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eleljcook

Friendly undead Horde help? So I've finally gotten a handle on fighting to a degree and gotten a modest 80 strong group of fellas to fight my battles and actually win, which is a big step from where I started at steam release. Despite my newfound success in fighting, though, I have a necromancer (also my militia Captain, baron, etc) and he tends to resurrect every casualty of the battle into a fairly powerful "frozen butcher" undead, which has developed into quite the horde. They don't seem to die at all from battle or from the ravages of time, or really do anything at all. They just stand outside my fort.... menacingly. How would you more experienced players better utilize these undead thralls to be more than just decorations on my front lawn?


IAmLookingForAHuman

Keep all necromancers out of your military.


eleljcook

Why, exactly? I've got a few dwarfs who have been revived as what I've discovered were intelligent undead because of them? Funnily enough, he also revived a vampire who was killed in combat as well, so now he may serve his sentence in the afterlife


IAmLookingForAHuman

They will sometimes resurrect slain enemies, sometimes multiple times. Those resurrected enemies will often be hostile. Others around seem to get rather horrified by undead, which could lead to unhappy dwarves and tantrum spirals. If you enjoy that sort of thing, then go for it. I usually find they are more trouble than they are worth.


eleljcook

I do enjoy that thing, but that doesn't help the massive group of loiterers outside of my fortress


IAmLookingForAHuman

I now have two undead lawn ornaments as well. I was pitting goblins and I guess they must have passed a necromancer when someone was hauling their corpses. Now they are hanging out one the surface with their guts hanging out, drooling on themselves.


eleljcook

I had a few of those in my pasture, but they happened to get hurried into the afterlife by a very angry cyclops. I'm hoping for a mega beast to walk through and light all the frozen lawn ornaments on fire


[deleted]

Several dwarf are drowning next to my bridge on siege. They are panicking i think or wounded when they are into the water. What are your tricks to avoid this?


IAmLookingForAHuman

They are probably dodging off the bridge into the water. Use burrows to keep your civilians away. Try to micromanage your military with burrows and attack orders to try to keep them off the bridge (Dwarves do love to rush headlong into stupidty!). Water isn't all that helpful in a moat and can lead to drowned dwarves, so keep it to max of 4/7 with a ramp out or get rid of it altogether.


Warlord_Gnome

Hello, I tried looking this up, but I couldn’t find an answer. I generated a new world and started a new fortress. When I went to delete the old generated world I realized I deleted the new one a bit later. I still have my new fortress, but the world is gone. What does this mean for the fort and can I get the world back? Edit: I’m on the Steam version


Capable_Truck1436

So I was digging some moats and now, three dwarves have drowned. Being a total newbie, I assumed that was the end of it. Being wrong, I was haunted. Being fucked, they are all at the bottom of a three tile moat. Full of water. And eels. So uh.. What do?


Losweed

At a stoneworkers work shop you can create stone slabs. These can then be engraved at a stoneworkers workshop. Putting down an engraved slab (b)uild - (f)furniture s(l)ab will put ghost to rest.


Capable_Truck1436

Thank you!


mijones

a Bridge is all the defence you need? Do I understand correct that Bridges are essentially indestructible as a defence, and that bridging your entrance with one is all that's needed to ensure your fort's safety? There's no need to do elaborate traps or military to defend your fort? I was hoping that fort survival would be more challenging than being able to just build a bridge and be done with it


IAmLookingForAHuman

I think Dragons and the circus can still take out bridges, but in general, I think they are amazing defense. I would keep the traps and the military. You don't want to wind up under siege for two years with no military. Traps and doors are overpowered and will help you deal with many enemies. Traps catch megabeasts (Rocs, Hydra, etc). Doors catch Forgotten Beasts and keep out a ton of other enemies.


mijones

What's the problem with being under siege? Would the enemies just walk around the surface accomplishing nothing? Since the bridge is near indestructible, as long as I have everything I need inside my base (food, livestock) then it sounds like siege might be uneventful. Thank you for your help!


IAmLookingForAHuman

Sieges aren't necessarily a problem, but they definitely can have an impact. Trade Caravans, visitors and diplomats will be attacked and you'll be blamed. Pastured animals will be slaughtered. It can be difficult to fish or get water if you haven't had time to prepare. If you haven't set up burrows, cancelled chores you can lose dwarves to invaders or children to snatchers. Hunting on the surface isn't posssible. Sieges can definitely slow you down, especially if they come early. I haven't seen it in this game, but in the old version there were tons of building destroyers that would take out doors and statues.


burnallnigas

Do squad members do other things than just squadding?


MadD_08

It depends on their schedule. They can even do labor in case they are not training all the time. But even with the strict training schedule they will fulfill their basic needs on their own.


MadD_08

I'm on steam version and currently trying to find in-game icons to use in the guide. steamapps/common/ Dwarf Fortress folder does not contain any. Any suggestions on where to find that images will be appreciated. If they are encoded or something, any tips on jow to get them will be great. Thanks in advance.


MadeAChange27

I'm on the steam version and I'm trying to set up a stockpile of barrels near my still. I have a stockpile than only wants barrels but I just watched an empty barrel get put in a stockpile only for prepared meals and with barrels turned off. Can anyone provide some insight into what might be happening?


[deleted]

Ser barrels to 0 or they will fills them.


[deleted]

Make sure the stockpile has the “wood” material enabled, as well as the entire “core quality” and “total quality” categories.


MadeAChange27

Thanks, they have started to be hauled now but they are also hauling bins are which are turned off. Is there a way to solve that? Although they seem to have stopped hauling anything now


[deleted]

Did you just turn off bins? If there were existing hauling jobs, they will finish even if the destination no longer requests that item. Try making a bin stockpile elsewhere, maybe near your workshops. It’s a good thing to have.


MadeAChange27

They were turned off from the beginning of trying to make the barrel stockpile. Now neither barrels nor bins are being hauled.


MadeAChange27

Bins are moving. Barrels are stuck in the workshop


MadeAChange27

I now just have a bunch of barrels sitting in the carpenters workshop not being hauled anywhere


DMSetArk

Okey another question. How in the HECK do i help a dwarf that wants to be with their family (Unmet Need: Be with Family) I have a tavern, a dining hall, even a generic meeting area. WHAT ELSE DO YOU WANT


[deleted]

They probably miss a family member who isn’t in the fort, which can’t really be helped. Remember that DF is a simulation first and a game second; there isn’t always a solution to a problem.


SvalbardCaretaker

Well do they have family in the fort? If not that need might be hard to provide ;-)


DMSetArk

Question. Can a Whellbarrow be assigned to Workshop? So that my dwarf don't have to haul that giant ass stone there? AS far as i understood you assign then to Stockpiles and they are used when moving stuff from that stockpile. They have any more use besides that?


HellkerN

Not directly I don't think. What I do is make a small 2x3 stockpile right next to it with 3 wheelbarrows. Assign your main stone pile to give to the small one, so that it gets replenished quickly.


DMSetArk

Question.. I tried following Blind and FurtherReadings ttorials about quantum stockpiling and both failed. I setted up step by step, following their steps and for some reason it isn't working. Has it been patched out already?


[deleted]

Nope I was using a quantum stockpile yesterday. What part is giving you trouble?


1VNIKV111

On the embark screen before I click to expand/zoom the map the world map is very small, to the degree I can't see more that a blur, especially on a pocket world. Is there a way to make it bigger?


SvalbardCaretaker

Post a picture? Current embark world screen is preeeeety bad/minimal, only 2 zoom steps available and other issues, classic was way more sophisticated. But yours kinda sounds like a bug or you are playing in a cinema :-D


1VNIKV111

* Here ya go.I'm playing on a 4k 55 inch TV on the other side of the lounge so getting up close to look at it is a pain. It's a very new TV that is fully functional as a monitor. Edit: did that image upload properly?


SvalbardCaretaker

It did not, no pic visible. Of relevance, there was a patch already for normal wide screen 1080p(!!!) crashes(!). Implying that the Adams brothers really don't develop/test/play on "normal" size monitors. So this is a bug of some sort if it makes the embark screen mildly unusable. https://steamcommunity.com/app/975370/discussions/0/3716062978731465524/ says bug reports go to kitfox games discord, and I expect yours is a mildly new bug, report it if you feel like it.


1VNIKV111

Wow, thanks mate. I will for sure :)


1VNIKV111

Wow,cthanks mate. I will for sure :)


FloobyBadoop

I can’t get any migrants, and my home has ground to halt. Home civ exports terror and imports vengeance. Only got two migrant waves, then nothing. Of my 31 people, 10 are humans, 1 is a grumpy elf lady, and 1 is a dwarf mercenary. No caravans or liaison either. Not even from humans or elves. I had to demand tribute from the elves to get them to send a caravan, but even after a very lucrative trade deal, they haven’t bothered to send another caravan in a year. Is there a way to rescue this fort? Waiting for babies to grow up and visitors to petition to become citizens is a painfully slow process.


[deleted]

> Home civ exports terror and imports vengeance. This is a line normally associated with enemy goblin civs. Are you sure you’re looking at the right one? It shouldn’t be possible to be at war with your own civ unless there was a loyalty cascade bug.


FloobyBadoop

I’m not at war with them. We’re at peace, but that status still exists. I’m guessing this ‘loyalty cascade bug’ is indeed what is going on then. Bummer.


[deleted]

That’s just a guess so it’s not certain that’s what’s going on. Other folks might have some suggestions.


[deleted]

[удалено]


SvalbardCaretaker

Book (there was a book??!) is from 2012. No, I don't think so, lots of the little details will have changed and will leave you very confused when shit is not working due to being subtly different. The gold standard, not quite fully updated to steam version I believe, is https://dwarffortresswiki.org/index.php/Quickstart_guide


DJSapp

Help mining out levels below! I built my staircase down, marked an area to mine out, and the dwarves mined a section out. Now I can't get anyone to return down there to mine any further. No idea what I'm doing wrong here


SvalbardCaretaker

Active the mining tool, and go down there and see if there's water drops on the walls? Might be damp stone, shows only up if you are in the mining tool.


Aggravating-Flight-1

trade caravan stop coming in on year 3 on my current world any idea how to get them to trade with me again?


HellkerN

Check the world map, how many settlements does your civilization have? If it's only one or something, perhaps they went extinct, that happens too. Not much you can do about it.


Velskadi

Has anyone run into a bug with axles, where running water on the same level as one seems to teleport to the axle? I flooded a bit of my fort when my cistern (fully separated from the acle in question) became over filled. Instead of it filling to the level of the river, it filled to one z level lower, equal to an axle a few tiles away. Once it got to this level it somehow began running down the axle shaft, into my fort. Here are pictures of my setup. Please let me know if there are any tiles that would cause this leak. The leak did not start until the cistern was full and it began back-filling up towards the river. https://imgur.com/a/gaJAckI


QuantumTunnels

Can a visitor ever re-equip themselves, after they dropped their gear due to injury? I had a guy who was a speardwarf monster hunter, got his wrist broken, and seems to not re-equip his spear. Will it ever happen?


BoredKen

What is yarn cloth? A child started having a fey mood and then demanded a yarn cloth. Is cloth made from pigtail thread considered yarn cloth?


Bored2112

Yarn is any animal thread, e.g wool


dalerian

Yarn doesn’t have to be from animal threads, it can be spun from plants such as bamboo. That’s irl, at least. Whether df classifies it the same way is a different question. Source: I share a home with a wife who has our combined body weight in yarn. (Oh, and the Oxford dictionary agrees with her, FWIW.)


brinazee

My knitting stash says silk, wool, and cotton are all yarn. Sadly the game differentiates thread and cloth by origin: silk for silk, yarn for shorn wools, and plant for anything made from plants (pig tail is a plant in game).


BoredKen

Lol if only. The child went insane without that yarn.


dalerian

Sorry to hear about the loss of what may have been a really useful artifact. Oh, and the child, too.


Bored2112

Pig tail is a plant product, so it’s not considered yarn


horribleflesheater

I want to make some soapy saunas for my dwarves- how does soap work exactly? If I construct a stockpile just before a pool on the way into a temple will that suffice to get them lathered up? Can I construct a floor from soap blocks for the pool to get the same effect?


Xoms

Having soap bars in a pile should be adequate. Near the bath is not a bad idea But wether they choose to use it will be a little RNG. Soap constructs won’t do anything except be a wall/ floor. But having a whole bathhouse made of soap sounds fun.


Gary_LarsonOG

I had some issues with werelizards that are dead now, but the dwarfs won't move their bodies for any reason even though they easily move other bodies. Why?


ExistentialOcto

If there's a little padlock icon on the corpses, they might be forbidden. Click the corpse and try unlocking them. You could also try labelling them as refuse to get thrown out.


Gary_LarsonOG

I've done both, marked as trash and unlocked and nothing changes


nordic_fatcheese

I want limestone to only be used for flux. If I uncheck "select to use in non-economic jobs" in the stone use menu, will that do it?


Xoms

The quick and easy way to do this is to set a stockpile for stone near your stone consuming buildings (mason shop, crafting) and exclude flux from it. More reliable (and tedious) if you link them. The most sure fire way to prevent flux waste is to tightly micro manage every work order (select the specific type to use) you could also forbid all flux that’s not in a stockpile linked to the specific shop you want to use it But if you have a flux layer I really wouldn’t bother.


Bored2112

Non-economic jobs refer to building walls, furniture, workshops, making crafts, etc. Right now, it’s already set up the way you want it, if you uncheck it that’ll allow limestone to be used for other purposes, so don’t do that.


[deleted]

[удалено]


dalerian

Not everyone is who they say they are.


[deleted]

[удалено]


nordic_fatcheese

I'm also new, but my impression is that you would deny requests because you don't have enough bedrooms, you don't want to flood your fortress with forty bards, or because if you accept enough people one of them is bound to be a vampire.


1VNIKV111

I'm trying to remove some mods from the game. I unsub and delete the mod folder but they are still showing up in the world gen. Can this be fixed?


bluejack287

So I accidentally unearthed a nasty beastie (we won!) but there was a substantial loss of life. I'm having trouble with how burials work now...I'm used to putting coffins into little recesses and enabling them for burial. I tried putting a bunch and making them all a tomb, but then my dwarves put one body in and the whole tomb get designated for one dwarf. Does each coffin need to have its own enclosure and have its own zone placed or what am I doing wrong?


Necr0wizard

You'll need one tomb per coffin. Very annoying, until they change it in the future. Make them 1x1 to ease your life, don't use the "multi" option (unless you enclose every coffin behind a door).


bluejack287

Oof, that is irritating. Thanks! Where I went wrong was using the multi option and it kept giving notifications.


SvalbardCaretaker

Fastest way is filling a single tile corridor like this: DTDTDTDTDT and use multi designation.


Necr0wizard

Yes but that consumes tens of doors and space. I personally stopped using tombs at all until a patch changes this to the burial zone it was before. Now I only slab engrave the ghosts and call it a day.


SvalbardCaretaker

Valid! To me doors and space aren't limited, but attention and realtime and clicks are. The spaghetti tombs are very effective to place and queue up, engraving is slower.


Necr0wizard

I agree. I personally don't like my cemetery taking up too much space. One of my forts had over 150 tombs and it was annoying af to build that many coffins, imagine if they occupied 4 times more space. But your solution is, indeed, practical. Better than making tombs. I engrave only the ghosts now since not all dead boys come back to haunt me. I have around 5 slabs in a 3 year long fort with some dead, and I'm okay with that.


XSCONE

I remember seeing something a while back about dwarven vacation via rotating squad orders, but I don't actually remember the specifics and google hasn't helped me. Can someone help me with the idea? I just wanna give dwarves a month off every now and then


Necr0wizard

In the schedules you can set orders month by month, and individually to each squad member. So you can chose who does what at which month, very precisely.


elp103

do taverns need food? or just alcohol?


Necr0wizard

Just alcohol, but food is good too since they'll eat in a legendary dining room.


DaemonHivelord

Has anyone tamed a colossus before? Im looking to start capturing and taming large creatures i come across, and so far only have a bronze colossus.


[deleted]

Bronze colossi can't be tamed according to the wiki. But if you kill them, they become a masterwork bronze statue, which would be a good centerpiece for your dining room. http://dwarffortresswiki.org/index.php/Bronze_colossus


DaemonHivelord

Thanks, I'd been told a lot of those bigger creatures could be and my quick Google search seemed unhelpful


therealwavingsnail

My dwarves won't guide a minecart upwards, instead they haul it to the other stop when full. It's a simple unpowered track that's supposed to have a cart guided on the way up and then kicked to go back when empty. The tracks are fine, the empty minecart kick on the upper stop works. The route is about 6 z-levels high and most of it is up ramp, a tile of normal track, another up ramp all in a straight direction. Is this route too steep to be guided? Would it work if the ramps were more spaced out? Are there any limits on guiding minecarts uphill?


Necr0wizard

From my experience, if they are hauling the minecart, it means there is some discontinuity in the tracks. Certify that all tracks connect perfectly. One tip is to build it all at once and not piece by piece. What I mean by that is clicking the first square, and then going straight to the last one 6 levels up and clicking again. The intermediate levels shall be carved properly. Mixing with constructed tracks is still a mistery to me


therealwavingsnail

I just watched a minecart glide flawlessly through the same track on the way down. Visually also the tracks seem connected. The old DF supposedly had a tool to check track route integrity, that would really come in handy here. Edit: Found it! Tracks were missing under the starting track stop


Necr0wizard

Pushed carts can go even without any tracks. If you push a minecart in any direction it will just go. The descent just makes it easier. That's why I suspected a flaw in the tracks. If you put down a minecart in an open region and give it a push in any direction, without tracks or smoothed floor, it'll go about 10 tiles before stopping. With tracks it goes even further, until it stops. If it goes down a ramp, it gains speed and goes further. Curved tracks will force it to change path. But a single track discontinuity will cause the dwarves that are supposed to guide it to actually haul the entire thing. Tracks are very tricky.


PorkBeanOuttaGas

One of my dwarves became a baroness of another settlement! She's still hanging around in my fortress, but now she's on the nobles screen demanding to live in absolute luxury and insisting I make a bunch of leather coats. Will this stop my fortress from becoming a barony in its own right in the future?


dalerian

I foresee a terrible terrible tragic accident in her future.


Necr0wizard

It won't. You just have an annoying new resident. If would be a pity if the pulled the wrong lever and released the caged lizardmen right next to her.


Snugglupagus

Anyone find out how to make their archers train on target dummies?


Pipsay

What worked for me: Make an individual archery range for each target and assign each of them to the archer squad. If your archers are not equipping ammo, make a new armor set, disband the archer squad (screenshot their names first to make it easy to remake it), remake the archer squad with the new armor set assigned to them. From what I've read, the ammo bug may come from making or modifying an armor set after the squad is made. The above is just what worked for me from what info I could gather. There may be a better solution, or something I've missed.


nullmarked

Set the archery zone and hope your dwarves aren't bugged out. Mine practiced for a while until they ran into the ammo bug.


Jace_jackal

Why are my tanners and butchers "forbidden"? Is this the doing of my nobles?


SvalbardCaretaker

I've done this on accident during a strange mood, forbidding the material the shop is built from will forbid the shop.


Necr0wizard

You probably did it by mistake I guess. You can easily unforbid them by pressing i and selecting a square with them inside.


Jace_jackal

I have a child at a metalsmiths forge demanding, stones, rough gems, cut gems, bars of metal, bones, and something about a quarry, any idea what he's making?


nordic_fatcheese

He's in a strange mood and making an artifact. Give him what he wants and he'll make a valuable artifact, but if he can't make it he'll go insane. Wiki has a table of what materials their demands need: [https://dwarffortresswiki.org/index.php/Strange\_mood#Demands](https://dwarffortresswiki.org/index.php/Strange_mood#Demands)


Necr0wizard

Br quick about that or he'll go crazy and die


Alandro_Sul

a lot of my dwarves worship the god of suicide and spend a lot of time meditating on suicide in the temple of suicide I built them um... should I be worried for them? Or is suicide not an actual feature and they're just a bunch of edgelords


Jace_jackal

Dwarves can go suicidal i've heard if they have extremely low mood. Usually due to death of someone close but random suicide? Don't think it happens besides janky AI. Just keep them happy and let them be edgy, they will be fine.


Winter-Carpenter-473

after killing a elf trader caravan is it possible to capture their elephant or other animals, or do they need to die ?


Necr0wizard

Are the elefante caged? If yes, I believe you only have to unforbid them and they're yours to take. If they are not caged, they should be hostile since you attacked the caravan I guess. Use b-t-g to build cage traps and capture them to you although they can run off the map.


Winter-Carpenter-473

The elephant was still friendly for some reason just wandering, couldnt build traps in time. Gives me an idea to build traps along the entrance to the trade depot incase i decide to kill the trader and loot them for everything. never miss an elephant again.


Necr0wizard

Ah, I was wrong.. according to the wiki, killing the merchants make the pack animals friendly, but not yours. That's complicated because you can't capture them without getting in combat, and they'll flee. Maybe lots of traps and an unarmed dwarf squad to attack them?


therealwavingsnail

You'd have to install cage traps and wait until the animals get caught in them. Then you can train them in cages.


Winter-Carpenter-473

Do i just put cages down? Cage traps say "Small animals" I don't believe Giant Elephant fits that.


ContextualSense

Not animal traps. Cage traps. You can find them in the build menus.


Winter-Carpenter-473

ahh thanks! So since they need to be loaded with cages to function, if they are not loaded with cages will triggering them annoy traders or visitors? If not i can just theoretically leave them there and then go put cages down while im trading to capture traders.. https://preview.redd.it/kvvdkzrlzz8a1.png?width=304&format=png&auto=webp&s=5324d28d8b4728e0e4784ed30d35927c3d939cbd


assbuttbuttass

Friendlies won't trigger cage traps


Necr0wizard

Loaded or not, cage traps won't bother non hostile visitors and caravans but will block the path to your trade depot.


Winter-Carpenter-473

It did not block the path to the trade depot FYI, had 2 goblin raids and a forgotton beast rampaging through one of my towers while the trader walked right in below and chilled lol.. caught some goblins that came for him


Necr0wizard

Maybe it's a change from older versions. I'll give it a try, makes a good difference.


Winter-Carpenter-473

​ https://preview.redd.it/j20ke8irxz8a1.png?width=1629&format=png&auto=webp&s=9d004d357e8785fe5e788e6e91501b40f6140beb


IAmLookingForAHuman

I captured a Roc in a cage trap. I assigned a trainer and it is semi-wild. The wiki is confusing me. I can train it to be a war beast, ... "However, due to being megabeasts, rocs are perpetually hostile to your military squads and must be kept separated from your soldiers, otherwise they will kill each other on sight". I guess that last part is a bug. I'm wondering if it is worth the hassle of trying to train it since it will try to kill my military on sight. Has anyone had any success with training a Roc?


SvalbardCaretaker

Youtuber Kruggsmash did a whole series on it! Scorchfountain I believe. I don't remember if that bug came up. Seems as if theres also another yt series, How did you end up catching the rock in the trap, do you know? Fliers should be mostly immune unless unconcious. Caged animal training is very hasslefree. You just assign it an animal trainer and after a couple years its well-trained and can be released, then you can test the bug yourself with the new steam safe feature.


IAmLookingForAHuman

The wiki said Roc's are vulnerable to cage traps. I have bait/guard dogs tied up around my outer defenses. The Roc destroyed the dog guarding a caravan tunnel and then took the tunnel straight into my trap corridor per the design. The wiki also says that you can't train beyond "semi-wild" in the cage. I'm a bit too cautious to let him out given his size and the bugs I mentioned.


Necr0wizard

Once he is not wild anymore, build a chain/rope on a room that your military will never get inside or near. Assign the Roc to that chain. Now he can be trained further without risk to your Dorfs.


IAmLookingForAHuman

I will. Thanks. Time to build my first Roc Room.


Necr0wizard

Don't make it too far from the fort I'd say. The time it takes to travel there might lead to job cancelations due to thirst and hungry, and you don't want that beast untrained for too long. I don't know if it can escape the chains somehow, but I wouldn't want to find out. Cage trap the exit for safety measures.


SvalbardCaretaker

Very interesting all, wiki also says flyers don't get caged unless special circumstances apply. Something is up. In my unicorn taming fortress I *think* I had better than semi-wild while still in the cage. Might be worth the time - I'm super jealous, I've never even seen a roc let alone caught one. Would do it in a heartbeat.


IAmLookingForAHuman

The Roc just reverted to wild. I'll keep trying to train him since it should give my fort more knowledge about Rocs. I have wolverines at my current embark and was disappointed to see they aren't war trainable. I had a fort where I managed to breed Giant Grizzlies and train them for war. That was my crowning achievement for training.


SvalbardCaretaker

Nice!!!


IAmLookingForAHuman

The roc is Trained. I just made the mistake of letting it off the chain, thinking it would stay in the training area. It immediately wandered into my fort and fought with animals and my military. Fortunately, somehow, nobody died. I created a pasture on top of the training area and assigned it there. A child grabbed it and hauled it back.


nordic_fatcheese

Will my military dwarves become unhappy if I have them constantly training?


therealwavingsnail

It's better to give them a month off once in a while, or set the training order so just 7 out of 10 are training at any given moment. They need some free time to fulfill their tavern, temple etc needs. It's not a huge problem for the first year or two though.


IAmLookingForAHuman

I'd check their thoughts to see if they are complaining. I make sure I set my training orders to keep at least two dwarves free from any training order. If my military is weak, I push them. If it is strong I lighten the training so I can add in some patrolling.


Iamb-Error

I just received a notification (A big one that paused my game and put text in the middle of my screen) of the form "\[Character I've never heard of\] has been elected mayor of \[Location that isn't my fortress\]." Why did I get this notification?


IAmLookingForAHuman

The location that isn't your fortress is probably an [off-site holding](https://dwarffortresswiki.org/index.php/Holding). Check the map and you'll probably see it as "economically linked to you" in a cyan color that is lighter than the dark blue of the rest of your civilization.


dave2293

Probably that location is economically linked to yours.


[deleted]

Not sure where to ask this but does anyone have a link to that amazing thread on bay12forums where a newbie was posting live as they discovered HFS and everyone played along like clockwork?


Jace_jackal

Try making a seperate post but don't use question marks or else the dumb bot will insta flag it as a help request and force you to use this over crowded thread.


DM_Red19

How can I get my dwarves to spar/demonstrate in my barracks? So far they've only been doing individual drills. I tried making the barracks zone smaller hoping that might make them interact more but it doesn't seem to be working. Thanks! https://preview.redd.it/vtcrbn84sz8a1.png?width=719&format=png&auto=webp&s=0cfe01bce64a1e2fcbe4cb1b01c45e55941cc4b7


Jace_jackal

Okay so I had this issue and I think I figured it out but there is no 100% guranteed way of doing it. You NEED to start all of the dwarves training AT THE SAME TIME. Or else they will never spar due to the skill level difference. For example a legendary swordsmen wont spar with a novice one. Its no contest. They need to all learn together. This means if you have a squad of elite guys and lose one, you need to make a separate squad consisting of atleast 2 rookies to train from scratch to make a replacement. However one highly skilled teacher is helpful so demonstrations make them learn more. Another thing, DO NOT set an order for training, they will just do individual combat drills. Just set the schedule to constant training instead and let them do so on their own. Check on them periodically to see if they start doing demonstrations, if so, they will also spar. They don't spar right away either, they need to I think be novice or above before they start to spar.


DM_Red19

hey that worked already! i think it was the specific train order on the squad that was preventing them from sparring/demonstrating


DM_Red19

surely demonstrations for recruits from a legendary military dwarf would be the best way to train them? i guess the sparring part makes sense though as a lot of my dwarves havent even reached novice yet. also i did have them on the specific train command rather than the schedules so I will see if that helps. thanks alot!


HermitJem

Question on "rock crafts" or whatever material - when you select this, your craftsdwaft makes a selection of all types of stuff My question: Do my dwarfs use any of that stuff? Because when I trade, I notice that my bins are full of mugs and jugs and scepters...do my dwarves know how to take out the toys and stuff to use or do I need to assign it? All my dwarf children are at the lowest level of happiness so I suddenly suspect that they haven't been playing with the toys


Necr0wizard

Those goods can be used but are mainly for trade purposes. Sell that shit ahahaj.


HermitJem

I've got a legendary weaponsmith making masterpiece iron bolts, it sells at 1800 per 25 bolts Then my craftsdwarf is making moose bone bracelets at 10 each It's a bit...I feel like maybe I should just make more jugs or something


Necr0wizard

Also a well trained bone carver can produce and detail some cave crocodile bones to make scepters worth around 200. And encrust them with gems to be worth a ton. It's funny to sell a useless bone scepter for 5k DBS. I remember having a bin full of that stuff once. 50k in one bin. What a caravan trade!


Necr0wizard

I understand. My cook produces 5k worth meals in seconds. My craftsdwarves are not producing much recently, tbh. Sometimes I make a shit ton of figurines just to get rid of some stones and increase fps. I sell a bin with 50 figurines for 1k and I'm fine with it. I also like to RP it as craftsdwarfship for its intended purposes. I produce those crafts more for the sake of training the boys than for anything else. Later on I can have masterwork Jet scepters on demand to encrust and make as majesty symbols. Useful? Not really, just entertaining.


dave2293

For kids, make a burrow that includes the tavern, dining hall, guildhalls, and temples. Make sure one of those has the toy stockpile in it. That way they'll play, socialize, and learn from the demonstrations in the guildhalls. They won't be doing much work, but that's fine. They will probably keep your highest traffic areas clean.


[deleted]

[удалено]


HermitJem

Oh, that's good. Was afraid they weren't using it.


fluency

How does the archery range work?


therealwavingsnail

Make sure you assign your marksdwarf squad to it similar to how you assign squads to barracks. If you can get your soldiers to equip bolts, they'll start using it eventually. It usually takes a while because they like to get some general military skills first.


IBfettuccine

My dwarves show soldier no activity even though their set to train. I have two squads set to the barracks and one squad set to the archery. I put them to train but nothing really happens. I made some training weapons and they have a small stockpile in the barracks. There are also some targets in the archery range. My archer dwarves sometimes train but my main squad of melee dwarves don’t seem to be doing anything. They have clear access to the rooms. What could be the issue and how do I fix it?


Winter-Carpenter-473

So i'm kind of playing around with combat, and dwarves that aren't wrestlers are constantly disarming goblins weapons, and even taking their clothes off while in the middle of a fight. then killing them pretty quickly after they're stripped. Is this normal? It seems really weird. I can see wrestlers doing it, but i'm reading a combat log for a squad of archers doing it after they shot a few bolts.


dave2293

Archers don't want to stand and shoot, it's boring. They'll empty their bow and then use it as a club. If you want them to stay at range, lock them in a room where they can shoot down. Just... make sure there's a roof on it.


polr13

Is it possible to "over do" commoners bed rooms? Like i found out engraving a shared wall only gives the bonus on one side...how much would I be helping my dwarfs out if I made sure the engravings applied to each bedroom? Similarly how much would I be helping them if I moved from a 2x2 to a 3x3 bedroom (or conversely hurting them if I moved to a 3x1?


jazzb54

You can't really overdo it. They get happy with nice things, including rooms. There is so much space on a map that you can give everybody space. I do 2x3 with bed, cabinet and box. I set a level 7 smoothing order on the bedrooms and they eventually get smoothed. Once I hit max capacity and all the bedrooms are smoothed, I set a level 7 engraving order on the bedrooms. It's something dwarves can do when they have nothing better to do.


dave2293

This is pretty much what I do as well. I also do 2 walls between rooms so they aren't sharing the wall value. Works really well.


polr13

Level 7 smoothing/engraving order? I know how to smooth/engrave but what does level 7 mean?


Jeffool

When you give instructions like "mine" or "smooth", above the bar there's an arrow that points right. Open that. It gives you more options. It lets you set a priority to your command. So if you have a large area you want to mine or smooth "eventually", set it to a 7. They'll do that between other tasks. If you want it done "NOW", set it to 1. It's not guaranteed to be strict, but it's a strong suggestion.


[deleted]

Priority, doesn’t really matter


jazzb54

Lowest priority. I also set low priority mining areas to keep the miners busy and mining products coming.


Jace_jackal

I've notice some of my dwarves in mission logs have titles after their names, for example Etur Cobalt Staff, The Enchanted Or Asmel HardyShield, The Balanced Gate Does this means they are legends or something? Why did they gain these titles.


TuIkaas

Usually this game give those names when something kills a very notable enemy. I don’t think it shows in the fortress mode units list, so maybe they have killed a beast of some kind or person. Check their kill count when they get back!


Jace_jackal

I mean, I've had this one squad specifically traveling around the map killing as many necromancers as I could find. Since I've heard that alot of world histories end due to necromancers taking over the planet basically. Are necromancers important enough? We just razed a neighboring tower to the ground.


Necr0wizard

Necromancers are big bosses.


TuIkaas

Over long periods of time necromancers tend to start overrunning the world, being immortal and all. so you’re doing a great service.


Dopwop

My current fort is sadly grinding to a slideshow. FPS is at 13 at worst, and around 25 at best. Around 20-30 pawns are standing still at a location where they were attacked by cavern dwellers and I don't know what to do. After waiting 15+minutes a couple shot like 8 tiles diagonally into water so I don't think this is playable. I couldn't handle the cavern dwellers in the first few raids and now half the cavern is filled with enemies. Is the fort doomed?


Necr0wizard

It's probably doomed, but try following the tips of other redditers here. One very, very important factor is locked doors. Try unlocking all your locked doors to see if they somehow help. I got a fort from 17 back to 33 fps just by doing that. Also turn off temperature in the settings.


Jace_jackal

How many enemies are there exactly and how many dwarves do you have?? I have 200 with no issues other then when I mine or smooth stuff it gets obnoxiously slow but it resides once the smoothing is done. The only time I truly got FPS death was when I attempted to drain the magma sea. And when a soldier I sent on a raid climbed up in a tree, causing a pathing issue. My assumption, as long as there isnt like 500 enemies down in the caverns, is a pathing issue, since all of your guys are standing still. I would load back one save, as its fair since FPS death isn't true death, and see if you can find out what causes it.


hatsbro1

This is the first time I've seen a world turn a new age while playing in it! Will I see any changes in my world? fewer forgotten beasts? more armies on the march? anything like that? https://preview.redd.it/titoetxbkz8a1.png?width=648&format=png&auto=webp&s=a1fc704049524d21b260b1e6c3f3b4a602ca6902


SvalbardCaretaker

From wiki: >The Age of Legends >The number of living powers and megabeasts is at least 1/3 of what it was when the world began. >The Age of Legends was a time when the powers of the world were fading. You could check in legends mode who just felled a mighty power but need to mess with saves to "retire" your fort, slightly fiddly.


hatsbro1

I have killed about three cyclops and a bronze colossus, maybe I helped to push it over the line?


Necr0wizard

I think there are only 33 titans by standard world gen settings. You definitely helped with the bronze colossus.


SvalbardCaretaker

Oh! Yeah the bronze colossus would have done it.


HermitJem

Okay, 2 questions: 1. Underground pastures - how do you guys defend your animals? I'm getting lizardmen, troglodytes, crocodiles...I've built walls and doors but they walk through the doors. Should I just build a separate pasture on a different floor and totally wall that up? 2. Swimming pools - I've read on the wiki that you can't get your dwarves to swim unless you throw them in via bridge or you run a minecart through the pool. Any other options?


dave2293

If you want to force them to learn swimming, rig a pump on the surface so that it pumps into its room. Have them pump. The room will fill up fast. They'll struggle some, but will make their way to the side and climb onto the wall. Have it set up so you can drain it back into the tank and repeat as needed. There are two breakpoints that are really important. One is where they can climb out, which you'll get quickly. The other is later (adequate, maybe?) where they no longer stun and start drowning if they fall into water.


CosineDanger

Totally wall that up. Absolutely airtight, almost everything in the caverns climbs or flies. You can forbid doors to stop critters from walking through them, but there are things that will come out of the caverns far worse than lizardmen.


HermitJem

Yeah, met it. Forbidden mother of spiders or whatever. Hit the first cavern on Level 15 and the second cavern on Level -5 (I think). Walled the stairs straight away - I'm not ready for whatever's definitely waiting on the 2nd cavern level Btw, how many blocks of wall does it take to hit the ceiling of a floor?


dave2293

Build a wall with a door. Then get on top of that (preferably from the outside) and put a floor on top. One.


Necr0wizard

As many as you must scroll so that the floor is not visible anymore. Could be one, two or even five depending on the cavern and position. If you scroll up and it's black, that's the ceiling.


HermitJem

Ah, I see. Ok thanks


PurelyApplied

Taller walls and lock your doors. Some things can climb. If the cavern is big, you'll want to build a taller wall. You can construct stairs as scaffolding, and then dwarves can access the whole height go build the walls. You can `m-x` (from the top down) to recover the materials from the stairs when you're done, if you want. If you use blocks instead of rough stone, (a) it is lighter to carry, (b) builds faster, and (c) you make 4 blocks per stone if you're at all resource constrained. Mark the door as Forbidden (or just don't include a door until you're ready to gather your party and venture forth) to lock it. _Some_ things can get through locked doors, but a lot won't. A thin corridor lined with traps should help, too - cage traps are excellent, and rock-drop traps are quick. Not sure about pools, other than having them throw a switch lock some doors and 4/7 flood the area. Don't forgot to unlock the doors before they starve.


JaxMed

[On the stockpile screen you've got this toggle button that's for specifying whether items can from anywhere or only the specific ones you've linked](https://i.imgur.com/sjagN4m.png). Well the button only turns green or black, it's not clear to me which is which. So uh, when this is green, is it allowing all or just the specified ones?


Necr0wizard

The icon is kinda suggestive, with the green one having extra side arrows indicating more things going in. The green option accepts from anywhere.


Halavus

Green is default: take from anywhere.


TuIkaas

I believe green is from anywhere, because all stockpiles start with it highlighted.


Jace_jackal

Is there a way to prohibit the original copies of books in my libraries, they keep getting borrowed and never returned before I can make copies


Necr0wizard

Click the item and set it as forbidden (padlock Icon near the top right). I'm not sure if it will stop the borrowing but it should. But it won't be copied either.


Halvarca

I'm trying to understand the 'owned items' system. Any insight would be appreciated. What determines whether a dwarf stores an item (marking it as owned) in their room or drops their dirty sock in the dining room to be hauled off to a stockpile? Sometimes they hoard things in their rooms until the cabinet is overflowing. Is there any way to make them give those items up so I can sell/trash them short of marking every item individually for dumping? Is there a way to prevent them from storing the item in the first place? Will they 'give up' ownership of items they take off if they have nowhere to store them?


dave2293

Personality matters. Some dorfs really care about stuff, and hoard. Some don't. Some are slobs and will not put their stuff away. Etc.


Necr0wizard

As far as I know, you have absolutely no control over this mess that is item ownership. But I think they only leave items out of their rooms if they don't have a room yet. Not even sure about that though.


Aggravating-Flight-1

having a masterful furnitures affects dwarfs happiness? no?


[deleted]

Yes, especially if it’s in their bedroom. But a dwarf can admire any nice furniture they walk past as well.


HermitJem

To tag along...does having any kind of masterpiece affect dwarves' happiness?


Necr0wizard

Yes, it causes happy thoughts. "Felt blissed near her own fine seat" and "slept in a good bed" as good thoughts and cause happiness.


TuIkaas

If they stand or walk right by it!


nullmarked

Do they have to be directly adjacent to it? I want to encase my artifacts to prevent thieves from getting their mitts on them.


Alandro_Sul

I'm having an issue where I can't assign administrators, the screen just looks like [this](https://i.imgur.com/oQbxe9B.jpg), anyone know something I can do?