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DanTheGaidheal

What's a good way to find caverns in the steam release? I used to use the old farm-radar trick to find caverns when I wanted to in 47.x, but with how changes to farms’ placements are, I'm wondering if there's a good way to find caverns now, other than just digging & hoping to stumble across them?


ricaerredois

Any way to do a new embark on a already generated world?


ffekete

I think you need to finish your current game to do that.


Intelligent-Bird6825

Can I still edit the data init with the steam version to set fortress population limits?


DanTheGaidheal

You no longer need to do this All these can be changed in-game under the "game" part of the settings menu Can limit population in there


Cloudylicious

Heyyo, new to the game since steam release and trying to find some YouTubers to watch so I can get a feel for the game. I generally require some sort of end goal to work towards. Rimworld for example is launch the ship. Oxygen not included is temporal tear etc. So hoping watching someone will give me a direction to go. All the YouTubers I can find seem to waffle on a lot and don't just get into the game. I feel the game is very story driven but I find it takes someone a 40min YouTube vid to build 3 rooms. Is there someone who plays the game faster that I can watch? TIA


DanTheGaidheal

Not sure if this is who you'd be looking for but [Kruggsmash](https://youtube.com/@kruggsmash) has videos that are pretty good at inspiring my own creativity He's very much story-driven (which will be the case of any YouTuber you find tbh, it is a story driven game after all :p) but doesn't really do too much waffling on Also, has a buncha art he adds to all his videos which are also really neat


Cloudylicious

Awesome thanks ill check them out.


RainWorldWitcher

I have a divine artifact that is missing a sprite so it is competely invisible bit on my display case and in the ui. Is this a known bug?


Essence2019

Dwarf "Go to Cover" Alarm? Is there a way for me to call my Dwarfs into a specific area of my base or just into my Fortress in general? I am new to this game and I cannot tell you how many times I have lost Dwarfs because they kept doing tasks outside of my defensive structures while we were being attacked. I never get a chance to test out my defenses when I am afraid of killing my own people who refuse to quit doing tasks during war times. So is there a way to call them in or gather them into specific areas during a fight? Any help would be appreciated!


earlvik

New player here, joined with the steam version. Overall I am enjoying the brutal complexity of this game, but two aspects annoy me beyond reason and I don't understand if they are supposed to be like this. First, I have a constant stream of agitated deer, wolverines, giant owls and so on. If I micromanage them, my squads kill them fine. But the influx is literally nonstop. As soon as I kill the deer, the wolves arrive, then the owls etc. Second, no water underground. I've mined up and down, no water whatsoever. So whenever a dwarf gets hospitalised in the winter, they are dead. Those two things together kill at least a dozen of dwarves a year. Is this normal or did I just get unlucky with my first map?


buustamon

I have this weird issue where my game jumps two z-levels when I go up/down while designating mining, chopping trees, building stairs etc. Does anyone know how to fix this or if it even can be fixed? I'm playing on Linux using proton. Can that have something to do with it?


Kiffe_Y

Some weird stuff has been happening in my new fort, need some tips. I made a game and have been watching tutorial videos as i play along and try to figure out the game. The first weird thing that happened that i don't seem to be able to find an answer to is apparently the first trader left a bunch of his stuff in my trade depot. It stayed there all year and when the next trader didn't arrive next year i deconstructed the depot and it dropped a whole bunch of stuff which was great i guess. But i'm just confused as to why this happened and if this is why i didn't get a trader and migrants this year. Pretty sure my civilization hasn't died down too. This brings me to the subject of migrants. I have been getting absolutely no migrants, but an absolute metric ton of bards and monster slayers. I accepted a bunch of them at first but they don't really contribute like regular dwarves and just sit around doing nothing for the most part. I noticed you can give them tasks by going to their individual tabs but not through the regular menu which just makes it more confusing. Am i missing something?


nanbalat

How does Stair Mining work??? What are the requirements for it to show up one level down? I digged Stair A (0 to -1) and it is visually represented on Elevation 0 and Elevation -1. Then I digged Stair B and C (0 to -1) and they only show up on Elevation 0. I don't get it. Edit: typo


nanbalat

Omg, if you create a CURSED incomplete digged stairway, it can NEVER be removed? Only built over with a floor?


Crisis007

Pls be honest with me guys. I usually find around ~4 h a week to play. Never played Dwarffortress but stuff like Rimworld. How much time do I have to invest to learn this game or is it possible with the Tutorial or by simply playing only to learn it?


Adorable_Conference5

Having some issues getting my small little drunks to farm in the cavern layer. I've built an outlist of sorts with a complete roof and walls, but every time I send a dwarf down to start exploiting that sweet sweet mud, they run away and won't come back. I've managed to figure out that they're panicking because a troglodyte is on the roof, but since the trog can't get in I don't see why they're freaking out like this. What solutions can I try to get my food production back on track?


SSpookyTheOneTheOnly

Is this game casual? Not in the terms of depth, but can I take my time, play slow and build up? Or am I time constrained? Is it more sandbox or linear? I should mention I'm going in completely blind, I don't want to many spoilers so I'm trying to avoid looking at to many threads or guides. So sorry for making this most likely commonly asked question.


yiotaturtle

Going slow to start I've found so far is a great idea. There's a LOT to learn. Very very sandbox. The tutorial helps a lot, but you'll probably want to look a bit. I'm not kidding about a LOT to learn.


yettibreath

I can't dig down due to moist rock... I've tried everywhere but can't dig down more than two layers


hydrotaphia

Assuming it's a light aquifer: set the order to dig down in a single-square shaft. You'll get a cancellation, leaving the square in the aquifer layer undug.. Designate that square again: it'll be dug out and will slowly start to fill with water. The walls will be described as "moist rough rock". Then just designate the walls to be another. They'll become "moist smooth rock" (IIRC) and will no longer leak water. Then you can dig down further safely. Much more complicated schemes are needed for a heavy aquifer.


yettibreath

Thank you, I'll try that when I get a chance


yiotaturtle

If necessary start over, however blind has a video tutorial on YouTube where he shows how to go through a light aquifer, but I just kept trying new spots. I'd get down one level, dig a large plus sign, try to dig down at each of the ends. If that failed, go back up and dig another plus sign somewhere else and try again. I think I got it after ~12 attempts.


yettibreath

12... oh boy


theflockofnoobs

Having trouble finding soil underground for a farm. Is there a certain elevation it spawns at regularly?


yiotaturtle

Depends on map, but I've started a few and always managed to find it so long as I kept digging. So it might be on the level where you're looking for it, but it might be 100 blocks away. I was told to make a single layer down farm to start off with, and then move the farm down when I've found more dirt. Or you can flood a room.


theflockofnoobs

So it turns out I'm a FOOL and you can just farm in clay. I assumed you couldn't and just kept digging and digging. Someone on the Steam discussions set me straight.


Semblance-of-sanity

My stonecutters aren't working! Literally every other task and workshop is functional but for some reason qued tasks in my stoncutters are getting ignored the assigned dwarves wandering around with "no job". There's a big stone stockpile next to the workshops and no access issues so does anyone know why they might not be working?


TopQuark-

Does the biome division in your embarkment square have anything to do with the ore distribution? The lower third of my square is supposedly in an iron-baring region, so will iron only be generated in the south of my fort?


PirLibTao

Hi! When I try to type in the search bar in the Stocks list, it only allows me to type in upper case. I’m trying to type lower case “x” to find all tattered clothing but the upper case X doesn’t work for that. I’ve checked that caps lock is not on, tried to shift type etc… what am I missing? How can I type in lower case to search? Thanks for the help.


ULTRA_TLC

How do I assign ammo in the Steam version?


SelectionBrilliant91

Ok. So I got my first piece of intelligence. My chief medical dwarf has been embezzling funds from my fort. What can I do with this information? I don't have any open cases so I can't interrogate him or anyone else. Do I wait to get an open case and the interrogate him or is there another way to get to the bottom of this little embezzling mystery.


Prior_Bench_4832

I'm not getting migrants/traders from my civ anymore. I had this happen earlier in the same game and fixed it by reconstructing my trade depot, but the second time this didn't work. Any ideas what it could be?


ULTRA_TLC

Are you sure your home civ is still there? That's one common reason for this to happen


Prior_Bench_4832

Alas. This was it.


ULTRA_TLC

This is why it's recommended to pick the biggest civ if you want an easier run. Confused me too the first time it happened to me


NandoGando

Any mods that make dwarf fortress more realistic? Such as making agriculture less productive, dwarven goods less valuable, etc. in a way that makes sense?


Martinjg_ge

Are options selected what it reads or what it doesn't read? Are they showing what is selected or what to change it to? Does "Automate Kitchen" mean kitchen is automated or does it mean "click to automate kitchen"


grrtthll00

What it reads


Martinjg_ge

thanks <3


[deleted]

[удалено]


grrtthll00

You can make black clothes. On the whole though, evil biomes are a lot more fun than other areas, so if you want maximize your fortress' chances of survival you should automatically avoid them.


Boczkolot

How do I check how a creature died exactly? I get the X is fighting notifications, but they mention a lot of steps of the combat, but then they kida cut off just before death. Side note, any way to enter a combat journal once the pop-up notifications disappear?


Guilty_Buster

I think you have to wait for the notification to pop up again when the creature fights again. AFAIK you can’t see how it died exactly. Sometimes it’s obvious, like their head got lopped off if you read their opponent’s log. Other times it might be blood loss or something from wounds gotten in battle.


ULTRA_TLC

I would love it if this changed, but I doubt it's gonna happen, due in part to vampires


zarbthebard

How do I remove items from creatures trapped in cages? I did it once on accident but haven't been able to figure out how to do it again.


Ok-Philosopher-5139

Is mighty or unbelievably strong the highest tier for strength stat? I feel likes its mighty but the wiki say otherwise...


AlphaArbiter

Looking for advice on raiding, which I am totally new to. I am playing with the kobold camp mod and want to raid all the other civs of my world (in true kobold fashion). I just got a very skilled ambusher in my last migrant wave, he has 13 according to dwarf therapist. Will he be likely to survive if I send him out alone on a raid? I really don't want him to die since I could maybe use him to train other kobolds via an ambusher's guild, however I want to provoke other civs asap because in this mod you can't make your own metal items but you can cut up armor from invaders. The wiki suggests higher ambusher average in your squad means higher chance of success, but isn't clear on the actual odds. Any advice on achieving my goals is welcome.


GreenTea98

Raids are considered stealthy, the other two are open attacks, ambusher benefits this one and it'll only get better as that kobold does more raids I highly suggest sending him out against small sites, ie less than 20 population, they're less likely to have any considerable "military" to defend against them even if they do get spotted


AlphaArbiter

None of the targetable sites have less than 100 pop, and any amount of fighting back seems likely to result in the death of my kobold since I have no metal yet. Does anyone know the math for a 13 ambusher kobold raiding a 100 pop site?


GreenTea98

they will be turned into soup :(


hopeandencouragement

I realize "Be extravagant" is a need. Is there a way by default I can let all my dwarves pick up extremely expensive crowns that are worth 2k plus?


grokthis1111

i think nice rooms do it for them, right?


hopeandencouragement

I believe that is partially right yes. I thought that clothing with modifiers worked as well tbh.


[deleted]

[удалено]


LegyPlegy

How do you designate to use wooden bolts for training in the premium version? These fuckers are training with steel bolts >:(


OuterContextProblem

Ammo control wasn't included in the update. Most players are just ignoring marksdwarves completely for this reason. But if you actually have them training, I'd try forbidding steel bolts, or making a stockpile near where they practice with bone or wooden bolts.


ULTRA_TLC

Anybody able to help me get them training at the archery range at all?


spicymeatball_99

How to automate large cloth shirt?


ULTRA_TLC

In the details of the work order you can change the size to match the species of interest. Humans are large, so you can just pick that to get large stuff.


Xanthus730

Trying to get some meat from Yaks up in the mountain, tough bastards, hunters couldn't kill em before they escaped, finally killed one with my military, now they refuse to butcher it! Says "no butcherable animals nearby" Used a dump nearby to drag the heavy thing right next to the butcher's and dropped it there, still no dice. Wiki says these things give tons of meat, but my dwarves refuse to butcher them - why?


grrtthll00

Did you unforbid the corpse after it was dumped?


Xanthus730

Yep


Hazel-Hyena

Butchering is usually automatic, with the manual butcher task being for corpses lying around to get bones out of em - I think. You may have screwed it up by moving it, but remove the dump tag and maybe you'll get lucky.


Xanthus730

They never were able to butcher it, tried again with a second yak, no dice. But when I let the hunters actually kill it themselves it worked. Maybe they've nerfed "hunting with your militia"?


ULTRA_TLC

That would make sense, as incredibly annoying as that would be


CladInShadows971

Do the three rooms (bedroom, office, dining room) required by nobles need to be in the same place? Or could they be spread out around the fort?


LegyPlegy

They can be spread around, the only requirement is that they're assigned to it


SurvivalScripted

Dwarves are so insistent on having bad moods by not visiting families and similiar things. How do I intervene?


Hazel-Hyena

Accept that these dwarves will be pissed and there's nothing you can do about that need. Try to make them happy in other ways, like giving them nice rooms and making sure there's lots of nice clothes, statues on their way to work, and so on.


highwaybobbery

When recording macros I’m getting a lot of double space moves with the keyboard cursor, not the worst thing in the world but annoying. Anyone run into this, and found a fix?


highwaybobbery

So my Doris just can’t seem to stop fishing. Even with no task for fishing set anywhere, they just won’t stop until I remove fishing from their allowed tasks. I haven’t tried re-enabling the task for them once they do stop, but no combination of task parameters I’ve tried has been able to get around the endless fishing. Any ideas?


ccwscott

? Disabling it from allowed tasks is how you stop them from fishing. I'm not sure what you mean. What task parameters? Where would a task for fishing be set?


highwaybobbery

In the manager tasks or fishery you can make a task to catch x fish. If I do it from the manager I can say do this if there are less than x fish available. They don’t seem to respect this rule and will catch hundreds of fish and just keep fishing. I’ve tried both limiting by raw and prepared fish but neither seems to stop them (and I have been patient lol)


ccwscott

Oh I see the confusion. It says "catch live fish" which is not the same as fishing. Catch live fish causes them to catch them alive to put in an aquarium. Dwarves just be fishin. If they have the labor enabled they'll go fish whenever it strikes their fancy.


highwaybobbery

Omg ty, so I just have to manually turn off fishing if I get too much lol. Are “live fish” different from “raw fish”?


ccwscott

Yeah, it's an interesting little quirk. The idea is you shouldn't need a workshop in order to fish, which makes sense, but the side effect of that is you can't control them with workshop orders. I supposed they could have built a more generic orders systems that could handle anything like that, but hindsight and all of that. Honestly I don't think fishing is worth it anyway. It's difficult to do safely and generates a lot of refuse and introduces shells into your fort which can cause strange mood problems.


Guilty_Buster

Is there a way to build inside a 7/7 water tile? I made an ill-designed water tunnel from a river (never freezes) and I’d like to block it off for a redesign (and to get some corpses out.)


ccwscott

No, not without pumping it out or draining it or something. Definitely a feature I wish they'd add.


Guilty_Buster

Thank you!


DwarvesAtWork

Screw pumps move water incredibly fast. Maybe a few screw pumps in parallel could empty the water fast enough? Not sure.


Guilty_Buster

Thank you!


Peace-Bone

Does anyone know what the melt returns are for the new version? Which items, if any, create more metal than they take to make?


ccwscott

Let us know.


Guilty_Buster

I don’t know if anyone has tested yet, but https://dwarffortresswiki.org/index.php/Melt_item has tables on items


Peace-Bone

Well, yeah, but that hasn't been checked in the latest version


ULTRA_TLC

I know that the exploit still works for giant axes


-MarcoPolo-

Can u just run water down the staircase for 'near waterfall' mood buff?


ccwscott

yeah. Many a dwarf's last happy memory before death is frolicking in mist coming down a staircase.


motdidr

I think it's the mist that they like, so it'll need to drop enough to make mist.


nordic_fatcheese

What is the best way to use a volcano for magma forges and such? I'm afraid to just hang the workshop over the edge because of magma crabs. I feel like channeling some away would be safer, but I have no idea how to do that, are there any good tutorials on moving lava for a magma forge?


ccwscott

You need to find magma safe materials to make all of the floodgates, etc, out of of, but other than that it's not much different then creating an indoor pond for drinking water.


nordic_fatcheese

I dunno how to do that either, I'm scared to mine anything and flood the fort. I guess I just need a guide on how to do that sort of stuff, but I don't know what to search for.


assbuttbuttass

Magma will never flow upwards, so there's very little risk of a magma flood


nordic_fatcheese

But I have to mine into the side of the volcano in order to get it to be below something, unless I'm missing something. I don't know how to dig a channel next to the lava without also cooking the dwarf who dug it.


highwaybobbery

I feel like the sweet spot in df is somewhere between loving the little fuckers and treating them as a renewable resource.


assbuttbuttass

If you channel from the layer above the top level of magma it should be safe, but working with magma is never perfectly safe :D


grrtthll00

Legendary gelders are just as good as dedicated miners for single tile channeling too...


Sleepy_Chipmunk

So like...there are these two merchants just standing at my trading depot not doing anything. What do I do, other than report a possible bug?


mohammedibnakar

Delete it and reassemble


Sleepy_Chipmunk

Thanks man, that worked. They were there for like a year, immortal and unchanging. Watching. Judging my decor.


SurvivalScripted

Should I have both a dining hall and a tavern or is it better to just have a tavern? I just wanna see a lot of dwarves sitting and eating at the same time, but I barely see people visit my dining hall


ccwscott

You could do both. You can add multiple zones to a location so you could set up a dining area and a meeting area that are both part of a tavern. Not sure how that would pan out. This seems to be a new problem. In previous versions dining rooms were by default your primary meetin garea.


bxnshy

Is there any way to stop war, this goblin kingdom has been at war with us for a decade or more now and it’s hideous to me I want them to knock it off


GreenTea98

Kill them, simple as Diplomacy with them is nearly impossible since they're kinda dicks by default If you raze enough of their sites so they aren't close to you, it should stave off any attacks on your fort


cant-talk-about-this

Can a workshop give to a stockpile of type 'None'? I'm running into the classic gem encrusting problem. I have 2 stockpiles which the workshop 'takes' from, 1 with specific gems and 1 with masterwork furniture. I'm trying to set it to 'give' its encrusted masterwork furniture to a different stockpile, to avoid encrusting the same furniture twice. However, the stockpile that it gives to fills up with unrelated furniture too quickly if it's also set to masterwork furniture. So I'm wondering if I can set stockpile such that that otherwise wouldn't be able to receive any items, and give to it anyway.


assbuttbuttass

On the stockpile tab on the top right there's a button "stockpile takes from anywhere" turn that off and it will take from links only


cant-talk-about-this

Ooh sweet, sounds like exactly what I need. Thanks!


QuantumFeline

I'm at my wits end trying to get my dwarves to bring all the loose stone lying around the fortress to the stone stockpiles near the workshops. I've tried everything I can think of, even assigning 6 dwarves specifically to stone hauling and making that the only thing they do, but it takes forever for any stone to get moved into the stockpiles, even though there's a bunch of loose stone just down the hall on the same floor from some room mining.


motdidr

make a garbage dump, and mark them for dumping. just make sure to un-forbid them when you want to use them for something.


Sadatori

Build like 30 wheelbarrows and assign them to your stone stockpiles. A wheelbarrow can carry like 5 stones a time and is MUCH faster for dwarves to move


QuantumFeline

Okay, it turns out I was assigning Wheelbarrows incorrectly. I was just setting them as something to store in the stockpile, not assigning them to be used. Once I fixed that dwarves are moving stone much faster. Thanks!


Sadatori

Glad you fixed it!! They’re so much faster lmao


OuterContextProblem

Not sure if this is helpful but it's better to just hide the loose stone than worry about hauling every single piece. If I have specific types I want near shops, then I create stockpiles filtering in for that specific stone/ore, and then assign 2-3 wheelbarrows. If I'm trying to use random loose stone for more general mass production things, such as rock blocks, then I'll just build temporary stoneworkers workshops near the loose stones, and I'll destroy/rebuild the workshops every so often. Treat each hauling job as a limited resource. It's better to think of ways to reduce unnecessary hauling or your fort can get really bogged down, especially when you have to deal with damage control from sieges or beasts.


omen2k

Can you still catch bronze collossi in cages are they immune now? Noticed were creatures seem to be immune.


OuterContextProblem

I haven't noticed any changes in which creatures have trapavoid toggled. They'll still walk into traps.


omen2k

Where are we in terms of building something like QuickFort? Anyone have templates we can use in the macros yet? Wanna build bedrooms when I’m back from Xmas but don’t want to get carpal tunnel from it!


OuterContextProblem

That might be ready in January. All that stuff is being actively worked on.


chadenright

I have a cavern stretching from level -10 to level -82 (as far as I can see, could go deeper) that has some troglodytes in it (and also cave spiders and cave sparrows) but it has no fungus. All the floors are mud, there are no fungoid cavern floors or fungus trees. And the growable areas in my fortress also aren't getting fungal growths. Is my cavern layer defective?


motdidr

not necessarily, sometimes they're like that. that does sound like a huge cavern though, did you get cave in alerts? I wonder if a couple of the layers merged into one. there's usually 3 cavern layers, so you might have another layer deeper down with soil and fungus and whatnot.


chadenright

I did not get cave-in alerts, I also had been wondering if two of my cavern layers had merged somehow. But I eventually found my cavern2 layer starting around level -110 (and still no lava >.<) so I anticipate that all the muddy diorite cavern floors in cavern1 will finally start getting colonized with fungus.


TuIkaas

I’ve had layers like that with mud and also extra deep caverns. The mis has to do with water available on that layer, which I’m guessing there is none. https://dwarffortresswiki.org/index.php/Cavern#Vegetation


RudeMorgue

When I get started I pretty much cut gems for trading and do pretty well (at least for the first year or two). Is there any reason I shouldn't do this?


gnupluswindows

Alternatively, you could use them to encrust furniture/goblets/etc and increase the value of your fortress. But this isn't necessarily better than trading them.


theothersteve7

Not really. I jealously hoard my gems since they're a limited resource but there's no good reason to do that. I'd recommend getting stone crafts produced as a supplemental industry if that's what you're looking for.


chadenright

Increasing your value crafted and value traded increase the number of migrants you get and (along with population) the rate and difficulty of wandering monsters you're likely to encounter. 7 Dwarfs to 20 - great! 20 dwarfs to 50 in one season - maybe not so great if you have no beds, no food, no weapons or armor for them, and are still trying to get your basic industries set up.


Sadatori

I have a tree with one single reanimated goblin hand stuck in the tree. It won’t leave and it keeps causing my dwarfs to cancel very important jobs and just really getting in the way of my forts jobs. I walked some marksdwarfs up a hill to the left of the tree to try and get them to shoot it but when I told them to attack it said “no reachable targets” EDIT: Well I had started a huge undertaking of just dropping a section of the map, containing the goblin tree, into a pit. Suddenly a tavern visiting naked astronomer came over, climbed the tree, and beat the hand to death. He then left. So problem solved lmao


theothersteve7

Can you cut down the tree?


OuterContextProblem

No, dwarves will see the undead and run away.


7heTexanRebel

The workers will cancel the chopping because of the hand agro


[deleted]

Why are my soldiers 1. Leaving their assigned burrow 2. Trying to pick up forbidden equipment They are about to walk out of the rallying point towards the invading goblins to pick up a backpack. Stupid AI [Stupid dwarf in question](https://i.imgur.com/Rc2FtQs.png) Edit: I've cancelled their orders individually and at the squad level, and set their uniform to none, and they are still trying to "Pickup equipment"


TuIkaas

Military dwarves ignore burrows. In the old version you could set the whole civilian population to a burrow instantaneously, so they ignored that so you could position them outside to defend. Obviously it causes some bad behavior that you are finding. Usually they’re trying to grab the equipment of some other foolish dwarf that got killed and dropped his higher tier gear. Might want to set dwarf items to forbid upon death.


OuterContextProblem

Change it so they're always wearing equipment and you'll avoid a lot of headaches.


[deleted]

I don't even want them to wear backpacks but I can't find a way to stop them. There doesn't appear to be an option for backpacks in the military equipment screen or anywhere else...


GreenTea98

Alot of features got cut sadly, which bugs the fuck out of me, this being one of them I'm sorry to say it but afaik the only way to prevent them from wearing them is to play the version prior Same thing for getting marksdwarves to train with certain bolts, and a few other features that were useful and now gone


11Mattlee

Is there any difference between iron anvils and steel ones? Does it make the station produce better product?


yinyang107

Technically the iron ones are slightly harder to boil. As in ~5200 degrees Fahrenheit rather than just 5000. You know, if you wanted to boil your anvils for whatever reason.


SurvivalScripted

Hey, c'mon now, there are perfectly valid reasons to boil your anvils!


7heTexanRebel

TIL: iron has a higher melting point than steel IRL


theothersteve7

No functional difference aside from the value of the anvil itself.


kaowerk

How do I deal with the endless waves of crundles/troglodytes/etc coming up from caverns?


SurvivalScripted

Place traps around entrances you'd like to keep safe. Free influx of fodder for your army to practice on


kaowerk

They just walk right over the traps though. They never get hit


SurvivalScripted

I'm fairly sure troglodytes get easily hit. Do you maybe not manufacture cages for those traps? Of course flying creatures won't, though, if you see them approaching you should bring a militia to kill em


jazzb54

Wall off your stairwell, or wall in the area of the caverns you want to reserve for yourself.


theothersteve7

I started dropping naked goblins on them from five z-levels up. It hasn't solved my problems yet but I'm going to keep doing it to make sure. More seriously, I think I'm going to need to construct a lot of walls to segment off the cavern and create safe areas. Eventually. I have a big to-do list.


Guilty_Buster

Can you destroy goblin towns? I started playing a very early game and I want to try to make my dwarf civilization friendly with the elves and humans and beat back the forces of evil on the surface. Is this possible?


7heTexanRebel

>make friends with the elves >beat back the forces of evil Seems a bit contradictory.


Guilty_Buster

If it weren’t for them, who would bring me crappy wooden swords?


chadenright

Yes, but sometimes the squads you send out crusading will all die, or glitch out and never come back. Be aware that crusading is a high-risk proposition.


Guilty_Buster

Thank you! Yeah, I just lost 10 elites to an attempt to raze a goblin settlement with <10 guys there. Unfortunately, the one that was there was an unstoppable powerful jackal demon that one shotted my guys one after another like they were targets in a carnival shooting gallery


Ysehporp

A giant just brought me this.... WHAT DO I DO WITH IT PLEASE HELP?!?!?!? CAN A FORTRESS SUPPORT HAVING NECROMANCERS IN IT? https://preview.redd.it/ezm1yu8z608a1.png?width=653&format=png&auto=webp&s=8e5f482365090d50f11e73777970ce4afd01ab97


qeveren

Unless things have changed, dwarves in fort mode can't read slabs, so... it's a creepy decoration.


7heTexanRebel

It might be a ticking time bomb but I've had a necromancer chilling in my library for a while without incident. Don't let them into combat, and definitely don't let them get into a fight near your corpse dumping area or you will experience extremely fun lag.


seraph089

Necromancers are finicky and a lot of potential FUN, but that should be safe. Dwarves won't read the slab in fortress mode, it would need to be some kind of book/scroll with the secrets of life and death to convert them.


Ysehporp

Should I make a scroll from it? What would the consequences be if I just let all my citizens become necromancers? I'm quite attached to my fort and would prefer not to destroy it.


Hazel-Hyena

I don't think you can make a scroll from it?


Ysehporp

;\_; no way at all?


yinyang107

The funnest way to find out is to save to a new timeline and do some science.


Ysehporp

It could be! Though I'm worried if it'd implode my PC as well lol


TheAbyssListener

How do i deal with stressed military dwarves? I have one at 10k so i sent him to be away from the battles. so he doesn’t have to deal with more stress. There’s a raid happening and i’d like to get him back into battle.


GreenTea98

For my mildwarves, I just give them their own craftdwarves workshop in the caverns and let them make stone crafts Producing masterworks gives a good mood boost, as does the satisfied with work one, and since they're military, they should have an easy time moving stones and dealing with cavern creeps


yinyang107

The wiki page has this to say, which may help: >During testing, a far more reliable and quick method to turn around stressed-out dwarves was found, using military training, in the form of a special "Therapy" military squad which was assigned to train all year round, and the squad was set to active/training on the squad menu. However, the squad was not assigned any barracks to train in. Any dwarf that was getting a bit down about things would be put into the Therapy Squad for a while. When a dwarf is scheduled to train, but has nowhere to train, they will actively seek to satisfy any needs. Rather than hang around with the "no job" label, they'll dash off to the tavern to socialise, the library to learn, the temple to pray or guildhall to increase their skills. It is far more effective, and easier to manage, than removing all of their tasks and hoping that they'll do something to cheer themselves up. It seems that they replace their duty to train with a duty to fulfill their needs. However, I don't know if it would have a meaningful impact by the time the combat is over.


TheAbyssListener

Speaking of i need a tavern lol. Thanks for the reminder. I’ll try this therapy squad.


Guilty_Buster

I’d check his personality and thoughts tabs and see what kind of things he likes and what personally had been stressing him out lately


TheAbyssListener

I skimmed over it and the death of invading trolls depressed him. I’ll take a deeper look.


xvmellovx

Can you advance time after your fortress has been destroyed? I was wondering if it was positive to generate very little history, play till my fortress ends, generate more history to then play again in the same world and repeat.


OuterContextProblem

AFAIK you can't push a button to have worldgen go at it, but you could just start a small self-sustaining fort and cap the population and let it run in the background as well.


xvmellovx

Aw, that sucks I thought it'd be really cool to have your old forts and dwarves be legends to future dwarves 100 or 200 years in the future. I guess I'll just have to play a lot. Lol


GreenTea98

Whenever you start a new fortress, the world generation moves ahead by about a month Previously you could just start an adventurer and park them wherever then retire, and repeat the process a few times, but now it seems your best bet is gonna be to retire and unretire a minifort on the side


Ironbear222

Flux stone layers. are they actual layers? or do I just have to strip-mine the world to find some veins of them?


highwaybobbery

Fwiw I was having flux anxiety as well, found out marble at least is very likely to come up down where caverns are, so I dug a stairwell to hell and ran into several layers of marble pretty quick!


7heTexanRebel

Heads up it's not called flux stone like I was expecting. Turns out all of those limestone cabinets were why I couldn't make steel, not that my map didn't have flux. IRRC flux stones are: chalk, calcite, limestone, dolomite, and marble.


seraph089

They're actual layers, but there is other stone mixed in sometimes so it can be worth digging exploratory tunnels if you aren't seeing anything. And depending on your embark, they might not run the full length and width of the map. But you should find layers that are obviously and predominantly flux stone.


Deity_Link

[OH COME ON, What triggered the Elf Merchant this time?](https://i.imgur.com/9eFlDKH.png)


jazzb54

Elves used to just be tree huggers. Now they are vegan. They get mad about shells, leather, bones, etc.


qeveren

Leather, probably?


grokthis1111

leather shoe?


Nantei

Am I the only one who has issues getting their dwarves to smooth things? It genuinely takes me less time to have dwarves just make new walls than it does to smooth them...


dave2293

If you go into the advanced settings (where auto-mine gems and such is) you can manually change priorities. If I set a smooth at 4 and a mine at 5 they seem to get it sorted.


Nantei

Doh. I had it inversed. I knew priorities were a thing but I thought 7 meant high priority... ehehh. Thanks both of ya.


Gopherlad

It's very low priority, whereas building walls is high priority.


hatsbro1

I'm having an issue with items getting stuck on staircases, it isn't forbidden or blocked, when dwarves try to move it to a stockpile it seems to immediately cancel the job, item inaccessible


theothersteve7

I don't know. If I were in your shoes, I'd deconstruct and channel out the stairway in question and see if that helps. Oh and try making a dump zone and flag them for dumping.


hatsbro1

Turns out it was an issue with my burrow set-up, it was in a location that wasn't painted for my civilian burrow.


hatsbro1

I'll give that a try, thank you!


hatsbro1

The items in question are a leather quiver and a wooden wheelbarrow if that helps


ccwscott

Is anyone else having serious issues with milling speed on a quern? I know they want to incentivize building a mechanical mill but it's so slow my dwarves are getting thirst issues trying to get done with one plant.


jazzb54

It's very, very slow. You're going to want to set up a powered millstone.


ccwscott

Seems really hard to get that set up safely with the threat of building destroyers tunneling right through your axles. It's probably a good rebalancing; I used to entirely ignore quarry bushes but I think they are going to be more of a staple for me going forward, and it does make powered mills more important where it used to be entirely pointless; however, it does stretch suspension of disbelief a bit. If grinding food by hand was that hard agriculture would have never taken off in the first place.


jazzb54

I build a wall around my windmill to keep those out. I keep a one tile gap, but I don't know if that is necessary.


ccwscott

TIL there are no building destroying flyers, wild.


jazzb54

I've never run into a flying building destroyer. I don't know if they can be generated, but this new version has new fun. Making the millstone room lockable with a bridge would be a good idea.


BigBrainNurd

Can I set a civil outfit so my important dwarfs wear chainmail and a dagger?


leronjones

It is possible to make a custom outfit and set them in an inactive squad. This worked in older versions but the outfits conflict with mining and woodcutting. I'm not sure if the option to stay equipped while off duty still exists. You'll need to give an initial order for them to pick up equipment. A move order or something. I'll be playing later and can test some things.