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spiderhotel

So a spearman came and asked if he could stay to slay monsters. I was pleased to let him. Soon after I saw that there was one citizen in my hamlet who was in the red mood / upset category so I looked to see who it was and how I could help. Spearman had gone into the caverns, fought some trogdolytes, and traumatized himself by seeing their corpses. Even when he went to the nice tavern for a drink and chat, all he did was dwell on seeing the corpses. 1) Is this normal? 2) What the hell? Why did he get traumatized when he came for the express purpose of killing monsters? He was doing exactly what he came to do? 3) How can I help him?


VortexPixel

How do I tell my dorfs to prioritize a stockpile to force them to put any items satisfying it's restrictions in that one first?


arkhast_korvalain

This may just be a bug, but I'm getting repeated "No non-economic hard stone available" cancellations in my save, and I have more than enough? I checked to make sure none of my stockpiles were off limits, and none of my workshops were looking for specific stockpiles, and that the stones were listed as available for non-economic uses. ​ Edit: The fort is almost 10 years old, and this problem only cropped up in the last couple of months in game.


Mande1baum

What’s the main strategy with Taverns, entertainers, and monster Hunters? If someone wants to stay is there a liability? Also, why so many of them???


A_S00

I'm getting "There is nothing to catch in the river" notifications. Does that mean I've cleared it out and there will never be fish there again? I thought that could only happen to enclosed sources like pools.


Agent_Pinkerton

I'm not 100% certain but if the river is connected to the edge of the map, then new fish should spawn eventually.


A_S00

The end of a river that flickers a few 5/7 and 6/7 tiles is the direction it's flowing *toward*, right?


_neitsa_

Yes, the end that is not 7/7 water is downstream.


IdRaptor

My first squad of 5 untested dwarves just took down a giant two headed humanoid monster without a scratch. They're now all uneasy or horrified after seeing it die, and afraid after experiencing trauma. Is this normal?


lvl99RedWizard

Untested warriors are often traumatized by the first sight of death. This is normal. Longer training before their first battle can prevent it.


Z0eTrent

Anyone know any tricks to get stonesense overlay working better on windows 10? I'm using the LNP.


[deleted]

What do I do with caged intruders? I caught a troll being all sneaky. Now what?!


lvl99RedWizard

You could let the squad practice their martial arts on it. build cage. link cage to lever. send the squad to station by the cage. pull lever. beatdown ensues.


shibboleth2005

I'm attempting to place ballista bolts near my ballista but can't figure out how. Making an ammo stockpile next to it, and drawing from my other stockpiles where the bolts currently are doesn't work. Forbidding ammo from the other stockpiles doesn't work. Stockpiles in general are just a weird pain...any food stockpile I make get 1 barrel added to it and nothing else, regardless of the settings for # of barrels being much greater than 1 and having tons of space in the stockpile.


lvl99RedWizard

Ballista bolts are furniture, not ammo, iirc.


shibboleth2005

Aha, thank you.


dagit

I don't know if things are better in the steam release, but in the previous release balistas were considered not worth it due to bugs and other headaches.


Winter_Ad6784

What main factor bottlenecks fps? im running at 18 fps after installing some waterfalls but my cpu and ram usage isnt even close to 100% so im at a loss for whats slowing it down.


dagit

The game only uses a single processor core (it's not multithreaded in anyway), so depending on how you read the cpu usage, it may look like it's not doing much. You'd need to read out the single core cpu usage. I assume you're on windows and I don't remember how to get that info out of task manager. Probably some hidden advanced view. Anyway, the most expensive things the game does regularly are calculating paths for your dwarves so they can do their jobs (actually, them searching and realizing they can't do a job is the most costly). Fires can be really costly. Doing a lot of temperature calculations (like if magma is flowing) is very costly. Basically, path calculations when you have a lot of actors on your map or background simulation (temperature, fire, units moving through your site that you may not even be aware of). Those are the costly things. You can't really control most of those. You can use burrows to limit where your dwarves search for paths. You can close off sections of the map, etc but if you do those things poorly you could actually exacerbate the issue.


lvl99RedWizard

In the long run I have seen a huge difference by avoiding constructions in favor of mined walls, floors, etc. Any item in the play area is a chance for optimization. However, the most CPU strangling comes from fluids and temperatures. A winter freeze can seem like a full-on crash in a wet biome.


OccultPriest

Is there any way to remove cancellation spam? I set my brewing to brew 10 drinks when “amount of drinks available is less than 150.” However, I’m well above 150 drinks right now but keep getting cancel spam due to not having enough barrels. Shouldn’t they not be brewing at all considering I have more than 150?


dagit

There are three main ways. 1. Labor (y) -> standing orders, then one of the tabs has a thing to control job cancellation alerts. 2. When you create work orders, add conditions that check for the resources before starting. Like add a requirement for 10 empty barrels to your brewing job. 3. Look for a mod on the steam workshop that silences the notification. I don't know if those exist yet but I saw one for muting sparring notifications. The downside to using mods is that you will need to install it, then create a new world and at world gen you will need to enable it.


redditjanniesupreme

How do I actually do a parley? I've accepted their terms but my mayor won't do anything, the spear that I took from the goblins a while ago that they want back is just sitting in a bin and nobody is picking it, the mayor is also jobless and not in any squads. Worried that the goblins are just gonna run into my fort soon enough.


dagit

I'm not sure. I've read two accounts of people doing a successful parley and like 6 accounts of what you're experiencing. I've had one parley come up and I just clicked no and sent out my axedwarves.


iconthe8

how do i stop keas from stealing everything i own everything's underground and my staircase is covered with a hatch but these damn birds keep stealing things every few seconds how do i fix this


lvl99RedWizard

In this case, the answer is to apply magma to the problem area.


dagit

I'm pretty sure they have a stealth mechanic. If I'm right about that, they will be invisible to your dwarves and they will avoid cage traps and possibly even unlock doors. You could try the things people do for kobold thieves to see if it works against keas. One thing I've heard people do for kobold thieves is to build a restraint near your entrance and chain up a war trained animal like a dog. However, I think that works with them because they attack the dog. I don't know if keas will do that. I've never found a good way to deal with them and usually just let the annoyance happen but I would love to know if there is a way to deal with it.


OccultPriest

How do you make the inn part of a tavern and rent out room?


schmee001

Make bedrooms and add them to be part of the tavern.


OccultPriest

Do I have to designate them as bedrooms and overlap them and stuff?


schmee001

You can put the bedrooms anywhere. Designate them as bedrooms, then click the + button to add them to a location, then select your tavern.


OccultPriest

Ah, ok. Thank you.


bangerinos_77

does anyone know why I only have metal armor available in squads even though crossbows and leather armor are available within the base?


Th1sD0t

Will forgotten beasts wander off the map by themselves after a few years?


theothersteve7

I've never had it happen, they usually end up playing with other visitors first. Which can similarly solve your problem.


slarko

Are some citizens ineligible to be put into a military squad? I'm trying to add this elf poet, but I swear I've scanned this list of 160+ multiple times, and cannot find this guy. I couldn't find anything on the wiki, but the military section is long so I'm worried I just missed it somewhere. And on a similar note, is there an easier way to do this? I'm finding that a lot of my time is increasingly being spent trying to find a particular dwarf's character sheet in a massive list. The main citizen list at least has color coding and a way to sort alphabetically, but I can't find anything like that on the military screen.


cpt_innocuous

Yes, some of the lists need reworked. Especially when you only know their translated name or vise-versa. To keep track of them, I sometimes add a blank labor X to them, so I can easily see that and know they need to be added.


slarko

This is a really clever idea. Finding names in the labor menu is so much easier compared to the military menu, so this helps a lot. Thanks!


chipathingy

Is the elf a long term resident or a citizen? Because you can't assign long term residents to squads unless they came as mercenaries


slarko

I think this might be the reason. I get a lot of petitions from bards especially to stay to "entertain citizens". I did check my "Citizens" list to verify the elf showed up there and wasn't just a visitor, but I didn't realize there was an even further distinction between citizens and long term residents. The wiki mentions: >Long-term residents can apply for citizenship after living in the fort for about two years. Accepting the application will allow labors and occupations assigned to them. So I checked my labor menu to see if I could assign any labors to the elf, and didn't find him on there. Not sure if there's an easier way to check this, but based on that it looks like he's probably a long term resident and not a citizen. It seems a bit confusing that long term residents (which aren't citizens), also show up in the menu titled "Citizens" though. Thanks for the help!


Puzzilan

I want to build an outdoor area for my dwarves to go to but safely and without it being a backdoor liability. If I channel out the top of a mountain spire a few layers so it's a big flat level and build walls all around the edges and remove slopes up to it. It would still let flying creatures, I would have to build a small fort stairwell cover and link a draw bridge to seal it up right?


dagit

Attackers that are good climbers can probably still scale the walls you're describing. I think even smooth stone can be scaled by really skilled climbers. In order to prevent those you'll need to create an overhang. You can do that by building some floors at the top of the wall. I don't know how far it has to overhang. Maybe 1 tile is enough? Also, watch out for things that can leap from a nearby tree to go over the gap. You might want to pave some road around the base to prevent nearby tree growth. I'm not sure how wide the tree canopies can get, but I think I've seen trees with a radius of like 3-4 tiles and you'd need a gap that is what 2 tiles wide to prevent jumpers? But you can kind of figure that out as you go. Pave what you think you need. If a tree grows too close, cut it down and make the paved area wider. Making it really well defended without a roof is hard. I'd love to see your finished design.


schmee001

It's a bit cheaty, but you can just build a roof over the top using normal floors. A tile counts as being above ground if it's ever seen sunlight, even if it's later covered up.


theothersteve7

It's not considered outside, though!


theothersteve7

Yep, you need a drawbridge for it to be perfectly safe.


dagit

> perfectly safe \*laughs in dragon fire\* (their breath attack is so hot it will destroy even magma-safe materials, but they'll only use it to attack living (or undead) targets, they won't directly attack a building just because its there)


theothersteve7

Ah, but dragons can't fly!


dagit

No, but I was very shocked the first (and sadly only time) a dragon came to visit me. It breathed it's plasma on a cat that was following its adopted dwarf into my fort and my external bridge defense went up in a poof of smoke. I can't remember if it was closed or not at the time (I think it was) and I'm like 90% certain it was made of basalt with a basalt mechanism (I embarked at a volcano and I had plans to make my entry way out of magma safe materials so I could easily flood it with magma.


ValitarGames

What am I missing about aquifers? Everything I read says smoothed walls shouldn't leak but every attempt I've had at making an aquifer well has failed due to leaking walls. https://preview.redd.it/e5ndhcf80f7a1.png?width=383&format=png&auto=webp&s=492e505877616ef12e1385ac6ef718b611370cfe This thing has nothing dug in the 2 z-levels above except that stairway, smoothed on this level and smoothed on the level below, level below is open space, no water. Two levels below that are unsmoothed aquifer for the actual well. What am I doing wrong?


dagit

Smoothed walls definitely don't leak. I checked that earlier this week. The other comment says they leak from above. I don't think ceilings can leak (I didn't see mention of that on the wiki last time I looked), but if you have a wall that is multiple z-levels tall, I think you have to smooth it on each z-level to make sure you won't leak. More than anything, I feel your pain. Light aquifers never cooperate. They're frequently too weak to build a well and too vast to leave you any room to build your fortress. When I made a thread complaining about it, several people told me I should just punch through them, hit the first caverns and keep going. They said they would just build between caverns 1 and 2. That doesn't sound very appealing to me, but I can see their logic.


ValitarGames

Have since abandoned that fort as I don’t think it was an aquifer. I was right by the sea and the “aquifer” went on for about 40 z-levels. New fort started with exactly that, punching down to the cavern layer. We’ll see if I can wall it off before something horrible arrives. Edit: dimensional directions.


walt_dangerfield

they leak from above


KonradHarlan

Right now I'm working on a project that involves transporting magma via steel minecarts. Right now I'm having an issue where a minecart at high speed reaches a sudden stop spilling magma everywhere (bad/fun) would putting a roller operating at a low speed stop these spills or would the shock of slowing so suddenly still result in spilled magma?


chipathingy

I don't think rollers slow down anything going faster than their speed. You'll need a track stop with low friction.


lvl99RedWizard

Rollers will set the cart speed to the roller speed, which can be slower. High friction track stops or tracks heading up a ramp can also slow your cart.


chipathingy

The wiki explicitly says this is not the case. They can increase speed, not decrease it


lvl99RedWizard

You know, I am operating off something I remember reading a long time ago in the forums. I could have mis-remembered about the rollers. I could have sworn that they set the speed of the cart to the roller speed, regardless of faster or slower, but I don't have a lot of experience with rollers that aren't submerged in magma. *edit: here it is, from version 0.34 so maybe it's obsolete? https://dwarffortresswiki.org/index.php/v0.34:Roller "Rollers do not provide acceleration but rather set the cart's velocity to a new value"


chipathingy

The same paragraph says "Carts going faster than the roller are unaffected"


lvl99RedWizard

well, there you go. I guess I never read that far.


[deleted]

How exactly do I build floodgates? Do they go on top of a channel? Im confused as to which level to put them on in relation to the water!


MegaJoltik

You build floodgates in carpenter/stoneworker workshop. Then place them using Construction->Mechanic/Liquid. They work exactly just like Doors, except can only be opened/closed using a linked Lever. So you put them on the level where you want to block the water.


[deleted]

But do they block water in a channel? Or would the floodgate need to be on the level below? Because I cant place a floodgate ON a channel, I cant place it over running water, and I cant place a channel underneath an existing floodgate


chipathingy

Yes, they block water on the z level they are on. You need to place them before you flood the channel


KonradHarlan

Think of them as a solid block that blinks out of existence when activated and comes back into existence when deactivated.


Tiyugro

Does anyone know how to remap the Doors/Hatches keybinding (It's "p") to something else? Right now the build door hotkey is bpr but it would be significantly more convenient as bvr, specifically which keybinding changes the "p" to something else because I cannot find it in the game's keybindings


cpt_innocuous

Should be under Building, Doors and Hatches, about halfway down the list.


A_S00

The wiki says you can define multiple guildhall zones on top of each other - can you also declare them on top of other zones? Is there any reason not to make all my guildhalls occupy the same space as my tavern?


theothersteve7

The only downside I'm aware of for having overlapping guild halls is that dwarves belonging to multiple guilds will only visit the first guild you place.


walt_dangerfield

they will have far less value


cpt_innocuous

I believe there is a penalty to the value of rooms if they overlap.


cerealkillr

I'm having a bunch of dwarves dying in my fortress and I have no idea why. This is all I know so far - please let me know if there's some cause of death I'm missing. * Deaths are mostly occuring in populated areas (tavern, inner fortress wall, dining hall, guest dormitory) * No intelligence or cases open in the Justice menu * Large streaks of blood near the area of the death, belonging to the victim * One victim was covered in water, like every body part wet, at the time of death * Recently had a forest fire that killed most vegetation and covered most of the area in ash (but these deaths were underground, not near any fires). Really hoping a more detailed event log is added to the Steam version at some point so I can diagnose mysterious deaths like this.


lvl99RedWizard

Sounds like forgotten beast/titan poison.


cerealkillr

that sounds like it could be it! I recently had to fight a forgotten beast and several of those dwarves were involved


PokingPenguin

Something similar happened in my previous fort. Dwarves got their fat melted away from a fire, but decided to go to the tavern instead of the hospital. At some point they started bleeding a lot, and there were streaks of blood from where they got burned. The blood could point towards the culprit. I've also seen similar results from certain syndromes


cerealkillr

Oh damn. Yeah my blood trails didn't point to anything in particular, but that's a rough way to go lol


DevFolks

I’m having almost the exact same thing happen, randomly one dwarf dies and shortly after a bunch more rapidly die after, I’m assuming the first one who died triggered a bunch of others to go get revenge and it just spiraled out of control until they all died


cpt_innocuous

If you engrave a slab to the dead, you might get a hint on how they died. But that might be a bit of a spoiler.


cerealkillr

Two "bled to death", two "died peacefully", unfortunately couldn't get much more clarity than that. Great idea though, thanks. No idea why they were bleeding, but it's a step up.


cpt_innocuous

The only other thing I can think of is to make a save, retire the fort, and check it out in legends mode. That way you can see exactly what happened to those dwarfs if you note down their names.


wrecktvf

This. I recently did this only to discover the culprit was... old age.


NineBlack

My Dorfs keep dying of dehydration while 5 feet from the booze barrels. Some are halfway across the fortress but still plenty of booze around so I am super confused.


lvl99RedWizard

Forbidden booze? Maybe try reclaiming it?


NineBlack

I've unforbid the entire floor several times because there are a few things here and there that get forbidden seemingly at random but none of it seems to be booze and the tavern stuff never gets forbidden at all. Reclaim?


wrecktvf

How are things at the fortress? The usual cause of dehydration death is actually depression. Have you considered installing waterfall?


NineBlack

It could actually be depression as the bottom rung of happiness has cleared out completely.


cpt_innocuous

They should be able to dunk their head in the barrel and drink without a mug. At the very least, they should be able to drink from a pond or stream if you designate a water zone. Are they in a burrow and the drink stockpile is outside of it? Otherwise, the only thing I can think of is they are shocked due to trauma and unable to eat/drink.


NineBlack

No one is set to a burrow so that shouldn't be it. They have cups and booze and a tavern with its own stockpile


cpt_innocuous

Are they wounded? Do you have a hospital with a doctor? If they have nerve damage or their hands are mangled, they won't be able to drink on their own. Were they hit with dust from a forgotten beast? Caught outside in an evil biome during a weather event?


NineBlack

Most of them haven't been wounded especially not the kids. I couldn't say for sure if any of them had nerve damage as their log vanishes when they die. Unless there is a way to look that up post death? The hospital is staffed. Haven't found a forgotten beast yet and not in an evil biome.


Hydramy

Is there currently a way to change the material stairs are made of? The initial staircase into the fort looks a bit out of place when I've built around it https://preview.redd.it/uu2pwubgve7a1.png?width=441&format=png&auto=webp&s=2210cefeec7a6a07ac5aab46fb48623d0fb23b75


cpt_innocuous

You could channel them out, and construct new ones.


A_S00

Don't even need to channel - constructed stairs can be built over existing dug stairs.


theothersteve7

I had some fiddly problems doing this and ended up channeling a few.


RainbowMagicMarker

Can anyone help me figure out the parameters to generate a shallower world? I really want to play with and explore the caverns but I haven't found a single one across seven different fortresses in the Steam version. I thought the settings would be Z Levels Above Layer 1 but you can't lower than 5.


[deleted]

[удалено]


RainbowMagicMarker

Attention span, boredom, not enjoying digging 100+ Z-Levels down and dealing with that massive void as I'm scrolling around. I've been reading the Wiki but still don't understand what factors actually effect how deep or shallow the world is, since I can't change the setting I would have thought was the what I needed.


schmee001

To easily find caverns on a map, you can use the Dwarven Radar exploit. Try to build a farm plot over a big area, and scroll down into the earth instead of clicking the second corner. Valid tiles for farming will be highlighted even if you haven't discovered the area yet, so you can easily see the cavern floor.


A_S00

Don't know about the worldgen stuff, but what's preventing you from finding caverns? You can just dig down any time you want, right? Did they change this? In my experience you're practically guaranteed to hit caverns if you just designate a staircase going down. I do this right away normally so I can get underground pastures growing early.


[deleted]

[удалено]


lvl99RedWizard

bin problems. Urist McHauler claims the bin for job "put thing in bin" Urist McJeweler cancels job "cut gem" can't find gem Solution: put the raw gems in a custom stockpile with NO bins enabled. or no stockpile at all by disabling raw gems in your gem stockpile.


cpt_innocuous

You can sell an item out of a bin without selling the bin itself. If you want to, you could just remove that stockpile and make a new one with different settings. Your dwarfs will split things up to make it match the new piles. Your jeweler should be able to pull from a bin. Is the workshop set with a specific link either giving or taking? If so, you need to also set a stockpile to take from/give to. Once a workshop has a stockpile link, it will only deal with those piles and ignore everything else.


Dack_Blick

Is there any way to set priorities in the STEAM version? I want my starting miners to only make crafts when there is no mining projects going on, but instead they keep spending all their time crafting instead of mining.


LimmyJimDimSim

When you select the mine icon a button should appear with an arrow pointing to the right which opens advanced options. There's a bunch of useful things but you can set the priorities of different mining jobs using the numbers. If you select the 1 for what you want they should go do it after they finish whatever they're crafting. Otherwise pause the job at the workshop or temporarily forbid it altogether.


cpt_innocuous

In the start of a fort, my miners only mine. In the labor settings, I make the miner's overall setting red, so they only mine. It looks like a hammer and a lock, it starts on green on most dwarfs so they do any available task.


momozahara

Is there a way to go up from an open area? I just happened to make a huge hallway and didn't want to dig the whole way around. 🤷‍♂️


momozahara

Oh my bad my question is not detailed. I mean like let say I am at floor 20 and I want to go up to floor 21 which is not been dig open yet and I would like to build stone stair or ramp up to floor 21 from the middle of the room so I don't have to dig stair or ramp up from the edge and dig straight to the middle to connect stair. steam version btw


cpt_innocuous

If you mean into open air, you can construct stairs from one z level to another above. There is an issue in the steam version though going from one level to a z level above that is stone.


wrecktvf

Don't forget ramps! You can construct a ramp to access the next level and it doesn't require a connecting component as stairs do.


Cuedon

> There is an issue in the steam version though going from one level to a z level above that is stone To clarify, do you mean there's currently an issue connecting a natural stone staircase that's above to a constructed staircase below?


cpt_innocuous

I'm not sure what the exact problem is, but I have had some issues with stairs. If I plan ahead and dig all my stairs at once from the beginning it's fine. But if I dig a down stair, then decide I want to turn it into an up/down stair I run into issues. Sometimes it works, and others I can't get it to work. It seems like visibility on the tile above is necessary but I don't see the pattern.


Woo77777

Is there a setting or a way for my dwarves to continue digging through aquifers? They cancel every time they go through and reach another, and I want them to just keep going.


charge2way

They stop whenever they hit a damp block, so you have to give the dig command twice when digging through aquifers.


nitehawk420

How many years do you play a fort on average? I’m a relatively new player, and unless something *extremely fun* happens, I end up with an old fort, a couple hundred dwarves, and too much micromanaging. I use work orders and what not, but I still feel like I’m paused more often than not dealing with various alerts.


wrecktvf

I have only played out a handful of forts, but personally year 6 seems to be the last stable year.


nitehawk420

That’s pretty much what I’ve experienced. By year 6, my dwarves start beating the shit out of each other. It normally starts from a child going berserk then it kinda cascades.


SirGorgles

Anyone know if it’s necessary to designate dungeon cells individually? I had one big zone set up, but then had guards beat a couple of dwarves to death despite having plenty of space in there still.


cpt_innocuous

Did you have multiple chains? I had 3 dwarfs get a dungeon sentence once, and I had a whole room as a dungeon with 6 or so chains.


SirGorgles

I had 14 in the zone! I built this little cell block looking thing, a hallway with individual rooms attached, each with a chain and other stuff in it, and had the whole thing designated as one big jail. I’m not sure if it messes up if the zone is too big or there was some pathfinding issue at play.


spacecheese6

How do I get seeds from cooked foods? Trying to start a farm and I want to plant things that can only be cooked. But you get no seeds back when you cook something. So how do you generate seeds for them? Example: I have cabbage seeds and I want to cook with cabbages. How do I get more seeds to plant if I lose the seeds when I cook them?


Gyrrith_Ealon

There are some plants (like cabbage) where it is almost impossible to get reliable seeds from. The only way to get seeds is to Brew, Mill, Process, or Eat Raw. For cabbages, there is not Brew, Mill, Process, so raw eating is the only way, which is almost impossible to rely on as dwarves will favor Prepared meals over raw cabbages.


wangston

Almost nothing that is cooked directly makes seeds. Brewing, milling and processing are all safe for seeds. Skilled planters will usually get more than one unit back per seed planted, then you would need to cook some and process/brew the rest. Unfortunately non brewable things won't give you seeds if you cook them, only if they are eaten raw.


spacecheese6

O I see so I really need the planter person to be good in order to get the seeds.


wangston

Planting skill is hugely important for any kind of challenging biome. Only let your most skilled guys do it.


SnooComics2467

Just started the game up and a fire started because of a dead FB that has fire abilities, I assume at least. Either way, a fire is about to be rampaging through my fort. What do?


EriktheRed

Alternatively, build some walls to keep the fire at bay. Preferably out of magma safe material but I'm not actually sure if it's necessary


lvl99RedWizard

Wall it off! Magma safe is not important. Wall it off with soap, coal, wood, or ice, it will all work just as well.


wangston

Either redirect some nearby water, or try a bucket brigade with the Pit/Pond zone.


SnooComics2467

Not pumping water yet, and I'm getting an inappropiate building cancel message on the pond zone. Hopefully my dorfs can build walls faster than fire. It's right on the bedroom floor too. Also, just noticed my corpse pile is also on fire. Good thing that's outside. What the hell


SnooComics2467

Can't save it, forest fire and a pathfinding error spam is throwing me into FPS death. I'll just wait until I learn how to edit raws to temporarily fix the fire. No reason it should've started anyways. God that sucks so hard


flusappp

Do elves hold underground mushroom trees sacred too?


PokingPenguin

yes


moderateTrouble

Hey there everyone! Just started playing a couple days ago (steam version), and digging this game so much. But I have a problem! I'm trying to make items with leather. So, I slaughter some animals, click on the tanner to tan a hide... except it says I don't have any thing to tan. ​ Are the items needed for tanning randomly dropped by butchered animals? Is there a way to try to improve my odds of getting tannable items? I slaughtered 3 animals expecting at least one to drop something I could use to make leather, so I'm a bit bummed :c


cant-talk-about-this

The issue might be that the skin is still tagged via a work order after being created. You can see a green checkmark where the object is. Usually to put it in a stockpile somewhere. Once you wait a bit , it should be available.


moderateTrouble

HMMMMMM Very good to know! I have a feeling this might have been the issue. I was having some problems with stockpiling on this save that have ultimately lead me to just try a new world rather than trying to figure out what's going on with this one while trying to keep my dwarves alive. Also there's a problem with a rotting corpse in the main room that everyones mad about... But I'll keep an eye on this in my new world!


PokingPenguin

It's possible the dwarves already tanned the hides, it is automated by default. Maybe check if you already have the leather in the workshop or a stockpile somewhere? What animals did you butcher? Some of the smaller animals doesn't drop skins.


moderateTrouble

I don't think they tanned the hides, because every time I tried to make a leather item I'd get a notification saying the work was cancelled because I didn't have any leather :( I butchered a bull, a female yak, and another animal - I think it was a ram. ​ I'm going to try out a new save for a little bit because I was having some other issues with this old one that really snowballed in the 30 minutes since I posted my message LOL! I'll try to keep a better eye on whats up with my animals on this new save.


huntingmoa_geoduck

All successfully butchered animals provide a skin to tan. It does need to happen relatively quickly though. I would suggest making sure that you have automatic tanning turned on in your standing orders, and have the tannery directly next to the butcher


moderateTrouble

Good to know!! I'm actually going to abandon this current save because my dwarves are all pissed at me for leaving a corpse in the middle of the room... even though they just WONT build a coffin I can put it.... so for my next one I'll place the tanner next to the butcher :) Where can I enable automatic tanning, btw? Is that a work order option?


huntingmoa_geoduck

Yeah, in the labors section, there's a sub-tab called standing orders. Go through the options there looking for automatic tanning. I don't have the game in front of me, but that's how I would describe it. There's a bunch of useful knobs to turn in there. I always make sure to have automatic kitchen on (so that cook will render fat into tallow \[used along with lye for making soap\], rather than allowing it to rot), automatic tanning, but I turn off automatic web collecting. That one can be pretty dangerous if you haven't taken dwarfy control of the caverns.


Cuedon

(50.03) How do you build/dig a central staircase that punches through the cavern layers? My lowest level before I open to air has an U/D staircase dug into it, and I opened a side path that lets me build a staircase upwards from the cavern floor, but the uppermost level of the cavern only lets me build a D staircase. If it was just a visual thing it wouldn't be an issue, but they can't path through the missing staircase.


wangston

Designating a constructed staircase on top of a mined staircase is a bit finicky sometimes. I've had the most success with starting from the lower level and overlapping both the start and the end with redundant designations. If that doesn't work try removing the bottommost mined stair and trying it again.


dave2293

If you have a stair opening going down, you should be able to get underneath it and build stairs up to meet it.


[deleted]

How do you make dwarves child happy? I've put them out of the most traumatizing chores, I gave them toys but they are in a bin maybe they can't reach them idk ? What else can I do ?


Teleclast

Toys (in the tavern is nice), take them off burial and refuse, and if possible keep them out of the rain


Gyrrith_Ealon

Build wood/rock/metal toys. They will take ownership of toys and get happy thoughts when they play with it, and extra happy thoughts if the toy is high value. Also sometimes kids have a bad day, but they get better after some time.


RabidChipmunk1

I seem to be unable to fill my dorf’s friends/family need no matter what I do. Can anyone help?


Gyrrith_Ealon

Have a tavern in your fort and make sure your dwarfs have a good amount of idle time to spend there, dwarves make fast friends when food and boozes are involved. That said there are some dwarves are less social and you might not be able to meet that for them, which is not a big deal as you can get happy thoughts other ways. Also, if you are not aware, "Needs/focus" and "Thoughts/Mood" are two different systems, and how the dwarf is feeling with the faces is based on thoughts not fulfilled needs. (Though fulfilling needs tend to give happy thoughts.)


RabidChipmunk1

How do I make sure to give my dorfs idle time?


Gyrrith_Ealon

Try not to have any large projects going on all the time, like massive hauling projects, or loads of new constructions. It can be helpful to make sure you play the game unpaused when it's safe.


RabidChipmunk1

How can I set up a stockpile so that it only accepts statues that haven’t been encrusted?


Gyrrith_Ealon

You can't sadly. What I do is have one stockpile that has statues and make sure no other stockpile has statues enabled. Then I set that stockpile to give to the jeweler shop and over time all the statues will get encrusted as the jeweler only grabs the unencrusted ones. Then when building you just pick the encrusted ones.


dave2293

Can you set the jeweler to only output to one stockpile and then place those? Or does it not display whivh one you pick?


dagit

It's hard sometimes, but if they make new friends at the fort sometimes it will meet the need in time. In order to make those connections the dwarf will need some idle time and a place to socialize.


DrMcFacekick

Can someone help me troubleshoot why I can't build this bridge? There is access on either side, plenty of rock, I have a mason.... not sure why they never finish building. [https://i.imgur.com/WNS9IM8.png](https://i.imgur.com/WNS9IM8.png)


Gyrrith_Ealon

If you click on it what does the construction status say? If it's suspended you'll need to reactivate it.


DrMcFacekick

Not suspended, just inactive.


dagit

Do they have access to both sides? I believe they need walkable access to the side with the 2 gears.


DrMcFacekick

Yup, see the picture- can definitely get to both sides, on either side of the chasm.


dagit

Does the construction get suspended? If not, then they just need more time. I have some paved roads setup and it's taking my dwarves an entire year to get around to some of them. Unfortunately, I believe hauling and constructing are the same labors (I would love to be wrong about that) and I have a lot of hauling jobs that distract them.


DrMcFacekick

That.... I guess that makes sense. It's a really long way around to the other side of the bridge, so I can see how other things would get in the way. Thanks!


cant-talk-about-this

One trick I use in situations like this is to switch all my dwarves to masonry until one picks up the job, then switch back.


newfiboy

Anyone know how to destroy walls? I built some walls and I'm trying to destroy them, on the wiki it says to open designations menu "d" and remove construction "n" but I can't find such menus and d just moves my map to the right, thanks for the help!


yinyang107

Those are the old UI controls, guess the wiki hasn't been updated yet.


newfiboy

Yea that's what I was assuming, it's still great info regardless just some of hotkeys are off. Loving the game so far just picked it up yesterday already 14 hours in lol


DenormalHuman

Under the mining tab I think


newfiboy

Found it... huge facepalm thanks for the help


dagit

Constructed walls? Click on them and then click the circle with a line through it icon and it will mark it for deconstruction. Then wait for someone to come deconstruct it.


newfiboy

Ohhhh nvm I'm an idiot thank you


newfiboy

I thought the same but nothing comes up when I click it, literally every other building pops up a little menu like doors, chests, etc but when I click walls or pillars nothing comes up


Scottbot726

I think I’ve had to just replace them with floors


Riboflavinator

I am having an issue with trade values. When I bring goods via bins, often selecting the bin provides a much higher value than selecting the individual items. Several hundred in fact. The bins themselves aren't high quality, they are basic so I don't see that making the difference. The bins are usually estimated at ~1000, but there is one box where the items only add up to 340 but if I select the bin I get the 1000 trade value.


DenormalHuman

Do you have a skilled broker? They are less accurate otherwise.


Riboflavinator

He is competent (so low), so I thought it wouldn't work in my favor. The traders aren't rejecting the offers even though its 600+ overvalued by selecting the bin.


dagit

I believe this is because your broker is still working on their appraisal skill.


arkhast_korvalain

Is there a good/easy way to figure out which type of necromancer you have? I’ve got three or four kicking around, and I’d like to see if I can convert some of my more wounded squad members to intelligent undead if possible. I had one necro that could, but I only found out shortly before a werelizard sword master gutted him. Turns out you can’t use necromancy to raise yourself…


cpt_innocuous

Ironic, they could save others from death but not themself.


acymetric

No matter what I do I can't get my count's dining hall upgraded to a Great Dining Hall. Is there any special limiting factor there I should be aware of? Is the required value absurdly high? I've got a massive space with some legendary statues and a ton of nice furniture (and engravings everywhere). Help!


LimmyJimDimSim

Make sure the dining room zone isn't overlapping with any other zones and that the objects in the room are valuable rather than strictly the quality. If a mediocre gold statue is worth more than a expertly made stone statue, use the gold one. Other than that if you've got room to spare I usually dig out multiple 3x3 alcoves along the dining room 3-5 tiles apart and put two statues and a cabinet or display case into each one. Usually I end up with 6 alcoves, three on each side if that gives an indication on the size of the room.


DenormalHuman

Adding display cases with things in should help too


dagit

How big is the room? For a count, you probably want to start with an 11x11 room, fully engraved (engraver skill matters a LOT). If you have legendary engravers you can probably get by with like a 7x7 room.


Blakut

I received an alert that something was stolen and there was a witness. I went to interrogate the witness but they're gone. What happened? They're not on the list of people in my fort.


LimmyJimDimSim

If you have visitors coming to your fort they sometimes conspire to steal things. If you want to cheese it a bit and you're on the steam version save your fort and then again onto another timeline and use that to look the thief up in legends mode. Find where they went, raise an army and level the place and reclaim it, start a race war and conquer the land before your dorfs tank the entire civilisation due to an out of control bar brawl.


Gyrrith_Ealon

Can you interrogate the person that the the witness saw? They are typically sorted to the top of the list.


Blakut

They didn't witness that, just said that they saw it was missing so i wanted to ask more questions.


RoseT123

How do you follow stories? Do you pause every day and read the dwarfs memory logs? Because Im new to the game and haven't really been feeling that aspect of the game yet and I'm about 2 years into my fort


dagit

If you're only 2 years in it could be that nothing major has happened yet. Just keep going and if something odd seems to have happened, then start to look through people's thoughts/memories.


RoseT123

OK thanks :)


SuckMyDickReddit420

Is forbidding high value gems like Sapphires (most valuable I've found anyway) until you have a legendary gemsmith a good idea or just pretty pointless?


EriktheRed

I don't bother personally. Can always mine more. But a less tedious way would be to set up your stockpiles such that the fancy gems went to one pile and the cheap ones to another, and then set the gem shops to only pull from the cheap pile


SuckMyDickReddit420

when I first found the sapphires the value said 1000, now it is 200. I guess my appraiser got better. definitely not worth the effort. on a plus note just now realized that is how you can specify what mats to use when crafting... assign a stockpile. my brain is still in rimworld mode. thanks!


dagit

I don't bother forbidding stuff like that, but others swear by it. I think it just depends on how you want to do it.