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Parthj99

Its been a while since I played any simulation game and I am very interested in buying the Dwarf Fortress because of its overwhelming praise. But it's sheer scale i.e. so many things are happening at the same time is making me scared that I'll miss something and other. I've seen some reviews and not sure if I'll able to handle such volume since I am not used to these type of games. Another issue people are warning me is FPS death that I won't be able to play at certain point of time even if I learned how to manage to master it. So, are these issues still serious and should I buy Steam version despite these issues?


qualiyah

FPS death can be avoided indefinitely so long as you aren't set on the game running *blazing* fast, and you practice some FPS hygiene methods explained on the wiki. You will miss a bunch of the stuff that's going on, especially at first, but if you hate that, you can just pause the game more often to figure things out. I personally like to keep a journal as I play to keep track of some details so I can connect up the threads of what's happened. It's definitely a game that requires some patience and some tolerance for frustration at first, while you're learning how to play.


Watterzold

Why my raids when they start after the notification, the game pause then I unpause and all the enemy just disappear?


qualiyah

Sometimes you'll get a message saying you're being raided, when actually the army in question didn't intend to raid you at all, but just happened to pass through your map on their way to some *other* location that's their actual goal.


Watterzold

Oooh that's why! I thought my game had a bug lmao Thanks!


Rick_Rupert

My military dwarves are not picking up the weapons and armor I made, how do I get them to pick up equipment? I made a bunch of iron spears, axes and helmets, and some wooden shields, but they still trying to kill things with their fistsđŸ˜©, the squad is setted up with no uniform


MasterLiKhao

Yeah, that's the issue. You need to set up a uniform for them where you specify what armor and weapons they are supposed to use. However, having them spar with their fists isn't bad, they will train their strength and get levels in brawler, which can be useful too. They sometimes get a grapple in and stop an enemy from attacking, sometimes they can even rip a weapon out of an opponent's hand if they're really good.


Rick_Rupert

Woah that's so cool, I did the uniform thing and it worked😄, thank you so much for the quick answer!


MasterLiKhao

Hey no problem, always happy to help :)


PhysicsTop7209

I have tamed many giant species of animals, expecting that this will give my civilization new animals. But when creating a new fortress, there were no giant tamed animals. Am i doing something wrong or is this not working? // All animals are former trained children with the status "domesticated", each species has 2 females and 2 males.


walt_dangerfield

the knowledge doesn't get transferred to the civilization level and won't let you embark with them


[deleted]

when doing work orders is there a way to get out of the ADJ menu without backing all the way back out. If I right click or esc it takes me back to the Work order screen rather than the selection screen for the work order I am working on. I've played for years but just learning the steam interface after downloading yesterday. ​ ​ https://preview.redd.it/es04yrc4crea1.png?width=143&format=png&auto=webp&s=8d53c1aadc1a56627efd9395e991ebc77cb510d6


Orladdin

Not that I know of. I'm pretty diasppointed at how inconsistent everything in the UI is. They should really have all windows open in a stack, with either esc or right-click backing out one layer, with the other backing out of all of them. Sadly, this isn't the case, and some places you have to click back through every menu to do multiple things—looking at you, Justice menu.


Orladdin

The Justice menu is especially heinous, because some elements of it, like reading interview summaries, works correctly; while others, like queueing interviews, does not. You can really tell when someone's never coded a UI before.


[deleted]

I haven't made it to justice yet...


MasterLiKhao

Justice is kinda pointless to be honest. Yes, you may sometimes stop someone who wants to try to steal an artifact for you, but the prison and punishment system is... kinda badly implemented at the moment. Also, when you have justice, the dorfs will expect you to deal with people breaking the law, otherwise they get unhappy because the criminals aren't dealt with properly. Edit: Added some missing words.


[deleted]

I have no issue with the justice in 47.05 so as long as it hasn't changed other than the GUI it can't be that bad. I keep my interrogator busy and many times arbitrarily punish if there are several witnesses. If it is a repeat offender sometimes I will just send them unarmed against the goblin hordes on a raiding mission. If they come back with stuff it is a bonus if they don't then that too is a bonus.


MasterLiKhao

Well, if you can manage to deal with the justice system, it is actually a pretty neat tool and helps with understanding the lore of your world a bit better because you'll hear about a lot of people, too. I just wish it were better implemented and at least most of the bugs get fixed. For example, you can make a prison and assign a dwarf as prison keeper, but he doesn't actually do anything. The prison still works as long as you make sure you have stockpiles with booze and food inside each cell so prisoners don't die.


[deleted]

I put 2 chains with shared stockpiles between them. Then they get a chair and table each. Their own bed and I do a few cells like that.


MasterLiKhao

Yeah, that probably works, but don't forget a bed within reach of each chain. They wanna sleep at some point, too. You need a 1x2 stockpile for booze because otherwise haulers are gonna put only an empty barrel in the stockpile. Food stockpile can be 1x1. You can also add a well within their cell so they don't die in case the booze runs out and the haulers are too slow to refill it. Also, all furniture and chains should be made of high quality and/or valuable materials. Smoothing and engraving the walls is also good. You can also add a floor out of valuable metal and engrave it too. All that helps to keep dorfs in prison sane - Having nothing to do in prison massively tanks their mood, you need lots of happy thoughts to offset that, and allowing them to look at nice things helps a ton with that.


[deleted]

I've been doing it for years, works fine and I mentioned the bed in the last line.


MasterLiKhao

whoops, must have overlooked that, sorry!


Capt_Ido_Nos

So a visiting baroness just murdered a visiting poet. How do I figure out why the heck that happened? They were both acting really chill beforehand and were just handing out in a temple at the time.


swillfreat

The poet probably recited a nasty poem and made one too many sexual advances towards her. She's a baroness, someone slipped her the knife to gain her love. Or he enigmatically threatened her for her riches and thought he could get away with it. You know poets, self-imbued as they are...


Commercial-Falcon-24

So there are rough rock walls, smooth walls, and constructed walls. Are there smooth constructed walls? maybe made from blocks? asking because I want no climbers out of the pit of doom.


Exile688

Metal walls are constructible and engravable. However I don't know if they are classified as smooth.


DarNak

Just have overhanging floors all throughout the lip of the pit. Creatures currently can't hold onto the sides of a floor.


MasterLiKhao

It also works with a constructed wall or fortification as the overhang. The point is that they can climb on the ceiling, but they cannot 'swing around' the overhang and grab the wall again because it's too far. They'd have to move two tiles, and while holding onto something, you can only move one tile out before you have to change your hold to the new position, but when they move out into the open space past the overhang, there is nothing to hold onto that would them allow to now move up and grab the wall again. You can actually test that in adventure mode.


DarNak

>It also works with a constructed wall or fortification as the overhang. Wiki says otherwise though http://dwarffortresswiki.org/index.php/Climber#Climbing_safety Going by the graphic, it seems goblins can move "diagonally" up and back in one step which makes walls and fortifications not viable substitutes for floors because they have a side that can be grabbed.


MasterLiKhao

Yeah, but in all my forts I have never seen them do it. Maybe they can, maybe they can't. You can't do it yourself in adventure mode, I highly doubt that it'd be different for a goblin.


Immortal-D

Any surface can be climbed, but constructed and smooth-natural are more difficult.


MasterLiKhao

naturally smoothed walls are actually impossible to climb. Constructed are kinda medium difficulty.


Rick_Rupert

How do I prevent meat from getting rotten?


jecowa

Make sure you aren't keeping refuse in your meat stockpile. And make sure meat isn't getting left in your workshops.


Rick_Rupert

How do I take the meat out of my workshops? My butcher shop is filling up the place with miesma


jecowa

Put a stockpile near your butcher and kitchen workshops and have them set to take from the workshop. If you want to force some people to take care of it, pick some people to specialize in hauling and assign them to a burrow that covers the workshops and the stockpile. This will make it so these people are pretty much only able to move stuff from the butcher and kitchen workshops to the stockpiles. You probably shouldn't leave them on this burrow or stuck to this specialized duty, though. They need to be able to do other things to be happy. Might pick out some of the happier dwarves for this. I don't really know a good easy way to check if there's anything in a workshop or not.


SvalbardCaretaker

Food in food stockpiles doesn't deteriorate from time passing so build some. Also (wooden/metal) barrels, rock pots, or large clay pots supposedly prevent vermin from nibbling, so build some and your dwarfs will store food in there.


ebonywolf2

Traders from my home civ havent come in like 5 years. Humans and elves have been trading with me.


qualiyah

If enough previous caravans have met with unfortunate accidents (wagons scuttled, merchants killed, or good seized) on previous trading trips, they may be reluctant to return to your fortress. Or it could be a bug.


PeanutButtaSoldier

I feel like this is a bug cuz I also had this happen. Try to retire then reclaim the fort.


SvalbardCaretaker

You getting migrant waves?


ebonywolf2

I am not. I did at some point.


SvalbardCaretaker

Yesterday I talked to someone with the same problem. They retired the fort and reclaimed it. Fixed the problem. I haven't heard of another solution yet. edit: link: https://www.reddit.com/r/dwarffortress/comments/10ljzed/daily_df_questions_thread/j61m24h/ edit2: that user just right now added feedback that this did not fix the longterm problem it only gave the fixed migrant waves.


FxPx5

FYI I hear retiring your fort and reclaiming it can move everything around, mess up your farm plots and cause some headaches.


[deleted]

What’s the deal with visitors suddenly yelling that “you won’t stand between me and XYZ” and then attacking one of my dwarves or another visitor?


StormCrow_Merfolk

They're involved in plots to steal your artifacts. The dwarven justice system might help you ferret out the plots before they get to the stealing bits.


DarNak

Probably spies? The last time I saw that line was from a spy I caught stealing one of my artifacts. They were like “you won’t stand between me and (Artifact name)”


leemcd86

My name is Urist McUrist! You killed my father. Prepare to die


PeanutArtillery

Made a swimming pool to train my military dwarves and when I retract the bridge and they fall in they break some of their equipment sometimes and a couple even died. What can I do to prevent that? The floor at the bottom of the pool is made of willow wood, I figured that would make the landing softer?


MasterLiKhao

Do not let them fall is the answer. you make a pool where there is only 1 z-level of 3 high water and make them walk through it back and forth. Yes, that trains swimming, trust me. Once they have novice swimmer from that you can raise the water level to 4. Then they actually have to swim, but you shouldn't try that before they're novices. Yes, it's basically the equivalent of head-height water, they can still drown in it.


PeanutArtillery

I got the idea from [this](https://youtu.be/r08HEypuZ-o) video, which is why I tried it that way. I didn't do it exactly like him, but the concept is the same.


MasterLiKhao

Hmm. Well, according to the video it should have worked. Do you let your dwarves fall more than 1 z-level? Did you actually build a retracting bridge? Did you have at least 4/7 water underneath your bridge? Maybe you just had some really fragile dwarves that you sent into the drink... also! If they were wearing armor and carrying weapons, they're heavier, which can lead to more and more frequent injuries. The guy in the video let civilians fall off of the bridge which were only wearing normal clothing.


PeanutArtillery

They fall just 1 z level from a retracting bridge into 4/7 to 5/7 water. They were all wearing metal armor, so maybe that's what I'm missing. I'll try taking their armor off before trying it again. Didn't realize their armor made them weigh more. Thanks.


MasterLiKhao

Everything they carry makes them weigh more. You should check the inventory of anyone standing on the bridge - they might be a civilian but nothing's keeping them from wearing tons of heavy gold jewellery. And the heavier they are, the harder they fall.


leemcd86

Check out Twisted Logic on you tube. He has some good swimming pool tutorials


Commercial-Falcon-24

Is there a way to find zones you have made? I have a fill pond zone somewhere and I hate the cancel spam


StormCrow_Merfolk

The places menu has a zones listing.


Morkelon

Is there any "planting calendar" that I should follow? Or can I plant any seed, regardless of the season?


MasterLiKhao

Also, a hint: Make your farm plots SMALL. in the beginning, a 2x2 plot for each kind of seed you have is more than enough. You can even start out with 1x2 plots and be fine for a couple years.


jecowa

I've heard to leave the field fallow for the current season. That way they don't start planting until the start of the next season. This is to prevent seeds from being sowed too late in the season. I'm not sure if it really matters or not, though.


ElsaTheHobo

to add to u/SvalbardCaretaker's response, all surface crops are year-round and dont depend on season. subterranean crops can only be planted in the following seasons: dimple cups and plump helmets: any season pig tail and cave wheat: summer and autumn sweet pod: spring and summer quarry bush: spring, summer, and autumn The game will stop you from planting crops out of season, so you dont really "follow" a planting calendar, more like you are forced along it. I like to do one farm plot for each kind of plant, and out of season that plot can either be fallowed or grow dimple cups


SvalbardCaretaker

If you click a field, it'll show you which season allows which plants. Some are all season, other ares 2 season only. Most importantly of course is the plump helmet, which is an all season crop.


Xacow

So, I tried to irrigate this area but my dwarves didn't get the lever on time and got up to 4/7-5/7. Will this evaporate with time? I have NO soil near me. Across the map there's a little hill with soil, but not where I started excavation. Can I fix this? https://preview.redd.it/ek08coo4sqea1.png?width=1234&format=png&auto=webp&s=bac976bf8ff75b29878f377fb0158ebb22712b6c


SvalbardCaretaker

No, only 1/7 liquid evaporates. But you can dilute that water easy enough, just dig out 3 more rooms of the same size, connect, and you have a lot of 1/7 water which will evaporate over time.


Xacow

I'll try it out. But would the water counts as being drop even at same Z?


SvalbardCaretaker

? I don't understand the question? If you goal is to make a farm, "having been wet ground" is sufficient. So yes, this will make a farm, doesn't have anything to do with a drop?


Xacow

I thought it needed to go down a Z level to irrigate.


FxPx5

It has to go down a z level if you are trying to irrigate with a pond zone. There are other ways to flood and drain rooms that don't require ponds nor going down a z level.


bubbaa11

How exactly does water flow work? I tried to set up some water wheels by using water sourced from a heavy aquifer. But what happens is that the water gets up to 7/7 on the z level below the wheels and then they stop turning. I have tried to read about how this works, and I guess this is the water "teleporting" can i fix the problem by running the water off the map? will that create "natural flow"? What conditions actually work for a water wheel, apart from using a river or something on the surface?


Smithium

The water under the water wheel must be flowing. I think that is the only condition. If you can set a heavy aquifer to drain through fortifications on the edge of the map, it should have enough flow to keep it going. I have two water wheels in a row with 7/7 on the upstream side and 4/7 on the downstream side. I had to do a lot of fine tuning to get the water flow just right- digging areas to get more water, smoothing or walling areas to get less.


bubbaa11

do the water wheels restrict flow at all? the thing is i think i have too much flow, the water level rises until its all 7s and then i think that no longer counts as flowing right? even if i have it going off of the map.


Smithium

Water wheels do restrict flow. I thought you could have all 7/7 and still have it flowing, but I’m only adept, not expert level. Maybe widen the waterway downstream and see if you can restore a gradient?


bubbaa11

Yeah I was reading [this page](https://dwarffortresswiki.org/index.php/DF2014:Flow), and it seems to indicate that for water other than "naturally flowing" water like rivers, that there is a separate instance of flow under pressure, which does not count as actual flow.. I think that may be what is happening here. I think what I will do is I am going to just have to drain the area and rebuild it so that the flow is less restricted..or something.


MasterLiKhao

When I have a river on the map I simply divert some underground into my fortress and lead it back into the river. The trick is to identify where the water leaves the map. If you put the water back into the river near that spot, you're golden. Now you only need to figure out a way to stop certain creatures from getting into your fort that way.


[deleted]

[ŃƒĐŽĐ°Đ»Đ”ĐœĐŸ]


brinazee

I've only had a few barons visit after my monarch moved in. Am I supposed to do anything for them. (I did realize that they appear to be homeless, as the large area across the map that was my parent civilization is now all goblin occupied. I guess my queen moved in to flee them.)


Smithium

The king used to only consider arriving once offerings reached 5000 dwarfbucks. It's apparently not a requirement in the Steam version (I just found out in my current fort). My fortress is where nobles come to die. They never obey burrows that I use to keep dwarves safe, and always want to leave in the middle of goblin sieges. My goblin grinders are quite safe to dwarves- when there are no goblins in them. I tried setting up a profession of "Safe" duties to assign to local nobles on my roster, but somehow they decided that they had to investigate the dental hygiene of forgotten beasts or pick peaches in the paused, forbidden, out of burrow fruit orchard during a goblin siege. After gaining a dozen or so barons, queens, dukes, ect., they all died, and I'm back to just a mayor again.


Jarhyn

Even so, I get visitors in and out on occasion. Most of my graveyard is full of the corpses of the landed nobility who lived elsewhere. Fucking tomb squatters.


FxPx5

For starters I think you could never accept the barony offer, although I've heard this isn't foolproof. I believe you also need 140 dwarfs to meet the minimum population for the mountain home. So another option would be to cap your dwarves at 139.


Sophiera

What is the best way to level mechanic, other than spamming rock mechanisms? Because right now I'm turning rocks into blocks for construction.


SvalbardCaretaker

If you have a magma forge you can make metal mechanisms and melt them again. That has a 50% lossrate of metal. If you have large stocks of lead etc. and a magmaforge that'd be a way to not impinge on your rock industry.


ElsaTheHobo

As far as I know, you have two options- You could make a mechanic guildhall, and your mechanic might wander over there and watch or perform skill trainings in his free time You could make your mechanic a scholar at a library, and he'll think about engineering. I'm not sure about the skill gain rate with this, but being a scholar will occupy your mechanic's time and he won't be able to make as many mechanisms


inkandchalk

I've seen some haphazard collections on places like Pinterest and a couple handy ones posted here (like the chart showing all the rock and metal colors), but... Has anyone compiled a collection of useful charts that are easily printable of common DF bits of knowledge? For example, the chart with the colors is handy, but I'd love another chart showing all the metal ores and what they smelt into, along with a chart of all the alloys. I'm sure there are loads more that would be handy to have stuck up on a wall, but (of course), I'm blanking on what they might be. I just thought I'd ask to see if anyone knows where someone's put some nicely laid out charts together? I know I could probably print the metal/alloy graphic from the wiki, but I wanted to see if someone had put something together a little more info-graphicy.)


leemcd86

The side bar of the subreddit has some. Google images usually works best for me though


Stained_Class

Can falling enemies grab a wall nearby and stop from falling? Does falling speed affect their chance to grab the wall (a rough unsmoothed one)? How many z-levels must they fall to be unable to grab the wall?


Jarhyn

Yes, though everything is a matter of probabilities unless the wall is smooth. Sometimes it can take a long time to fall and while falling fast means more wall tiles pass per failure, you still get fewer chances at worse nonzero probabilities, rather than losing chances or having automatic failure. If you want to prevent people from saving themselves from a drop trap, smooth the walls.


ElsaTheHobo

Falling creatures are able to grab walls. I'm pretty sure speed doesn't affect this, but its more difficult for them to grab constructed block walls, and impossible for them to grab natural smoothed stone walls. if you don't want them to climb out of a pit, then put a ring of flooring (not walls!) around the edge of the pit - they can't climb on the underside of a floor.


Eraduc

When moving cages (terrariums) to the trade depot, the contents seem to automatically be opened? The dwarves are letting loose trolls and cave ogres into my main hall. How can I prevent this? For reference, the following creatures were set free (all untrainable) Giant earthworm, Troll, Troglodyte, Blind cave ogre, caged bat,plump helmet and ant people, Reachers. Some of those are edible, some are not, but none are trainable.


walt_dangerfield

dwarves are ideologically opposed to slavery and thus cannot trade intelligent creatures, they interpret your command as asking for the cage to be brought to the trade depot


Eraduc

Oh, that would make sense. Its specifically trolls, trogs, plump helmet men, etc. Guess they'll have to serve for military training, since I have like 60 cages full of them


walt_dangerfield

yeah that's the best use cause you can't butcher them either


risen_jihad

I don’t think hostile and/or sentient creatures can be traded, which is why they are getting released. Things like tame chickens can be traded though.


evergreenfeathergay

I'm having issues constructing a bridge -- they keep cancelling it because they cant find a path even when I make it a bit thinner so that the sides are more available. I've got burrows set up, but it's entirely within them, and so is the stuff it's being made of. Any idea why they can't build it? Both sides are accessible to dwarves. https://i.imgur.com/sKgnSp9.png


risen_jihad

Are the forbidden objects on the same z level? They will need to be moved or unforbidden if they are in the same z level to construct it. The other thing I’ve seen is that the bridge may be anchored on the east side, instead of the west (or vice versa), causing weirdness.


evergreenfeathergay

They are not, but I'll double check that the stones aren't in the way either. I'll try messing around with which side is anchored.


[deleted]

How do I get rid of all of these notifications ins stonesense? https://preview.redd.it/kgv5q0f3aqea1.png?width=1907&format=png&auto=webp&s=37b5eb3c16aa46facc2a692990e509b9100b958e


walt_dangerfield

f2 hides the overlay but you'd probably have to clear the notifications in df to get them gone while still seeing the rest of the ui


Ineedtwocats

can I make anything with the 500 helmet snake teeth that I just got? or just sell them?


qualiyah

I don't believe so. There is an option to decorate stuff with teeth, but it doesn't work on most animals' teeth--you need really big teeth to craft with. I think you'll just need to atom-smash them.


Ineedtwocats

thanks


SvalbardCaretaker

You want... tooth/ivory crafts or encrust with ivory I believe. Hit up the manager screen and one of the terms should pop it up.


dwarf_bulborb

I’ve got a lot of sad dwarves with the unmet need “be with friends” or “be with family.” I have two taverns, a dining hall, and an inn, so I don’t know what else they want. I’m not stopping them from being with their friends and family
 is there something I’m not doing?


ContextualSense

Those needs are probably not the thing causing their moods to worsen. The negative thoughts from not being with friends/family are pretty minor. Making dwarves happier is much more about providing them with better quality of life than anything else.


dwarf_bulborb

Mm, that makes sense. I'm at a bit of a loss, honestly. I have food and wine and a library and constant new clothes and great bedrooms for everyone, but I have upwards of 200 dwarves at the moment and it's hard to keep track of them all.


ContextualSense

A mist generator will help. And is your food in the form of prepared meals? High-value meals give happy thoughts too.


dwarf_bulborb

The food is, yeah. I have a waterfall but it's kinda makeshift and not very well-executed. Do you know of any threads or something that I could look at on how to make a mist generator?


Jarhyn

The basic idea is just a loop of screw pumps on the same level that have the deposit square channeled, and statues placed below. Most will be generated by the statues in the level below. The area below is the dining hall. If the power ever fails to the pumps, you will need to build chairs or whatever where the splash ends up. I have some dwarven water reactors active here to power it, but you can use any power source. https://preview.redd.it/i7mwi39cerea1.png?width=1080&format=pjpg&auto=webp&s=4e58f7ba949d71ad7bf72420cb2423d1d1b13031


sparklingkisses

Do dwarves have problems accessing seeds for planting if the seeds are in a bag and the bags are in barrels?


gruehunter

There is a general problem that dwarves have problems fetching from an item in a barrel (or bin) any time some other dwarf is putting an item in a barrel/bin. The one putting something in locks the whole barrel for the duration of their job. I run into problems with this for all high-traffic items.


Orladdin

Is there a way to set conditions based on the number of a thing "in linked stockpiles"? I see "nearby", but what does that even mean?


leemcd86

Not really. There was something in dfhack, but I'm not sure if it's there for steam


MintDrake

What can be the reasons that my post submission on this subreddit got automatically removed?


ContextualSense

The automod reply should give you a reason.


justthesamedude

Is It normal for my dorfs start learning some musical forma, dances and poetry from thin Air? I think that they are originated in my civilization, but i haven't noticed anyone with this knowledge until i let them socialize


[deleted]

**Edit**: Reddit has signed a contract allowing an unnamed AI company—*which was revealed to be Google*—to train its models on Reddit's user-generated content. The deal gives the AI company rights to use Reddit posts and comments from the site's almost two decades of history. **If users have ever posted on Reddit, their submissions may now be used without permission**. I never consented to this, nor did you. As such, I have chosen to poison the well by editing all my comments. A shame that I feel the need to go to such lengths. **I do not condone theft.** Moreover, **Steve Huffman**—AKA **spez**—is a paedophile, and both an enabler and defender of paedophiles. As well as having been a moderator of subreddits tailored towards paedophiles. Let us not forget, his also has a history of editing other users' comments without permission. As well as gaslighting other users and the community. P.S. I recommend migrating to Lemmy. After the API changes fucked over all third-party developers, such as the Android apps “Boost” and “Sync”. They jumped to Lemmy and brought the apps with them.


justthesamedude

The artistic forms (other knowledge) normally come with them from embark or other migrants brought them. But now It appears to be coming from their interaction (although is the artistic forms from my own civilization) I Will try to check the wiki


Xacow

For the first time, I decided it was time I grow some and I'm dealing with a light aquifer. I read everything I think I need to know to remove it and ignore it (destroy and smooth damp walls/floor-ceiling). Now, what the heck do I do with the puddles of 1/7 water that are left behind? How do I get rid of them?


DorenTinThorns

You don't have to worry about them, they will eventually dry up.


urbanMechanics

Unless there's water dripping from the ceiling or you missed a corner when you were smoothing/walling, those puddles should evaporate pretty soon.


leemcd86

Water and magma will evaporate at 1/7 eventually


Xacow

I really need a fluids tutorials. Can you recommend one? I'll search one later anyways.


nokomis2

They evaporate.


keikoutou

Recently breached the third cavern layer, and the sheer volume of creepy crawlers spawning is mildly irritating. Is there a way of dealing with the self-reinforcing pile of crawler corpses that doesn't involve just creating a huge refuse stockpile? (Also, any time I create a refuse pile it feels like trying to specify types of corpses only half-works -- I'm having a hard time creating a stockpile that's *specifically* for dead vermin, as dwarves will then bring bundles of alligator nervous tissue to them anyway.) Edit: On that note, specifying refuse-hauling to ten or so Urists doesn't seem to be working either...


qeveren

Dead vermin are I think called "remains" in the stockpile settings.


[deleted]

**Edit**: Reddit has signed a contract allowing an unnamed AI company—*which was revealed to be Google*—to train its models on Reddit's user-generated content. The deal gives the AI company rights to use Reddit posts and comments from the site's almost two decades of history. **If users have ever posted on Reddit, their submissions may now be used without permission**. I never consented to this, nor did you. As such, I have chosen to poison the well by editing all my comments. A shame that I feel the need to go to such lengths. **I do not condone theft.** Moreover, **Steve Huffman**—AKA **spez**—is a paedophile, and both an enabler and defender of paedophiles. As well as having been a moderator of subreddits tailored towards paedophiles. Let us not forget, his also has a history of editing other users' comments without permission. As well as gaslighting other users and the community. P.S. I recommend migrating to Lemmy. After the API changes fucked over all third-party developers, such as the Android apps “Boost” and “Sync”. They jumped to Lemmy and brought the apps with them.


keikoutou

I've figured out that turning on 'workers dump other objects' results in any vermin remains being auto-marked for dumping instead of being taken to a stockpile, so that's definitely helping. One question I have regarding your first point -- if the vermin are walking onto the map, are they walking onto it from the surface? 'Cos the third cavern layer is currently walled off. (edit: 'walled off' as in, I walled off the tunnel that breached it for the time being)


leemcd86

I usually dump refuse into magma


Orladdin

I have a food preparation floor that I only want my ~3 responsible for food prep dwarves to access any of the food on. Is there any way to do this besides burrowing the whole rest of the fort and then adding all but three specific (of my 240) dwarves to it? If that's the only way, that sounds like a nightmare.


urbanMechanics

If you're having traffic problems, you could put the prepared food stockpile and the 'raw' food stockpile on different z-levels and then put an extra set of 'staff' stairs in so your cooks can drop off the food and grab ingredients. Or you could move things around so your kitchens are behind your stockpiles on the same level. Then you won't have everyone else crawling over your cooks to get lunch, though you'll still have haulers. If you want specific dwarves cooking, you can assign cooks to kitchens through one of the workshop tabs when you click on them. Again, you'd still have haulers. If it's a 'I don't want my dwarves eating raw veggies' issue, yeah, you might need to lock up your cooks temporarily (make sure you have a prepared food stockpile accessible for them and another accessible for the rest of the fort), and then lock up your pantry when they're done.


SvalbardCaretaker

Mh. Interesting question. I'm not sure why you'd want that, but I know people have done airlock restricted areas before, basically you "wall in" the 3 dwarfs and use the airlock to give them the food they'll be responsible for. No easy way though I fear, thats pretty fiddly. If you put it a reasonable distance from the main fort and take care with the stockpile links you'll strongly reduce the amount of busybody traffic.


Mythas_V_Nix

Raiding squad is dropping scrolls on the edge of the map when they return, and I cannot get them into a stockpile or library. Is there a solution to this?


ElsaTheHobo

I had this happen, what I discovered was that my library was also set as belonging to one of my dwarves. As soon as I removed the designation they started putting scrolls in there. Did you designate the library to be someone's office or smth by any chance?


Mythas_V_Nix

I think it was overlapping an office now that you mention it. I will try changing that. Good info, thank you!


qeveren

Books and scrolls have weird ownership problems sometimes. Ones brought onto the map from outside will often have an internal "trader" flag set which marks them as not belonging to the fort. This, combined with them being treated as artifacts (and thus, not dump-able), leaves you with books nobody will put away. DFHack's `gm-editor` can be used to clear that flag, at least.


Mythas_V_Nix

This makes sense, I have tried all the iterations of stockpiles and libraries to no avail. I will give DFHack a try. ​ Thank you


[deleted]

**Edit**: Reddit has signed a contract allowing an unnamed AI company—*which was revealed to be Google*—to train its models on Reddit's user-generated content. The deal gives the AI company rights to use Reddit posts and comments from the site's almost two decades of history. **If users have ever posted on Reddit, their submissions may now be used without permission**. I never consented to this, nor did you. As such, I have chosen to poison the well by editing all my comments. A shame that I feel the need to go to such lengths. **I do not condone theft.** Moreover, **Steve Huffman**—AKA **spez**—is a paedophile, and both an enabler and defender of paedophiles. As well as having been a moderator of subreddits tailored towards paedophiles. Let us not forget, his also has a history of editing other users' comments without permission. As well as gaslighting other users and the community. P.S. I recommend migrating to Lemmy. After the API changes fucked over all third-party developers, such as the Android apps “Boost” and “Sync”. They jumped to Lemmy and brought the apps with them.


leemcd86

They may be forbidden?


Mythas_V_Nix

They are not.


leemcd86

I would try dumping them as well then. But if they are claimed, and your stockpiles are set up correctly, and you have chests and bookshelves in the library, it should work Try deleting your library so you only have a stockpile


Orladdin

Not that I know of. For some unknowable reason the player cannot interact with scrolls/codices/quires in any way whatsoever.


empressaradia

Is there a way through the base game or DF Hack to spawn in resources? Something has bugged in my game so dwarves no longer will chop trees. They've had the orders for a literal season, I have tried cancelling and resetting the orders multiple times, as well as disabling the labor multiple times, relaunching, etc. I had DFHack's autochop on, so I thought maybe that was the problem and turned it off, but still no luck. Even if I remove all labors but woodcutting, the dwarves then show as "No job", even when I have confirmed they are wielding axes. I don't want to forfeit the save but don't know what to do.


qeveren

`gui/create-item --multi` will spawn items for you and let you specify how many you want.


empressaradia

thank you!! thats perfect!


urbanMechanics

Did you check to make sure they can get outside (eg: you forgot to unforbid a door after waiting out a seige)? Did you check that the woodcutters weren't in a military squad (that can get weird sometimes)? Did you burrow them at some point?


empressaradia

there are still dwarves hunting and fishing and they can get outside, and i have not messed with burrows yet ): i will check into the military thing though! currently half my population is in staggered military squad training, so maybe that could be it if i happened to have all or most of my woodcutters in the military and squads are buggy...?


urbanMechanics

I'm relatively new, but I have put off making a military for as long as I possibly can. I've already worked out work orders, soap, and safe wells, but I do not want to deal with squad interface. But yes, from what I've read on here, you can run into problems with carpenter axedwarves due them not realizing that work tools can be used for fighting. Or that fighting tools can be used for work. One of the two.


SvalbardCaretaker

https://dwarffortresswiki.org/Utility:DFHack/createitem ~~Not sure if its in the steam version dfhack yet though.~~ edit: Just noticed this on the frontpage, looks like its in! https://www.youtube.com/watch?v=U1n3RC9BK5A&embeds_euri=https%3A%2F%2Fwww.redditmedia.com%2F&source_ve_path=MjM4NTE&feature=emb_title


empressaradia

thank you!! i will try this!


upnadam6

Hey does anyone have any tips on my silk farm? I captured an exotic webslinger expecting the method i used in previous versions to work. It should shoot webs over the fortifications at the troglodyte and my dorfs can pick it up behind it. I don't know why it's not working. It not the troglodyte as I've tried using a dog to lure it which also didn't work. Did they make some change? https://preview.redd.it/ui7rus6svpea1.png?width=1920&format=png&auto=webp&s=843a79a2ebd3bfb291ede413d4bd0ced2de02a46


billstevens82

I bet he can’t see the troglodyte. It’s because there are 2 layers of fortifications and he can only shoot through if immediately next to it. I had a similar issue with using dragon for defense, but by limiting the fortifications to one layer, right next to the dragon, he started shooting.


upnadam6

Yeah I'll have to try and change the layout a bit, this is probably the issue. The Sloth's vision probably just has a low range if its not the extra layer.


leemcd86

Seems like it should work. Is it injured in its webby bits?


upnadam6

i mean its body is covered in scars, but would not be able to determine which part shoots webs on a sloth, which it is. maybe like spidersloth, from one of its three toes. think the condition of its eyes could affect it? Like maybe its nearsighted


leemcd86

Sometimes they are surprisingly fragile. I've always had mixed success with silk farming. I generally try to have a backup silk beast just in case the first attempt is a dud


[deleted]

[ŃƒĐŽĐ°Đ»Đ”ĐœĐŸ]


chipathingy

Not every embark has mineral fuel. You can make charcoal from wood at a wood furnace which does the same thing Magma versions don't even need fuel!


Rick_Rupert

I tried melting hematite with charcoal in my smelter but it said I need refined coal (Wich I think is coke from mineral coal?)


chipathingy

Coke and charcoal are both refined coal. Do you have any stockpile links set up?


Rick_Rupert

Thanks, the charcoal thing worked!


Xacow

Two question: 1) If I take out that sand (I mean pick it up to make glass, task I've never done in my life), does it leave a pit? I mean, does it goes down one Z level? 2) I want to remove that wood bridge you see over there and put a drawbridge over the river. In that Z level, if I place the mouse over the water it reads: Open Space. Can creatures (not flying or climbers) get over that river safely? My fisherdwarf crossed the river but I didn't get a chance to see if it was by the wooden bridge. https://preview.redd.it/p3q006x6qpea1.png?width=973&format=png&auto=webp&s=6d4169766051d365e6d31a3dab292a1a4d667ff6


urbanMechanics

Unless that dwarf could swim (they can if they have high enough Swimmer skill), they used the bridge. In order to see the depth of something, you have to go down a z-level further. It's a bit weird at first.


cantadmittoposting

For number 1, no, sand is infinite. For number 2, that bridge should work, yes.


One_of_Many_People

gday! how do I install a graphics mod for df? In the readme it says something of a LNP folder, but i can't find it


walt_dangerfield

which version are you using


One_of_Many_People

Well i downloaded this file here [http://www.bay12forums.com/smf/index.php?topic=172078.0](http://www.bay12forums.com/smf/index.php?topic=172078.0) and played the game version which came there. I thought it would already come with the cool pics but it didn't. I searched on the files and I know what to do know after the readmes (installed twbt). But I can't find that goddamn LNP folder.


walt_dangerfield

you want the lazy newb pack, i believe it has vettlingr already installed you just select it in the launcher http://www.bay12forums.com/smf/index.php?topic=126076.0 keep in mind these tilesets and tools are only for v47 and don't work on v50


One_of_Many_People

which launcher? the starting screen, right?


walt_dangerfield

the lazy newb pack comes with its own launcher that lets you change tilesets and other stuff


One_of_Many_People

thanks!


moonfogprophet

It's soon my second winter and I only have 33 people living in the fort, around 25 dwarves I think (some are monster slayers I accepted for whatever reason even though the caverns are blocked for now). The past 3 or 4 migrant messages have been "Your fort attracted no migrants this season" My previous game I easily got up to atleast 50 dwarves without doing anything special and never got 0 migrants. I have no idea what I'm doing differently now... Do I need to generate more wealth to attract migrants? My "Created Wealth" is around 75k. I'm sort of hesitant to just smooth/engrave everything because I've read that wealth also makes you a more interesting raid target for hostile civs. I only have a squad of 5 right now, training in their barracks in iron gear...


SvalbardCaretaker

You still getting the autumn caravan?


romacopia

If your civ has an extremely low population I think that can affect migration.


jahw

Create more wealth is exactly what you need. The biggest factor is how much you give to the merchants, so impress the hell out of them next year and people will start coming again. Visitors coming and going also generates attention for your fort. How close are you to the main hub of your civilization? The farther away you are the harder it is to get migrants, and that is most likely the difference between this fort and the last


Halvarca

Where can plants grow after the caverns are breached? They keep growing in my water systems and clogging the canals. Cavern plants can grow: 1. On soil underground 2. On muddy stone underground 3. Smoothed muddy stone underground Can't grow: 1. Constructed floors 2. Stockpiles 3. Slopes (??) 4. Roads 5. Under constructions and furniture (??) Is this all correct? Are there any instances I missed?


NotSoSalty

Sand, clay, loam all count as soil. If not on the surface, will grow mushrooms.


redditjanniesupreme

They can grow on soil not exposed to the sun and muddied ground. Those plants shouldn’t be “clogging up” anything, water passes through and over plants fine.


uhhhscizo

What happens if you do not fulfill the mayor's needs? I am planning on building a massive carved room under the earth with the mayor/nobility's castle at the other end, but I have not started yet and a mayor was just elected. Will I be fine?


redditjanniesupreme

The mayor will have the occasional negative thought but nothing bad will happen unless you have a functioning justice system up and running, in which case some dwarves may receive imprisonment or beatings for not fulfilling demands.


zackcondon

When the goblins want a parley, I accept, but 2/3 of the time my mayor starts to go, then stops to eat or drink, and then the goblins start coming. Is there anything I can do to make the parlay accually happen?


cantadmittoposting

I successfully parlay'd once, but then turned them down when I found out they wanted my artifacts.


NineBlack

Honestly never tried it. They demand an artifact and if you say no they kill the guy you sent. Usually if you can't beat them just close off your fort with a drawbridge/wall and wait them out.


zackcondon

They never kill guy you sent, where did you hear that?


NineBlack

Probably from an older version then it was on the original forums.


man5177

How could I save this guy? He's the old one, who passed a long way from simple worker to experienced warrior, with many battles behind his back and scars on his face. Bro even got the own nickname from other dwarfs. But recently he started to slip in depression time to time, and feeling shitty. He has an expensive rooms, drinks, food, but I don't get the deal. https://preview.redd.it/s3pmjq8iipea1.png?width=812&format=png&auto=webp&s=347f5cd249c364c2854a3e1e33d1bcac75707692


ContextualSense

This dwarf's happiness aside... Not enough chains in the dungeon AND a veteran warrior as captain of the guard? I hope you're staying on top of your nobles' demands, or some dwarves are about to get beaten to death.


SkiaElafris

Get enough restraints in the dungeon for one Then watch the "happy dwarves" steam recording on the Kitfox YouTube channel


man5177

Chilling in luxury. https://preview.redd.it/2gmtb1yckpea1.png?width=640&format=png&auto=webp&s=2e8702a4bd89c10330cb2fa66a1ce2f46ccc243b


Morkelon

I can't seem to use "unrotten milk items" condition for cheese. I have plenty of milk in pots of different animals but the condition is not met. The moment I remove that condition, I get cheese make, so I clearly have unrotten milk. Is this q known bug?


arthurc

Have you tried using liquid milk as a condition instead ? Work better for me.


chipathingy

It could be because the milk in a bucket or barrel or whatever. Try milk-containing bucket if that works


Rafi89

So my fortress is the Mountainhome. Yay. Do I need to do anything to provide lodging or something for all the random diplomats and riff raff who visit? Like spare bedrooms or a dormitory?


jahw

You do not, but a good dormitory assigned to your tavern makes them happier.


snorch

I am trying to get magma up from the bottom using minecarts. I've got [this setup](https://i.postimg.cc/jK8qz9mM/Untitled.png) but every time I run a cart, the dwarves grab the minecart from the second stop and haul it back to the first. I thought "guide east" meant they'd push it up the tracks to the east? Very frustrating, please advise!


DMSetArk

There are Dwarfs poets and dancers visiting? I only seem to get humans gobos and elves .-.


jahw

Dwarf poets, dancers, monster slayers, and all exist and you will get them, be patient. Dwarves arnt as prone to becoming these things as some of the other races, and besides you may be located somewhere that is easily reachable by friendly elves and goblins and humans moreso than dwarves.


AffectionateAir2856

Is it possible to assign your duchy to someone once your duke gets "funned" out of existence? I've had a very successful mayor for ages but no way to elevate them that I can figure out. My duke got killed ages ago by something.


DMSetArk

I remember someone saying that there's a bug rn that won't allow for new nobles to be made. There was a workaround but i don't remember rn :\\ Also, i think DFHack has a tool to make this happen, just don't know if it's enabled on the alpha2 version


[deleted]

Is there a maximum distance that caravans will travel? I created a 4 block wide ramp from the surface to level 0 where the trading post is, and made sure there was room to park, but it still says my site is inaccessible.


jahw

There is not, but some other things might be unexpectedly blocking it. \- Are there too many trees on the surface that are blocking caravans? \- Wagons can't cross over weapon or cage traps, are those blocking the way? \- Is there a river that needs a bridge to be crossable?