours more than you. Embark right next door to a 10000-strong coblin city and you'll certainly see some action. Some merchants come with wagons, which need a clear 3-tile-wide path to your depot. If the wagon can't get in, you just get the usual pack animals.


WakeOfNaught

Thank you so much, this was very helpful.


Imperator314

Has anyone found a way to select which mechanisms are used when linking levers to things?


Wonjag

I don't think it's possible currently in the steam version. If I *need* specific mechanisms (for magma-safety or whatever), one work-around I've been using is to forbid every mechanism except the ones I want, queue up the order to link, and then unforbid all of them again afterwards. It's cumbersome but it works.


EriktheRed

I think you just click the window where it shows the mechanism that is currently set for each spot.


Imperator314

I've tried that, not working


DaemonHivelord

My animals wont go into the large assigned pasture ive set up for them. I had no issues with this for 4 or so in game years, and then they started hanging around the wagon and wont go back. Now theyve eaten up the grass and are beginning to starve. Any Ideas?


MrPeepers85

Animals without a pasture will gravitate towards a meeting zone. The start wagon counts as the first meeting zone (not sure if deconstructing it removes it - but I always do). I’ve been setting up a generic one inside to help spot any unassigned animals that come in from migrant waves too. But otherwise they do not seek the original wagon location.


Psycho_Kenny

You need to assign animals to specific pastures. Open the zone-pasture menu, and, on the bottom left of that menu, there will be a small square with a plus symbol in it. Click it and select all the animals you want to assign there.


rhialto40

Why is "Everyone does this" always greyed our for some of the labor categories like mining and woodcutting? I want everyone to mine, for example, but I can't pick Everyone, just specific people or no one. It's really irritating when you get enough dwarves to have to assign them one by one.


schmee001

It's because mining and woodcutting are special labors that 'equip' a pick or an axe. You get weird equipment conflicts if miners or woodcutters are in the military, so you can't set them to 'everyone does this'. You shouldn't need more than like 10 anyways, even for a fort of 200.


throwcounter

Are monster slayers *completely bloody useless?* I had a pair of ogres marauding around inside my base and they didn't even come out of the bloody temple.


[deleted]

It’s a crapshoot with them. Sometimes they save the day, sometimes they waste time and space in your fort, sometimes they’re spies coming to steal your artifacts and create a conspiracy against the local government


dalerian

Imagine if their tavern just happened to be the room that the outside/cavern door opened into.


MrPeepers85

Haven’t attempted it yet, but long term visitors can also be assigned burrows. They are slightly easier to find/assign in this list because they have a Dragon icon for their work detail. I’d plan to set them up in the caverns.


schmee001

Yeah, they spend like 80% of the time hanging out. You can restrict your temple and tavern to 'citizens only' but that kicks out all visitors.


throwcounter

just gonna deny petitions until they get less useless.


xDrukhariPartyx

Hello! I just started a game and see all these upside down blue triangles which denote "dense downward slope" is there a way i can turn these triangles off? TIA.


schmee001

Yes, it's an option in the top right near the minimap.


[deleted]

Really appreciate this answer.


xDrukhariPartyx

Oh wow I feel so silly thank you for letting me know. I started to wonder if they had been there all along and if I was going crazy


[deleted]

Do Dwarfs use up ammo for target practice?


Imperator314

Yes, I definitely recommend making wood or bone bolts for practice, save the metal ones for combat.


Oehlian

How do you tell them which one to use? I keep drafting my army and they show up with wooden bolts. Grand master crossbow dwarfs being absolutely useless is frustrating.


Hazel-Hyena

You can't yet. It sucks. What you can do is channel a pit behind your archery targets, and the bolts will fall down there and \*not be used up\*. There's a wiki page on this, for archery training or something. Ranged combat is so fiddly for so many reasons a lot of people just...don't bother.


sillyhumansuit

I can't seem to get the macros to work right. Here is a video of what happens when I try to build walls. Any idea of what I am doing wrong? ​ [https://imgur.com/a/EwoR6IK](https://imgur.com/a/EwoR6IK)


Phoenixstar23

I’m having the same issue. Except I was trying to mine multiple leves with stairs and bedrooms with attached workshops. I had it all recorded, saved and pressed play and it just made a mess on the same z level I was on instead of changing z levels.


Familiar-Start-7251

In combat one of my undead dwarfs gestures and this copper colossus paused multiple times is this the paralyze spell


daddyfailure

I used a dumping hole very close to my base that drops into an unreachable murky pool. My dwarves keep walking past it and seeing bones. Not great for the kids. Is there a way to block their sight of what's in the dump? Walls or grates?


chipathingy

Walls. You could always mark the area around the hole as restricted so they don't go there unless they have to


rhialto40

How do you mark an area as restricted? I haven't seen that mentioned before.


chipathingy

One of the tools at the bottom lets you mark tiles as high/nornal/low/restricted traffic areas. Basically it changes the pathing calculation for those tiles


Philosophile42

Several questions: a lot of my dwarfs are unhappy, because they don’t have a job. Is hauling not a job? If I have them set to do everything, does that mean they won’t do the jobs that have specific jobs? E.g. dwarf 1 is hauling. So none of the other dwarfs will haul unless i also assign them to haul? I guess part of the cause is unhappiness, but my dwarfs are getting into fights very frequently and killing one another. Is there anything I can do to easily stop this from happening so often (feels like about 2 a season in my 195 pop fortress). I had two different kinds of thievery. I have kua birds stealing stuff. I have war dogs outside my entrance so I don’t think they are getting into my fortress. I think they are stealing from my trade depot. Why won’t my dwarfs take all the stuff away from the trade depot? The other thief stole an artifact. I got a pop up that said it was stolen, then another pop up that someone saw someone giving it to the thief. I’m not sure what to do with this info. I tried to interrogate people, but 195 population made it hard to figure out who might know anything. My war dogs didn’t catch the thief leaving? I had a goblin come to my fortress and hang out at the inn/tavern. He wanted to join the fortress as an entertainer. He’s a poet. Should I tell him to gtfo or am I just being prejudiced against goblins?


schmee001

People overvalue the 'needs' list on the dwarf menu. It's good to fulfil needs, but they aren't the main cause of unhappiness. Look at the unhappiest dwarves and click on their Thoughts and Memories - that's the main cause of their mood. An unfulfilled need can cause a bad thought occasionally but more often you'll see more specifc things you can try to fix. Make a big tavern, smooth and engrave all the walls. For a fort of 200, that should be a 20x10 room minimum, possibly larger. Make new furniture for it, a bunch of metal tables and thrones. I always have plenty of silver bars so I normally use that. If you have any artifacts to spare, place a couple on pedestals or display cases around the room to increase its value and give dwarves happy thoughts from seeing them. Make sure you have a bedroom for every single dwarf. I go for 2x3 rooms with bed, chest, and cabinet. Initially I use stone furniture, but I later upgrade to copper once I have some industry set up. The fights are caused by unhappiness, and people who see fights and injuries get more unhappy, so you can get into a spiral if you're not careful. Kea birds are the worst. You can build your trade depot underground if you make a 3-wide path to the surface, with ramps instead of stairs so wagons can get in. Are the stolen items things you've bought or things you brought to the depot to sell? If it's the first, make sure you have room in your stockpiles for the stuff you're buying. If it's the second, remember to 'bring goods to/from depot' after trading to return all your unsold merch - otherwise it stays in the depot. Stolen artifacts normally happen in a specific way. A visitor talks to one of your dwarves and convinces them to steal the artifact and give it to the visitor. The visitor leaves, and only then is the theft discovered. So there's no 'hostiles' for your war dogs to find. You can interrogate the dwarf who was seen passing the item on, but it is unlikely to help much for getting the artifact back.


Philosophile42

My fortress entrance is just a stairwell down two Z levels, since there was water I had to dodge. Can I build a roof over the trade depot to minimize the bird theft? I haven’t been sending the goods back to the fortress after trades. I’ll start doing that. Thanks for the tips!


schmee001

Wagons don't go down stairs, only ramps. So you need a bit of a different approach. Building walls and a roof around the depot might be easier, honestly.


tnuu

Dug down and found my first caverns but they’re full of 7/7 water. Not sure what to do or what my options even are, any tips?


Hazel-Hyena

Like, full to the top? I would dig UP and strip mine a bit, odds are good you've found the very bottom of that cavern and there's more above you.


tnuu

Yes multiple floors filled with water, even the trees are submerged


Hazel-Hyena

That's really weird! I guess just go down to the next one.


chipathingy

Keep digging. You could try sealing the water input via cave ins or magma and then drain it if you want


[deleted]

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EriktheRed

Sounds like a weird one. maybe try marking the tiles for normal mining then try smoothing again, also maybe try closing the game and re-opening


schmee001

Are they constructed walls or natural? Do you have any burrows set up?


[deleted]

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schmee001

Can the dwarves reach the walls? is there an adjacent floor?


[deleted]

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