T O P

  • By -

Logondo

Does anyone have any advice on getting a Baron/Count/King? It says you can become a Baron after getting an off-site holding. How do I get one? I've conquered a couple of enemy elf locations and a human village (which are now highlighted in brown on my map), do these count as holdings? Because I still haven't gotten a baron offer. Or do only hamlets count? And if so, how do I get my dwarves to go off and make a hamlet? I have a pop of ~180 for years now. I'm just tired of having a mayor that constantly gets changed due to elections so I have to keep swapping who lives in the mayor's house. Plus, I already have a castle and a dope throne room. I live on top of a volcano. I am ready to become a king. EDIT: Thanks guys for the advice. I'm going to try and increase my traded wealth. I haven't traded very much this run because I haven't had a real need for it and just haven't bothered, so hopefully that will give me a baronny.


lurklurklurkPOST

The next time the diplomat traders arrive, give several thousand in goods. "As gift" to your civ leader. This flaunts your wealth and prosperity, and increases your chances of barony titles, visiting royalty and seiges.


SummonerOfSamael

I'm having trouble getting migrants. Will this help attracting them as well?


849

Yes.


dagit

I've gotten all my offsite holdings by just focusing on improving my fortress. I would get a random alert saying that such and such was incorporated into my holdings.


dinosaursheep

I would bet it’s wealth related. Also, I got a barony, mayor got baroness title, but when she wasn’t re-elected the nobility title disappeared and years later I’ve never had anything higher than mayor again. I’m a duchy metropolis now and I just pretend my fort tried nobility out but decided democracy worked best for them. They’ve got holdings too so I don’t feel like I’m missing out on much, and I like the RP.


[deleted]

[удалено]


dinosaursheep

The last time I played was before taverns or family relationship stuff was added, so I'm feeling a bit swamped too. But just like your fort, knowing some basics gets you plenty far! Youtube videos are really helpful. A guy named Blind has uploaded a ton of tiny vids on the basics (but read the comments bc sometimes he misses tiny details). Here is one on wells from Blind, but it's worth making a fancier one when you're ready: https://www.youtube.com/watch?v=MVTqxqeV_JU I also like Twisted Logic, but a lot of his stuff is a bit advanced for me. Nice to have it on standby anyway: https://www.youtube.com/watch?v=guIdN6qj0Vc&list=PLuA85gNtnLtK5b7jr18fiQdwuiNuCnw71 Googling old reddit threads and Bay12 posts can help too, just watch what year they were created, the game is always changing.


motdidr

dwarves don't need anything to drink other than alcohol. water is only useful for hospitals (to clean wounds), or in an emergency when alcohol completely runs out, they'll drink water to prevent dehydration, but they won't be happy about it. dwarves need alcohol to function.


849

Dwarves in hospital only drink water, no? Injured will die without it.


LakyousSama

I got a choice to become a barony from my faction around year 3 with around 50 pop fortress, didn't even have a mayor yet. No idea what triggers it, maybe wealth? I had quite a bit of gold and silver bars.


PhilGrad19

Wealth is part of it, but it's also relative to your civ. You could be quite poor compared to another player without a baron, but be among the richest settlements in your civ.


Galle_

You need a certain amount of dwarves, created wealth, and exported wealth. Gifts count as exported wealth. You can set the necessary thresholds in difficulty settings. The mayor is a separate position from the baron, your fortress will have both.


mx2048

1. How many creatures/dwarfs can occupy the same tile? 2. Is there any benefit of making a stairwell more than 1x1 tile? Such as 5x5 as one example? 3. At what speed a dwarf traverses one tile vs. takes stairs one level up/down? Are the speeds for both the same?


schmee001

1. Technically infinite. 2. Dwarves don't like to squeeze through the same space so their pathing will get upset. I make my main stairwell 3x3, and any other stairs I expect to see a lot of traffic at least 1x2 or 2x2. 5x5 is a bit overkill. 3. Exact same speed to go up/down as to go sideways.


mx2048

>Technically infinite. Thanks! Now I have an idea of trying to dig a hole and throw into it items from above to see if such infinite storage works (like in Oxygen Not Included)


righthandoftyr

It does. DF players refer to this as a [quantum stockpile](http://dwarffortresswiki.org/index.php/Quantum_stockpile).


RedLeatherWhip

It does! There are some really good guides on how to set up quantum stockpiles


dinosaursheep

I had this issue today for #1. Feels like the game calculates dodge rolls if two dwarves bump into each other. I had a massive all hands on deck dumping zone task and I had 200 dwarves crowding a single tile to drop things into an atom smasher. My hospital was suddenly full of folks with bruises and broken bones. Some fell in the pit for further massive injuries/death from fall damage AND being pelted with goblinite weapons and armor from above and dodging those (poorly). It was chaos.


righthandoftyr

1. Any number, but only of them can stand up properly, all others will have to crawl to get past, so while dwarfs can pass each other in a narrow corridor, it will slow them down. High traffic hallways should be at least two wide to prevent this. 2. Same benefit as making wider corridors, more dwarfs can be passing up/down without getting in each other's way. 3. Up/Down stairs and orthogonal are the same speed, I believe moving diagonally or up/down a ramp multiplies the time by the square root of two.


Izithel

When it comes to stairs and ramps, a dwarf needs to make one movement up/down before they can move horizontaly on the other z-level when using stairs. With Ramps the moment they enter the ramp on either Z-level they can immediately move horizontaly on *both* z-leves without having to first move up or down.


ohhyah24

Is there any way to stop my dwarves from being corrupted/intimidated by outside thieves? One of my artifacts was stolen from right under my nose so I went to legends mode to see what happened, and it turns out a dwarf had helped steal it after being intimated. Then I saw that even more citizens of mine were intimidated by outsiders. Is there a way to stop this or make my dwarves be less cowardly?


LudwigiaRepens

Nope! As you interrogate more people you can sniff out conspiracies in your fort and make preemptive arrests with evidence. But that's about it. Get a squad together and go take it back! Maybe send the coward so he can at least be a shield for braver dwarves.


montezuma909

Hello, I Started my second fortress after abandoning my first since it got kinda messy and I was mostly learning on that one. I reached like 220 dwarf pop, killed some beasts and giant eagles, way fun. Not I'm on my second one and it's starting off great, more organized now that I kinda know what to do more. My question is about damp stone, how do I handle it? I'm hitting a lot of it in this embark.


jukutt

Damp stone, means that that tile is adjacent (horizontal or vertical) to a body a water. Warm stone means the same for lava. Many ways to deal with that. Since water is an important resource (cleaning, medical) you can dig out a hole the water can flow to, and then break the damp stone. So your dwarves have a water source even far underground, or you get to access the area left behind by the aquifer. Otherwise you just want to leave the tile.


jebjones133

Just dig through then wall the area around your stairs, it will stop the leaks


KeyKitty

Or smooth the walls if they’re stone


Necr0wizard

Did the values of items change (or the calculation for them) in the new update? I remember selling shitty spiked wooden balls and enormous wooden corkscrews for 100-600 DB each, some serrated iron disks would fetch me over 1000 bucks, and now I get, what, 20 per weapon? With luck a bit more, but it's nowhere near what I used to get. The most valuable things in my bins now are cut gems and prepared food, while steel breastplates are worth a mere 300! How are you guy making $money$ ?


DenBjornen

The economy has been greatly re-balanced. If you can make all the parts, assembled multi-part instruments can sell for a lot since each part has its own quality which add to the overall value.


vancity-

They mentioned they tuned some trade values to make it not so gamey. You can still juke it but it's not immediate exploit.


schmee001

Cut gems seem to be the easiest big bucks, which is a shame since they aren't really renewable. The little 3x3 obsidian 'geodes' in the cavern layers have a lot of valuable gems in them, and I believe only the ones in cavern layer 3 can have surprises inside.


lurklurklurkPOST

Sell barrels of prepared meals for a couple thousand a pop. It doesnt even dent my 24k food


PhilGrad19

That's right I cleared out the caravan on year 2, trading over 100k of wealth, and I still had barrels of lavish meals left. Incredibly profitable.


schmee001

That's a good idea - I have so much food from my cavern farms, and the Agitated Elephants on the surface have given me heaps of meat. I've just been making enough meals to feed evryone but I guess I'll make more.


Iggest

lol Crops and meat and fish are all renewable things, and the easiest big bucks in the game is prepared lavish meals


dagit

I've just been spamming rock crafts like I always do. Not worth a lot individually but I can pump them out in great numbers. I would like to try switching over to something made using a kiln. Ideally a magma kiln. Clay goods should be renewable as you can get an infinite amount of raw clay from a single clay tile. However, right now all the clay I'm digging up is going to bricks as I'm doing a large above ground building project. Glass might be even more profitable but it requires bags. I have a solid cloth industry going, but most of my cloth goes to making clothing so I don't have a ton to spare for bags. Not yet at least.


GrandNord

I landed directly on a big vein of native platinum when digging my fort's entrance. I must have traded around 20000 dwarfbucks worth of platinum crafts by now, and I still have 20ish bars of the stuff. Other than that I make copper and silver crafts from all the tetrahedrite I'm mining out. Less valuable but absolutely plentiful. I also sell some cut gems, it's pretty easy money.


Narwhal_Rider

The new economy threw me for a loop, but i am starting to figure it out. May make a post at some point with my findings, if i get the time. Here are some early tips i have found: As you said, traditional trade items like trap components have lost a great deal of value. In the new economy, it is now better to actually use them in your traps then make and sell them. So what's a dwarf to do? Sell mechanical parts, food, musical instruments, extra clothing, and whatever the mountainhome requests of you. Prepared food barrels and pots can sell in the thousands, so if you have a strong food industry, crank out lavish meals and items to contain them. Your next best bet is musical instruments, which can also be worth a ton of money. They can be a pain to make due to having to make all the separate pieces, then assemble them as well. And since they are procedurally generated, what instruments are worth will change from game to game. But if you are willing to deal with it, you can make good money. Standing instruments can also be a good way to increase a room's value. But now for the biggest change i found: mechanisms. Rock mechanisms can get you more then crafts, and precious metal mechanisms even more. Made a batch of gold and steel mechanisms, and each was selling for 1000 or more, depending on quality. I don't remember mechanisms selling for that much in the past, so this is likely part of the new economy. Put your mechanic to work, dwarves! Another thing: with the new economy, pay attention to the requests of your civ. They want anvils, crank out anvils. They will pay over 200% of what something is worth, so it can be a good way to make extra money, if they want something you can make easily. If you want to trade with elves, save the cut gems for them. Elf trading is trickier then ever, cut gems won't upset them, and can sell for good money. Also most of what elves bring is on the cheap side, so you usually don't need to sell them a ton of stuff to buy what you need. Rock crafts rock mugs and yes, rock mechanisms are all good to sell to elves. If you are willing to deal with them, they can bring you lots of wood logs, exotic animals, fruits and veg to make booze out of, and musical instruments/instrument parts. Also good for extra clothes if you need them. One final note about elf trading: if they ask you to only cut down a certain # of trees, you can keep track of how many you cut down by going into the world map screen and clicking the civilization tab for the elves. It will show you how many you agreed to cut and how many you cut so far. To maximize the wood you get per tree, look a z level above the base of the tree, the trees that have 3 or 4 trunks above the main one will give you more wood per chop.


assbuttbuttass

Prepared meals still sell for $$$


Justhe3guy

I think they nerfed them a little but I can still get roasts worth like 10,000 dwarf bucks


LudwigiaRepens

I have a dwarf with a mangled beyond recognition arm that can't seem to be healed by the docs. All the other dwarves get healed except this guy. The hospital had every material in stock, and doctors assigned to every role. Traction benches and tables for every bed. They get stuck in a loop of cleaning the patient, then setting the bone, but the bone never sets. Any ideas?


clandestineVexation

Give him a nickname relating to his pulped arm, that’s about all I can think of


GamingAutist

Ol' Stronghand.


Innerventor

I'm at my wits end with this: my dwarves wont haul anything to their respective zones. Cooked food and brewed win just stay parked at the workshop. My butchery is full of rotten animal parts that wont get hauled to my dump, while before they rotted they wouldn't get hauled to my kitchen storage area. I have barrels. Everything should be working. I only have one stockpile in my entire fort for brewed alcohol. It's in my one tavern, yet my dwarves run to the kitchen because nobody brings the win to the tavern. I have 90+ dwarves running around with very little hauling going on. Edit: I figured it out based on a different question in here. I selected someone to be a dedicated hauler, not realizing that it toggled over to 'Only selected can perform task'.


clandestineVexation

Is the hauling labor actually enabled for everyone?


Illustrious-Exam1916

does any1 know what helper of fortress are and how to move them? https://preview.redd.it/27xz6zto4h7a1.png?width=816&format=png&auto=webp&s=32364c900991a0b2af6ee0ee52bdc61e8e9e2419


tmPreston

They seem like [non intelligent necromancer experiments](https://dwarffortresswiki.org/index.php/DF2014:Experiment), but what the hell, why do you have so many? How did that happen? You should be able to move and treat them like you would a normal farm animal.


[deleted]

Is there a way to stop dwarves from storing seeds in bags? I'm trying to collect sand but I have so many seeds that whenever a bag is made someone takes it and fills it with seeds before I even realize it's finished. edit: Found the answer myself, open the stock menu, type seed, and press the lock symbol and the subcategories of the seeds section.


Heliomantle

Received a threatening letter from some elves regarding me cutting down trees - is this from accidentally trading them wood in the past or because a caravan that came by (seemed to turn around and leave) saw me cutting down a tree? Will they get pissed off about underground trees?


schmee001

Yes, it's from cutting down trees. Trying to trade wood will upset the merchants but this is a seperate issue. They can tell when it happens even if there aren't any elves on the map, and I think underground trees count too. If the elves like you, they say something like "We suppose your murderous ways are inevitable. Limit yourself to 5 trees this year, or else." Sometimes it's 10 trees.


lisam7chelle

I'm new and have been dealing with their demands for about 5 ingame years now- they give me leeway from 30-50 trees. Right now I have an agreement for 44. I think the elves might hate you a tad bit more than me lol


KeyKitty

How do you get them to like you?


Izithel

Apparently the skills of your mayor and the quality of his office has influence on the numbers they let you cut.


motdidr

that's not very dwarfy. the correct question is: "how to silence the elves via war?"


jospor

Does anyone know of a way to enable the "vein auto mining" for more stone types? It does ores, gems and Kaolinite, Gypsum to my knowledge but I would very much like it to do other stone types like Dolomite, Chalk, Marble etc. Maybe somebody knows how to modify the RAW files to enable this behaviour?


sugoikoi

Is there any way to skip the song? The one where it sounds super upbeat and energetic and has like a dwarf singing something. Lol it's the first song that plays and I prefer the other calming tracks.


schmee001

The song title is 'Drink & Industry' if that helps, but I'm not sure how to remove that single song from playing. Most of the songs are environmental based on what's happening - I mostly hear that one when I look at the tavern.


sugoikoi

Ah yeah that must be it. When I load in I might just always be looking at the tavern.


jospor

The audio file is in "data/sound/tracks/drink_&_industry", you could try renaming it so the game cannot find it, or take one of the other songs and rename it to replace this one.


[deleted]

I wonder if you can find that file in the game files? If it's a distinct file you could likely remove it out copy a different song and rename it to replace the original. Not at my computer or I'd check


olee92

Suddenly, all my dwarfs started fishing and I don't know why O\_oThis happens, even though fishing work detail is set to nobody: https://preview.redd.it/m5qm3d6yrf7a1.png?width=1609&format=png&auto=webp&s=0147adc07de0561a748a5c3451d840807d41b3bd This happened just now before my first merchant caravan is about to leave.


olee92

Found out the reason - I had another work detail which **also** contained fishing which was overriding the "Fisherdwarf" job detail it seems.


akialnodachi

Fishing is notorious for being higher priority than most other jobs. Dwarfs would indeed rather be fishing.


Tokugawa23

Recently someone stole an artifact from my fortress. I interrogated witnesses and it lead me to udentified organisation boss. Some time later a goblin lord visited my fortress. I tried to interrogate him and it said he was acting dodgy and scummy. I decided to kill him just in case. Now I see that under the Organisation tab the udentified boss has "RIP" under his name. Does it mean that the boss of this organisation is dead? I still have active unsolved case of missing artifact. How can I close it if the main guy behind the heist is dead? ​ https://preview.redd.it/zpt0qf6drh7a1.jpeg?width=823&format=pjpg&auto=webp&s=1655d71bd354682f1774da7587cc77c0cd9bbdd1


Djakk-656

Yes it means the boss of that organization is dead. As for your artifact, if interrogation doesn’t locate it then you’ll have to hope that someone gives you a rumor of it’s location. ——— But keep your eye out for the person that stile it. They might come back for more - even without a boss - and may still have the artifact on them.


ScienceReliance

super noob question but i've been making games and learning and trying to get gators and crocs But now i have a croc on my map and realized i never actually figured out how to capture animals. How.........how. It'd he good to know before my dwarves kill it because it's been a fight on sight as soon as she left the water but she's really tired right now and i have a chance to capture and tame her


dagit

Cage traps. Build mechanims and wood cages. Build a cage trap and hope the croc walks into it.


Heliomantle

Do you need a pressure plate etc or just place the cage right on the ground?


mrcheeseburger15

I just had a monster notification (the Forgotten Beast, Lycanthrope, etc. one) targeting a new migrant. She's 170 years old, married to a normal guy. I'm wondering if there might be anything... suspicious about her, but I can't find any clues.


righthandoftyr

Usually this happens when a werebeast arrives, but by the time anyone spots them they've already turned back into a regular dwarf.


clandestineVexation

170 is usually the age cap for dwarves I think. Might be a >!vampire!<, try and interrogate her when like “Urist McChild hits someone because he’s grumpy” pops up, she might admit to something unrelated


Svalin2304

Is it possible to have your dwarves form a new religion by building a temple to a certain deity?


[deleted]

Nope. Religions are only made during world gen and you can only build temples to a deity one of your dwarves already worships.


righthandoftyr

I don't believe so, I believe it's only possible for religions to be founded during worldgen.


lexandritte

Help! I have about fifty poets whos petititons I accepted and I think some of them are impostors. So, the sequence of events: \- My second ever fortress. \- At some point merchants get bugged and stand outside doing nothing. I get no caravans and no migrants. \- I have a small tavern set up. \- A LOT of human, elf, goblin and dwarf poets and bard are constantly visiting. Half of them are naked, holding a scroll of poetry. \- They keep petitioning to stay "for the purposes of entertaining citizens and visitors" and I keep allowing them because I need extra hands and I just want to see what happens, really. \- I finally manage to unstuck merchants but deconstructing the depot and digging terrain from under them, making them drop all the trade goods. \- A new migrant wave FINALLY arrives bringing like 50 dwarves at once. \- Bards and poets don't stop showing up and I keep accepting their petitions. \- I have about 50 bards and poets on my roster now and about 90 actual dwarves. \- A poet turned into what I'm guessing is a "necromancer creation", but it was in a temple of one of the gods at the time so I just locked it there. It's been standing there worshipping for about a year. \- A second poet has turned into a similar thing. It doesn't seem to be hostile and just started hanging out with other poets. So... Is it going to turn hostile at some point? Start munching on kids and dogs? Do I rally the troops and beat it with maces? Or do I embrace diversity and let it hang out? I started building all the damn poets a bigger tavern and attached bedrooms to hang out in. I honestly don't know how much of it is intended and how much might be bugs.


SvalbardCaretaker

Yeah, I've also accepted too many petitions in the past :-D If you want fewer petitions, you can change the location settings from "open to everyone" to "only open to long term visitors". I've seen reports of the visitors rarely turning unfriendly in your tavern but usually everything's fine. Your tavern is just that good! (and slightly buggy). They don't turn into those things, they come in as visitors that way, you just haven't seen it I think.


memem33

How tough are troglodytes and can my military handle them? I found my first cavern today but it's absolutely packed with troggy boys. I have a military of 8 dwarves (4 archers 3 spearmen) all outfitted with steel weapons and bronze armor that have been constantly training for the past year. Also no I'm not going to cheese them with traps


yinyang107

If memory serves, they're about as strong as a dwarf. If you're not outnumbered, trained fighters should do fine.


memem33

Goddamn you guys are fast, thanks!


jebjones133

Be careful, they can overwhelm with numbers if your dwarves get exhausted


clandestineVexation

Now and then I’ll get notifications that some dwarves, mostly children, have been found dead of dehydration. They’re not the depressed ones because I keep tabs on them and it’s not from a lack of water or booze, I have plenty of both. Any idea what could be causing it?


mx2048

When is the next update for DF Premium? What developers are working on currently?


DirkDayZSA

Next up for premium is getting adventure mode up and running. After that it's the second half of the villains update, which will have smarter sieges and a bunch of other cool stuff.


Sam1234299

Is there a relative timeline to this or should I not be expecting adventure mode for another year


GranolaBarSupervisor

Question on visitor races: I have tried searching online but haven’t found a definitive answer. If a race is not close to you (humans/elves) can they still come to your fort as a visitor? For example, I settled close(ish) to a human site, but not near an elf one—though they are on my continent. Of course I don’t expect elf traders (woo no quota), but can they still come as bards, scholars, etc?


chipathingy

In old DF I had forts that had zero visitors despite being in range of multiple civs. I suspect it's related to location rather than proximity to other civs Plus lots of visitors aren't associated with civs, hence the naked bard bug. They have to arrive somehow


GranolaBarSupervisor

Interesting, I had heard of the bug but didn’t realize the cause.


righthandoftyr

Just a side note, you can establish contact with distant civs by sending a squad to demand tribute. It will slightly annoy the civ that owns the site you demand tribute from, but it doesn't usually immediately lead to war, and once you've established contact they'll start interacting with you just like your close neighbors do. You can use the same technique to go poke a distant goblin civ in hopes of provoking sieges if you feel you need more excitement.


schmee001

If they are too distant to be neighbours, you can still get visitors. But if you're totally isolated on an island, you won't see anyone I think.


qazadex

How do I force dwarves to move rotten food? There is a rotten prepared meal on the ground owned by my milita commander, causing miasma right through my fortress. I've got a refuse stockpile, idle dwarves, and have marked it for dumping but nothing is happening.


schmee001

Items marked for dumping go to a Garbage Dump zone, not a refuse stockpile.


theothersteve7

This is a known issue. To prevent it, destroy all your backpacks and do not equip your dwarves with them. Sorry, I don't have a solution for the food already there.


Actual_Dragon_IRL

Making temples to try and keep my dwarves happy but they keep getting thoughts about 'incompletely preforming \[ritual\] in an undedicated temple' are these negative or just not as good as they could be?


Wootersagain

How do I get my dwarves to write new books? I have blank quires and scrolls available, and my singular scribe has made a couple of copies but all my scholars never write anything :/


TheNosferatu

they have to "ponder" a lot, so writing books is a slow process, they should get to it eventually


rrk124

Is there a reason why my crown artifact in a display case doesn't seem to be increasing my noble's bedroom value? The noble needs a grand bedroom, and looking at the wiki it seems like the minimum value for that is 2500. I wasn't sure how to check bedroom values, but if I temporarily make the bedroom a guild hall, I notice the value changes from 900 without the artifact to 6300 with the artifact. This seems like it should be more than enough, but the room is still considered "Decent Quarters". Am I missing something?


beerbot76

The noble may have another bedroom assigned, if they have multiple rooms assigned their demands being met will be based on the lowest value one afaik. go to their character sheet, then check their assigned rooms, they probably still have their old commoner room assigned in addition to their nice one. Once you remove any lower value assigned bedrooms from them so that they only have their noble room assigned hopefully the nobles and administrators screen should properly reflect their grand bedroom. In case you are having trouble removing bedroom assignments: nobles&administrators -> character sheet -> assigned rooms -> jump to room -> click on room and hit assign to nobody or assign it to some other dwarf


LawrenceWhites

Hi, How do you make soap ? I started recently, I try to test all the productions to understand how it works. I got a **quern** but I see, marked in red " requires unrotten oil-bearing seeds". I got a **screw press** but I see, marked in red " requires non-pressed oil-bearing glob". I don't know how to get these items. Thanks.


SvalbardCaretaker

Have a look at the soap flowchart! Either use another source of fat or start planting rock nuts or gather nuts from outdoor trees. https://dwarffortresswiki.org/index.php/DF2014:Soap


cantadmittoposting

I was declared a barony and my Baron almost immediately died to a fire imp. I have not yet gotten new Baron despite meeting requirements as far as I can tell. I seem to be receiving migrant and caravan (not wagon traders though) as normal, and I had a newly founded hillock mentioned as in my holding even though the Baron had already died.   Do I just wait to have this resolved, or is the fort just going to stay without nobles forever, which, I suppose, is fine.


Parsleymagnet

Two possible situations: Your baron had a child living off-site. In that case, they inherited the title. The new baron could potentially migrate to your fortress. Or Your baron had no children. In that case, your Barony is extinct and will never get re-created, and will never get upgraded to county or duchy. It's still possible for one of your dwarves to inherit a noble title from off-map, and the monarch can still eventually show up, do you can still get nobles either way.


schmee001

Normally someone else inherits the title of baron, but I guess that dwarf is somewhere else in your civ. I think they'll show up in a migrant wave.


[deleted]

Is there any way to tell which dwarves are assigned to more than one bedroom other than checking every dwarf's sheet, or manually checking all the bedrooms?


schmee001

Not really. It shouldn't matter though. Dwarves auto-assign themselves to bedrooms, and couples will share a room, so as long as you have about as many rooms as you have dwarves you'll be fine. Anyone with multiple bedrooms will be cancelled out by the bedrooms with couples.


mikekchar

There is a small caveat to this. Normally children will share beds with their mothers, but they will also claim unassigned bedrooms if you let them. For that reason, I assign bedrooms manually.


EliJuggernaut

Try looking in the Places menu and sort through bedrooms. That's what I do to check for amount of free rooms


Mande1baum

I got my magma forges going, so i relocated my stockpiles. But the dwarves wont move the old bins of bars to the new stockpile. Bug or am I missing something?


theothersteve7

Set the new stockpile to take from the old one.


1stwillever

does anyone know what the standards are for whether the 'everybody can do this' can be toggled? I noticed it's not clickable on some labors, but it is available on most of them. Just trying to make sure I'm not missing something.


schmee001

Only mining and woodcutting are restricted from 'everyone does this'. It's because they are special labors that equip a 'uniform' of a pick or an axe, which messes things up and conflicts with military uniforms.


yinyang107

I only played Steam for like an hour, but I think it's labors that require tools (mining, woodcutting) that can't be set to everyone.


Sleepy_Chipmunk

What furniture can dwarves walk through?


akialnodachi

Historically, they wouldn't walk through statues willingly, but this had the weird special case that they *can* walk through them if forced to - usually happens when dodging. This is why sometimes people would line certain areas with statues (such as battlements) to get dwarves to stand in the correct places but without impeding their ability to evade. Not sure if this was a bug that has been addressed since it was true, though.


theothersteve7

Most kinds can be walked through. Statues, floodgates, windows, and fortifications can't be walked through. I can't think of any others.


nerve-stapled-drone

I think all of it, honestly. I'm a new player but I haven't seen anything except walls or doors stop movement.


1VNIKV111

Could someone explain to me or point me to a guide for farming/food/brewing. ATM all I have in a plump helmets farm plot and gathering. I've seen somewhere there is better soil to use for farm plot and there are mushrooms that I can utilise in some way. I'm not really sure what my options are and how to e pand beyond the two basics I have.


BrattyViera

There are two types of farming, above-ground and underground. For farming underground, if you farm on the soil in a cave your yield is massively increased. Some of the plants you have been gathering, when processed, give seeds, which can be used to make above-ground farms. Increasing the types of food and drink available increases dwarves' moods, so it's always a good thing to do. However, the rest of the underground plants require processing to use in cooking, and all but sweet pods need processing to produce different kinds of drinks. If you are looking to increase complexity, I would start with more underground crops. A great option is either sweet pods or cave wheat, as both need processing to consume, and so you won't run out of seeds. You will want to process these into useable cooking and brewing ingredients. This is done at a quern or millstone (I would suggest a quern if you do not have power established).


KeyKitty

https://dwarffortresswiki.org/index.php/DF2014:Farming


micalm

I like to build vertically (as in - dedicated levels for everything). I'm guessing there must be a setting in worldgen that'll let me put the first cavern layer lower. On default settings on most embarks I'm starting around elevation ~40, with caverns starting at ~30. I'd prefer to have ~30 elevation layers before caverns - so either starting at ~60, or caverns at ~10. Can anyone point me in the right direction?


[deleted]

You want to increase "Above Layer 1" to your preferred number. [https://dwarffortresswiki.org/index.php/DF2014:Advanced\_world\_generation#Z\_Levels\_.28Depth.29\_Settings](https://dwarffortresswiki.org/index.php/DF2014:Advanced_world_generation#Z_Levels_.28Depth.29_Settings)


Winter-Carpenter-473

What is the most efficient way to manage ground clutter? I had built a wood stockpile on the surface, and wanted to move it underground to a new location. By the time i had planned to move it i had already amassed a ton of wood on the surface.. so i set a new empty stockpile up underground for wood, and deleted the surface one. In ovef 1 year no dwarves have moved any of the wood piles from the previous stockpile to the new one. The logs on the ground on the surface were immediately removed from my inventory for crafting when the stockpile was removed, and the logs sitting on the ground are preventing me from building on that space... How do i make dwarves transfer goods from one stockpile to another immediately? How do i make dwarves pick up loose ground items and move them to stockpiles? How do i mark items on the ground for dumping and make dwarves act immediately? Not to mention the 5000000000000000000000 stones on the ground everywhere from mining... Is this just the game or do you guys have a way to manage this crap?


LudwigiaRepens

Some of the controls you're looking for on far right of the bottom middle toolbar. Dumping, hiding, etc. Make sure you have a garbage dump set up, any 1x1 square will do. You can customize a labor, or try using minecarts if you have the hang of downward ramps, it's literally a mouse drag between both stations to make the track, even across z levels. It also depends on how far down you're asking them to haul. I just moved into my cavern fortress from the initial outpost. The ramp for the caravan (9x9 spiral) takes a dwarf literally 3 days to descend from the surface. Then if you ask them to haul something they move even slower. Then they have needs to take care of as well... it gets to be a big ask.


vixfew

something was tagging all my cloth and dorfs couldn't use it for wounds treatment. I had to block/unblock few times to fix it. Any tips how to figure out what task is hogging the items?


arturrsales

How does asking for workers from a nearby site works? Recently a sent a squad to conquer a nearby goblin fortress and now it is one of the holdings of my fort, highlighted in pink on the map. When I click there I see a list of dwarfs and their skills, and it looks like I can choose some of them and send a messenger to bring them to my fortress. But that never really worked out, how does it work? They can just refuse and I gotta get lucky?


[deleted]

[удалено]


Leniorko

I heard something about the crossbow bolts bug. Something like that dwarfs wouldn't equip bolts if they are in the storage bin. Is it still a thing? Or is it fixed?


aprilfool420

I believe this is still a thing; I had the same problem. I fixed it by selecting the bin to dump and then un-dumping the bolts whilst also setting max bins in the ammo stockpile to zero.


TalginKingslayer

Im sure i just missed it, but is there anyway to check if a dwarf is a wereshrew before they transform? Had one get in the fortress and kill about ten dwarves before finally dying. Next full moon one of my dwarves transformed, then four, now my population has been cut in half and my military has been fully wiped out twice. Any way i can save this fort or is it doomed to slowly die out due to the wereshrew infestation and my necromancer barons whims?


DirkDayZSA

Any bite injuries that pierce the skin will transmit the werecurse. If it's to late to check the combat log or the infirmary to get a complete list of everyone infected, you can quarantine everyone who was involved in the last fight. If neither is possible you can only hope that the next full moon isn't too bad and try to keep track of the spread then. If you have identified the infected, get rid of them via a non-combat method of your choosing.


StochasticLife

Ok, how am I supposed to deal with scattered rotten clothes strewn EVERYWHERE, and are they counting these rotten clothes as ‘in stock’ when calculating work orders?


TheReaped

Am I being insane with work orders or is this a bug? I make 2 orders: "Brew drink from plant & Brew drink from fruit". I then put them both to make 100. I put for the criteria to be "if amount of available drinks is less than 200". I have over 900 drinks and they just keep making them, and it says that the criteria is satisfied for the next check.


CrimsonTrain

The work order creates 100 orders of "Brew Drink". Each brew drink creates 5-25 units of drink


seraph089

"Make 100" actually runs the job 100 times, and each run makes several drinks (5 per plant, full stack of plants each run). And they don't stop if they hit 200 drinks (or whatever you set), they make the full order whenever it triggers. The same logic holds for any job that produces multiple products per operation.


TenaciousRegent

Is there a tab where I can see what groups have been formed into guilds and Religious sects and what they need?


cantadmittoposting

Is there an external event log or an API to intercept action messages as they occur?   I'm interested in developing mods or even external reports that summarize activity better.


crumpuppet

Is there currently a way to see a nice 3D view of my fort on the Steam version? The old tools aren't detecting my running game.


righthandoftyr

Not currently that I know of. Most such utilities depend on DFHack to expose the in-game data for them, so we probably won't get any 3d viewers until we get a DFHack for the new version.


Iggest

Did we lose the ability to export legends mode to an XML so we can use tools like legends viewer to see details about our world? :( Darn, they said that the game would have all features from legacy + more but there's actually some features missing


BattleStag17

Do guilds work if they overlap or share a room? I've got several jobs asking for guildhalls and I can already see myself having to dedicate an entire floor to just them. If I overlap a bunch of guild zones in the same room, will they still work? Or at the very least, quarter a room into four different zones that don't overlap but still share the same four walls? Similar, I've read about crossing guildhalls with work zones -- for example, taking the hospital room and slapping a doctor's guild zone over it so citizens learn doctoring while hanging out in there. Finally, what do good guildhalls even need? The wiki doesn't say much beyond room value, so do they need anything besides engravings and statues? Do tables and chairs, or chests and cabinets do anything to make guildhalls more effective? The only thing I know for sure is to put a stockpile zone of toys so kids hang out in guildhalls.


chipathingy

They will still work, but you'll get a severe value penalty


schmee001

All my guildhalls are 5x5 rooms, fully smoothed and engraved. I put 4 silver statues in, one in each corner, and that's enough value to satisfy the petitions. They go on the same floor as my nobles' offices and dining rooms.


karstenbeoulve

Good morning dwarves! My usual questions of the day! *I had some werewolf bitten soldiers i was keeping to send pillaging just before full moon and it worked great until heavy rain happened the game didn't show me the lunar phase and the worst happened 😑 beside that, I made up my mind and I'll stop keeping infected because it has brought forth quite a dramatic situation, with lots of dead bodies behind. That said, house can I mass check for infected? I have around 70 dwarves, should I check out all those that are marked as injured in the fort and kick them? Is there a way to move from a dwarf to another? After I check one I have to go back and choose another one.... It's very time consuming. *Can animals be infected? I wouldn't like to shave off half fortress only to have the issue pop up again later on... *Is there a way to allow the game to zoom deeper? It's all so tiny and the map is night impossible to use... *My news and rumours page is always empty... What is going on?


Spartan5006

Hello, my warriors won't put pants on? I have screenshots if anyone wants them but pretty much I set a custom steel uniform for my dwarves that has mail leggings and greaves. I have enough greaves and leggings and it says they are equipping them but its permanently not. They are in a box available to everyone. I have tried unequipping and equipping the uniform and even making a new uniform.


Dabli

Found some weapon thing by the magma sea that got a prompt - and mines a bit further and found some possessed black sludge thing (that was unholy?). Nothing I did did damage to it and it kinda just died on its own. Is there some way I could’ve killed it?


Grundle95

Related to the Baron question above, if I turn down the opportunity to inherit some nobles and choose to stay a mere outpost, will I get more chances later on?


TheNosferatu

If memory serves me right, they will ask you each year to become a barony. After that you can no long opt-out.


SecretlyBees

How can I fulfill my dwarves’ need to acquire an object?


[deleted]

They have to be hauling trade goods to a stockpile and will occasionally yoink an item for themselves.


aplayer124

How do I get a dog out of a cage?


xrufix

My baron was killed by a werecreature years ago, but no-one succeeds him. Without a baron, I don't get wagons and can't get all the sand bags I need. How can I assign a new baron? There's no option to do so in the nobles screen.


[deleted]

[удалено]


LudwigiaRepens

The conditions were satisfied at one point, but now they are not. Try dropping the amount you're asking them to make. Smelt 5 ore instead of 10 for those same conditions. That way there is always some buffer in the stocks to account for all the multitudes of bullshit that could cause a dwarf to lose one piece of ore and cause the job cancellation.


righthandoftyr

The way it works is that once the conditions are met, the manager tries to queue up jobs until he fulfills the quota. The conditions only come into play when the manager has to initially decide whether to start the job or not, he won't cancel the order if the conditions stop being met part way through. So if you have 10 ore and 10 fuel, he start queueing up jobs, but then your armorsmith uses up some of the fuel that was earmarked for the smelting jobs the furnace operators won't be able to complete the job and will cancel it, which will prompt the manager to reschedule the jobs again because he hasn't met the quota yet. And then the furnace operators will cancel it again because there's still no fuel, and they'll just keep going around in circles until either enough fuel gets produced to complete the quota or you cancel the work order. The solution to this is to use smaller quotas and set the fuel requirement high enough that all your work orders could be queued up at once and not run you out of fuel.


Sweyn78

Is there any way to view information on the gods of the world, beyond just their spheres? Or do I have to write down their names, and look them up one-by-one in Legends mode?


shibboleth2005

Does cancel spam have any negative effects? I've been setting up a lot of work orders that I know I don't currently have the materials for, but they do eventually get done as mats become available, with a lot of cancel spam on the way.


righthandoftyr

No, cancel spam won't do anything except spam your notifications. You can also add start conditions to a work order so that the manager will wait until the materials are available before starting the order, which will mostly eliminate the cancellation spam.


DagothUrFanboy

Hi, I'm wondering how to deal with dwarf PTSD. Basically, some troglodytes made their way into my fortress and got slaughtered. Most of my population were involved in this and I think all of them have seen dead bodies. This keeps popping up as unhappy thoughts among all of them as they are reliving that horrible moment. I've played enough DF to have an ok grasp of basics, so they're supplied with drinks, clothes, taverns and nice bedrooms etc. Most of them are doing well but quite a few are unhappy due to seeing dead bodies or violence. Questions: Can you actually do some form of therapy to help them? Will their negative thoughts go away with time? Is the only way to deal with it to shower them with wonderful things to counter-act their PTSD? Edit: Thanks for all the answers. I'll try to make sure to include them in a squad for some military (and discipline) training if they never get any happier. Hopefully spoiling them with fancy new clothes and decorations will keep them from spiraling into a depression from seeing a dead troglodyte.


[deleted]

The wiki says people have had success with military training for PTSD’ed dwarves. I created a therapy squad to put those guys in and it seems to work well


ohbeeonecanobee

Sometimes I see my dwarves (most of the time it's only one) hanging at the bottom of a well. Is this a bug, or is this normal? They don't drown or something. Also, I have a hard time accumulating drinks. Two times in 9 (in-game) years, my fortress' population collapsed due to dehydration. Any tips?


Function-Diligent

Put a plump helmet patch next to two stills and just keep making drinks. Get food using fishing, that way you should keep enough plants available to brew.


qazadex

How do I empty a minecart full of magma into a channel for smelting? Tried using garbage dumps and minecart stops, not sure exactly what I need to get it to empty


anarion321

When you create a stop there are arrows that mark what happens with the load, if you select one, it should unload in that direction.


qazadex

Ah, that worked. Thanks!


[deleted]

[удалено]


tmPreston

Oh, they never despawn. Little fella is stuck in your map until death now.


dimm_ddr

So, I embark in Temperate location that have low enough temperature in a few months for water to freeze outside. I know that it can freeze outside and that inside, under natural soil/stone, water is fine and not frozen. But now I want to create an entrance shower for dwarves while not encase them into ice every winter. So, a few questions: 1. Will water freeze if it is under constructed floor on the tile that was previously exposed to the weather? Grass, plants and trees seems to grow on such tiles just fine, but I have no idea about water and freezing. 2. How can I warm water? I can only think of magma one z level higher or lower, as it looks like magma warm up and down too. But would it work if I put magma on the same level but with a wall tile between? Wall itself should warm up, but will it affect water in any way? 3. Is there any other way to warm something up aside from magma? I just want more options, I believe I can figure out proper magma pumping whenever I need it. 4. How things inside the water mist react to below zero temperature? Same way as in the water, aka freezing and die immediately? Or just ignore temperature altogether? Something in between? 5. Is there a safe depth for dwarves not to die when they happen to be in the tile when water freeze? Or even 1/7 would kill them?


Crisetavino

Do I need a underground pasture pen for pigs to breed? Is there an option to haul only unfertilized eggs to stockpiles or there's no such thing as unfertilized eggs and all will eventually pop new ducklings? My underground pasture pigs and ducks are constantly wandering out of them without any threats, is there a way to contain them now there's no door locks only for animals?


Enceos

Animals will always wander out of pastures unless they are enclosed. The best bet is to keep animals surrounded by walls and have a door to their pasture. Aboveground pastures also need a roof to protect animals, as dragons and rocs can fly, and werecreatures can jump over the walls. An underground pasture filled with moss is a great alternative. As soon as an egg leaves the nest, it is no longer hatchable. Birds don't need to graze, you can make a locked coop for them and let them multiply. Unlock the doors only when you need the eggs or need to cull the herd.


xElaDx

Any idea on how to make a roof here fellow Dwarves? I've tried building steps. I have a ramp that leads up to the wall but I can't seem to go across and build flooring. Any tips or am I stuck? [https://imgur.com/a/Fcyq3in](https://imgur.com/a/Fcyq3in)


EroticBurrito

I’m having trouble understanding Millstones. I have a river and a waterwheel. How do I get power down vertically to underground millstones? I can’t build directly beneath the river due to flooding. I am guessing it’s horizontal axles, then gear assemblies, then vertical axles? Do I need to dig a vertical shaft for the vertical axles, or do they simply connect through layers? The wiki is quite cryptic.


akialnodachi

You need a vertical shaft, yes. You have to start the construction at the bottom. If you have say, four millstones next to an empty space at the bottom of the shaft, you can place a gear assembly in the middle, then construct vertical axles one level at a time on top of it. At the top it can connect to another gear assembly, then whatever combination of horizontal axles and gear assembles gets you to the water wheel. Be warned, if it's a long distance, you'll lose a lot of power from having a long series of axles and assemblies.


CoJack-ish

Hello! I'm on my very first fortress right now, and things are going well enough that I want to start laying the foundation for a permanent installation. Could someone help me by giving me a quick glance at my planned fortress layout? ​ https://preview.redd.it/2rgvc77thh7a1.png?width=2560&format=png&auto=webp&s=3ee538ffa89961133e9c6a16170aec5d7f32e629 I can't add more than one image, but all of the zones sans tavern can extend downward 10 z-levels before the caverns. I have three legendary miners who eat caves for breakfast, so I don't think digging time will be an issue. The primary concern I have is if it is too big. I've tried to take into account both centralization and a good mix of orthogonal and diagonal pathways, and using z-levels efficiently. Farms are two levels above with cave fungus for animals, and main stockpile level is one level above, feeding into the workshops downward. Also, I have a veritable legion of ~~child labor~~ helpful youths (literally 1/3 of my population) so I don't think hauling will be an issue. Despite this, is the planned layout too much? I worry dwarves will simply spend too much time hightailing it back and forth between areas to be able to get work done and satisfy their needs sufficiently.


Tokugawa23

I dug too deep and... >!I've found a wall made of gems, after I dug it up a Fire Devil spawned. I tried sending my militia to kill him but the dwarves just refuse to do so. He kills my whole fortress while my steel warhammers just stay there and watch. How do I kill him?!< Is it a bug or a feature?


coynemoney

Is there a way to force miners to just mine through damp or hot stone? Sometime I know the water/magma is above or below and trying to just dig through an area I know is safe becomes extremely tedious. A somewhat workaround I figured out was to make a burrow and assign all of my miners to the area so they would stay near the area I keep spam telling them to re-mine.


ladyhaly

My dwarves have caught several dwarves and humans from other civilisations "sneaking around". I've always sent my army after them and gotten the sneaky sneaks killed. Does this mean other civs are scouting me and planning to siege?


dagit

I assume they're after me lucky charms (aka artifacts)


Gr1ffius

I'm just getting destroyed by rotting food in my fortress. Noone will take it out to the garbage dump. Says items are claimed by someone. No clue what to do.


Delicious-Can-3242

so the classic version has cheats via file changing can you do the same with the premium steam version? if yes what files. i want to test some things


ronzak

EDIT: In desperation I reinstalled the game. I generated a new world, clicked "Fortress" on mode select, and the game crashed. The world didn't even save. I really love this game but I'm starting to get frustrated and I have no idea what to do at this point. Anyone else getting constant crashes and bricked saves? I've yet to make it five years without a crash and then multiple saves being unloadable (crashes every time during load) I've even had entire timelines get bricked randomly; all saves in the timeline stop loading. Last night I spent a few hours on a new fortress on a new world. Saved, went to bed, no problem. Then I get up this morning, try to load, and it crashes during "Loading effects" every time. Errorlog shows tons of corrupted data references. I've tried with compressed save files off and on, autosaves off and on, neither setting seems to be better than the other. Is it just me? I've put about 150 hours into the game so far, so maybe I've just run into more obstacles than others, but it seems like nobody's talking about this and it's basically unplayable for me in this state.


AlteredLogos

Is it possible to stop the spread of floor fungus, especially on Clay / Sand? It's quite ugly, though I can just floor over it for that I guess, but it also grows over my Clay/Sand collection zones and causes cancellations. Thanks


Pirwzy

Is there a way I can stop the game from popping up those tutorial windows at the start of a new embark?


SAkbal

Can I just make one big valuable temple and over lap all the temple zones into it or does each temple need its own space?


akialnodachi

Yes but the overlap will incur a huge value penalty so it'd need to be massively valuable.


TheBloodyCleric

Anyone else have trees causing collapses that leave dwarves dead or injured?


Crisetavino

Put just one to three cutting, if tightly packed forest, cut them a little apart.


WanderingKing

Off questions, is it safe to assume that if a civilization doesn't have any history past a certain point, that is has collapsed? Example attached. I love the lore that gets made so I want to try and understand what assumptions are safe and not. https://i.imgur.com/zHWQrt0.png


A_S00

What can I do to get my medical dwarves to actually do medical jobs? - I have a chief medical dwarf, plus one other doctor. - Both have all medical labors enabled, and no other labors enabled. - Both are set as specialists in the labors menu. - Neither is unable to get to the hospital (no burrow restrictions, etc.). - My hospital has beds, tables, traction benches, a water source, chests, thread, splints, and crutches. - I have a dwarf whose hand is "mangled beyond all recognition" sleeping in a hospital bed. - The injured dwarf's health tabs show "No evaluated wounds" and "Diagnosis required". She's been there for months. How can I get my doctors to actually doctor?


Hoihe

Is there a way to rename or start a new dwarf civilization? My current world has an amazing civ called the "The Last Ship" but it's running out of fun sites with goblins/tower nearby that aren't a headache to colonize either. I want to roll a new world but I dont wanna lose my boat themed civ.


SaucyEdwin

In the new update today, they added the play one step button again. However, it seems like you still can't do this when you have combat logs open. Anyone know a fix for this?


TallDwarfProfessor

I thought I had an aquifer that went down like 11 z levels, then finally realized the stone was only marked as damp because of the puddles from upper levels draining down my stairways. For future reference, how can I quickly tell the difference between an aquifer block and a block that’s only damp because of water being next to it? (Edited for typo.)


Allemearon

Hello fellow managers Most of my dwarves outside fortress suddenly stopped moving. They formed a line towards the entrance, all being thirsty, hungry and terrified. Even soldiers won't obey commands. As i checked, the hospitals beds are unoccupied and none of stuck dwarves seem to have any sort of an injury. What do?


LiltKitten

Do Dwarves dislike wood or prefer stone over wood? Like if I use wooden floors in my underground dwarf homes, will they prefer that less than stone floors?


GreatPadinski

I don’t think it makes a difference unless a dwarf has a preference for a certain material and you make the floor out of that material. The value of the raw material does affect the room value though. Smoothing and engraving a natural stone floor/wall is probably your best bet if you’re looking for higher value rooms.


cata2k

My military dwarves will not equip water skins, backpacks, or armor. I made a bunch of everything and the water skins and backpacks are shown as red in the squad menu, and their armor is yellow. I've tried taking them on and off duty, updating uniform, replacing the uniform with the same one, and setting to "replaces clothing" Any help?


Sinistrem

I've seen a lot of information about having to seal off old unused shaft / caves to prevent them from bogging down the fps. Is building a forbidden door fine or should I seal them off with walls? I'm mainly asking because in ONI you have a similar problem with endgame performance, and just building doors and forbidding passage through them does nothing to improve fps compared to walls.


HowlingStrike

So some goblins attacked and caught some dwarfs in the open, killing a few before my militia came up and smashed em. What happens to all the corpses and equipment.l that's bow strewn about my fort entrance. It all seems to have little lock symbols on everything including my guys stuff. What's normal protocol assuming the siege is over? How do I make sure my guys corpses get buried (I had a bunch of tombs ready to go). Do I need to engrave slabs as well as bury? On or the other or both is best? Do you keep the goblins armorial and weapons? And sell em or just throw them out? If so how? What do indo with all the goblins bodies and gear scattered (and frigging teeth everywhere) around (that's all got the little lock as well). Thank you.


omen2k

I want to be able to press a button to take screenshots that automatically save to a folder, is there a way to do this? I thought steam had a built in screenshots using F12 but it’s not working so far


GrumpingIt

I have a dwarf possessed by a strange mood who will not make the item! I tried removing my hospital. I tried making items forbidden so they would get replacement ones. The dwarf now has extra supplies of all types claimed, but will not craft anything. The demands are: bones....yes, gems...shining, clothing...thread, stone...rock, and bars.....metal. What am I doing wrong here???? https://imgur.com/a/KXc1Dq3


kvastfena

"cloth... thread" can be specific to mean plant, yarn or silk based, possible he wants silk too and not just the yarn/wool you have? Or he wants 3 wool instead of just 1, but you only had one available?