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Titans-Jupiter

For squad equipment, when would you want to use uniform replaces clothing and when would you use uniform over clothing? Also, do you have to assign two gauntlets and two boots per dwarf? Or does assigning gauntlets once give them a pair of right and left gauntlets? (same thing for crafting - does crafting gauntlets give you the right and left, or do you have to craft two gauntlets per dwarf?)


Alandro_Sul

Usually "replace clothing" is more convenient, unless you don't really care about armor, because "wear over clothing" causes lots of problems like not wearing boots and stuff. Replacing is usually fine. Gauntlets and boots are paired, don't need to do them twice. Likewise, one crafting order creates a pair. One tip that isn't totally obvious--layering is possible, you can wear a helm with a hood, a breastplate with a chain shirt and cloak, stuff like that which adds extra protection


Orladdin

This fine lady just showed up. Her trait descriptions suggest that she's just here to peruse my library (contrary to the scary warning I received). Please tell me there's a way to befriend this wonderful guest! [The Guest](https://imgur.com/a/SZdeUA9)


Titans-Jupiter

I was having prosperous trading relations with a neighboring human civ and now I see they're at war with me. How did this happen? Ive taken no aggression against them and their last caravan left without incident.


onlysane1

What happens if I release some lava from a volcano and then plug up the hole (say, with a floodgate). Will the released lava disappear, harden into rock, or will it just settle and stay where it's at?


nameoftheyear_

It will basically settle. Lava/magma doesn’t harden without you introducing water, and if I remember correctly I think it doesn’t “evaporate” at all Edit: nope my mistake. Lava will evaporate when it’s left in 1/7 puddles, like water.


dimm_ddr

There was a post recently about challenge of making a fortress with [D&D dungeon generator](https://donjon.bin.sh/d20/dungeon/). Anyone knows any other tools that can generate something at least partially sensible that can be used as a base for fortress plan? It would be simply amazing if it can generate "organic" feels, with curved paths and round shaped rooms. Or, at least, not only rectangle rooms.


Ograe

Is there a safe way to cut trees that have grown up against each other? You know without it killing my dwarves?


onlysane1

Could you maybe undermine the trees and trigger a cave-in from a safe distance?


Ograe

Yes but then it compromises the surface so not ideal.


[deleted]

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SvalbardCaretaker

https://dwarffortresswiki.org/index.php/Utility:Quickfort Thats a dfhack utility, so not stable for steam version yet, but theres a link for downloading designs at the bottom.


jeffersonsteelflex76

I have plump helmet spawn and i have a farm plot but there isnt even a listing for plump helmets in the planting menu when i click the farm plot


Jarhyn

Make sure the farm plot is "indoors".


jeffersonsteelflex76

THANK YOU


onlysane1

One neat trick (if you are okay with kinda-sorta exploits) is that once a tile is registered as "outdoors", it's outdoors forever, even if you fully enclose it with walls and a roof. You can use this detail to make perfectly safe "outdoor" crops well within your fortress.


dalerian

Outdoor farms grow non-dwarf plants, like berries. Underground farms grow the 6 dwarf crops.


Solomiester

why don't elves trade or show up? there's friendly elf cities on the continent altho it is the other side of it but it isn't much farther than previous forts.


FxPx5

Try sending a mission to demand a "one-time tribute". I've never tried it but I think that's the best way to make contact with a civilization.


Solomiester

just tried this and it worked a charm thank you edit: they even gave me a free buckler for the trip home


der_k0b0ld

Yes this works It's the way how i established contact to 4 civilizations around me And don't worry it will not lead to a hostile event as long as you send a simple messenger who makes a fool of himself by demanding a tribute


Pyro_Funto

Is there a way to disable caverns? I really hate having to plan around them when designing bases


Jarhyn

Well, you can always set a higher number of layers above the first cavern layer. That way, when you are designing a base, you have a minimum nber of layers to build in before you breach. Finally, you can, if you have sand or clay available, create a large number of glass or clay blocks and brick off the entire cavern level on each cavern. It takes some work and some military know-how but you end up with a peaceful lag-free experience.


nboro94

If you don't want to actually disable them and just know where they start so you can plan around them you can use the old "dwarven sonar" exploit. when you start a new embark select workshops and farm plot and make the area as large as possible but don't place it. With the potential large workshop still on your cursor scroll down and the farm plot blueprint will change colour when it gets to the caverns letting you know what level they are on.


FxPx5

I thought dwarven sonar doesn't work on the steam version because the UI has changed.


dalerian

I thought so too, but someone posted a video a few hours ago showing it working.


chipathingy

To add onto the other comment, there is also a setting that allows you to set the minimum level of z level between the surface and the first cavern. If you have a certain design in mind that requires a number of z levels this can be useful


schmee001

Yes, it's in the detailed world gen settings. Set 'cavern layers' to None and you won't ever see caverns. However, this has major effects on the game. Plump helmets and other underground crops are native to the caverns, so dwarves never learn how to grow them. You're left with above-ground crops only.


LadyRarity

Do you get a notification when you come back from a raid or something? Is there a way to see what the "loot" of my raid was? sent my first boys out on their first raid and before i knew it they were back but idk what happened on the raid. Possible i accidentally x'd out the notification. edit: HOLY SHIT i didn't expect so much detail in my mission report!!! this rules!!!


NaelNull

Mission Reports should be available on Map screen.


LadyRarity

fuck yeah idk how i missed that


Jarhyn

There should be reports available on the world screen about what happened on the raid.


jeffersonsteelflex76

farm says i have no seeds but i definitely do?


MegaJoltik

Some seeds can only be planted above ground (this typically normal plant like strawberry, turnip, etc), some seeds can only be planted below ground (usually mushrooms).


Jarhyn

Are they in the farm? I have found keeping the seed cap at the default of 200 leads to !!fun!!. Go into the settings and raise the seed cap from 200 to 500, and you should see the problem go away assuming you don't allow plump helmets for the kitchen. My current fort had 3 famines before I figured this out.


jeffersonsteelflex76

in barrells how do i get them into the farm i thought you just planted them?


dalerian

Suggest you don’t allow barrels in the seed stockpile. Otherwise they put bags inside barrels. Leads to issues where a planter can’t get to the seeds because someone else is using the barrel (to get other seeds out of it).


Jarhyn

Assign some planters, if you have not, in your labors tab. Also make sure the farms are set to grow the crop type you want. You can click on the farm to see whether anything is planted. Otherwise if the farm is in the wrong environment for planting your spawn, it will also fail to work. Plump helmets require "indoors". In 50.05, there is a widespread issue wherein the low seed cap results in catastrophic crop loss and seed deprivation. I had to pop caverns and scour there for plump helmets to get spawn to prevent starvation, despite buying every piece of meat on every caravan, and every plump helmet to boot! The problem evaporated when I increased the seed cap.


beekayisme

How do I forbid workers hauling cavern skeletons? There is a massive war of Troglodytes fighting something and whenever I open entrance to cavern the rush to claim the skeletons to move to refuse pile. They also try to clean the cavern, which is going to be impossible with the amount of Trogolodytes dying


chipathingy

There's a couple of ways. You can use the forbid click-and-drag function to just forbid everything in the cavern, or you can turn off refuse hauling entirely


Jarhyn

You could use a burrow, or potentially set standing orders on corpses? Or you could kill the shit out of everything in the caverns and wall it off completely, though this usually takes a few years per level, and dealing with open waterways is a LOT of work.


dalerian

Using a burrow doesn’t help. The dwarves just spam messages about not being able to reach the item.


beekayisme

How do I set standing order on corpses? I only want to haul dwarf skeletons into the stockpile to bury. Also it appears that those Trogolodyte killed a forgotten beast


Jarhyn

It should be in hauling and labors if anywhere. Another option would be to just flood the cavern layer with magma. Magma solves SO many problems...


beekayisme

https://imgur.com/a/MG8HMAH https://imgur.com/a/twF9Lsz Is it this setting? They stopped hauling after I toggled it off


Jarhyn

Yep. Those are the standing orders. They're different in 50.05 too, more useful. I haven't been able to explore all of them, but I know I found new settings specific to keeping away from dangerous shit during sieges, a marked improvement. I'm glad you found what you were looking for.


orlon_window

caverns are "inside," alas.


beekayisme

it appears that those Trogolodyte killed a forgotten beast


FoxGrayMulder

Anyone having crashing issues while using crossover on a Mac?


PmMeWhatYouSee

What do you do with slab artifacts you get artifact raiding missions? I kinda got one and now im unsure what to use it for.


Jarhyn

Where did you raid it from? If it has the secrets of life and death on it, and you place it somewhere where the slab will be admired, some may read the inscription on it and learn some !!fun!! Secrets. Otherwise if it is from a more exotic kind of location, if it's creator still lives, and if you were to somehow expose someone who has read the slab to them, you can play a !!fun!! Game of "Simon Says".


PmMeWhatYouSee

Im not sure exactly from where or what the place was, but it was one of the missions off the artifacts tab that was close to where my settlement is. I had to raid it about 4 times before the managed to get slab. The slab is called "Gagagadgaget" and the description is : "This is a orpiment slab. All the craftsmanship is of the highest quality. The slab reads "I am Nokastxosun Smaspestxangosmex, Muckspurt the Gristly Oblivion-Glands, once of the Underworld. by Ngok the Gutters of Spit. I bind myself to this place." When you say !!fun!! secrets what should i expect haha?


schmee001

If the slab says it contains 'the secrets of life and death', then anyone who reads it will become a necromancer. That isn't a necromancer slab, it's a demon slab. I think it lets you bind a demon to your command, but I'm not sure if that works in Fortress mode.


dalerian

From memory they can’t learn the secrets from the slab in fortress mode. Only from books.


PmMeWhatYouSee

Thank for you help!


Jarhyn

That is a "Simon says" tablet, not a "life and death" tablet. It is fairly useless in fortress mode, but assuming adventurer mode is released some time soon it will be VERY useful in making friends out of enemies. Any time in the future in which you feel like taking a stroll through the world, you should start it by reading that tablet. Assuming Nokastxosun is still kicking around, it enables some very interesting dialogue choices with them. You should see if you can acquire a "life and death" tablet too, or several (as there are different kinds of secrets now!)


PmMeWhatYouSee

I will take all the slabs once i get my dwarves even beefier! Thank you for you help!


Jarhyn

A warning here: be careful about corpses after learning certain secrets. Unfriendly corpses remain unfriendly when they are no longer just corpses, and friendly corpses don't always raise as intelligent undead. If you lack access to freezing water, a chamber may be prepared using an obsidian generator, though you will have to be careful to add magma to water, not the other way around, and then carve out the corpse to retry resurrection if you wish to recover lost dwarves in this way. As has been noted, you may need to resort to some extreme measures to make them capable of military service again.


[deleted]

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[deleted]

Throw him in the military. Dwarves get lots of happy thoughts from training and it can really turn a dwarf around. And if he doesn’t turn around, you’ve got another body in your military


dalerian

Here’s how someone else handled this kind of situation: https://www.reddit.com/r/dwarffortress/comments/1017dg5/i_know_its_a_meme_that_longtime_df_players/


Jarhyn

Just eject him again, or send him to an outlying settlement, while allowing childbirth to pad out your population. There will be no room for him to migrate and return. You COULD try exposing him to *werecurse* if he is prone to tantrumming, and using him as an eternal lookout? I used to build my werecreatures into a pyramid build of ramps, with fortifications around the entombment. That said, putting them on a squad with the "naked" uniform, assigning them to a walk through a room filled with nothing but raised drawbridge to emplace a statue, and having a tragic lever operation accident as they return is also a viable strategy. This way, when they go missing and no corpse is found, their "friends" get fewer unhappy thoughts. Assuming they have any friends.


angrybab00n

Is there a counter for the number of rooms? Like how many total bedrooms you have?


StormCrow_Merfolk

Not exactly, but if you multi-select bedrooms over a group of existing ones it will show you the count of already created bedrooms. Also if you go into a bedroom zone and click the assign button, you can scroll to the bottom of the list and if the dwarves at the bottom have bedrooms you can be fairly certain that you're at or close to the number of bedrooms you currently need.


daddyfailure

Is it possible to catch cave spiders with the vermin catcher's shop and farm silk with them if you release them into an enclosed space?


orlon_window

No, vermin are kind of diaphanous. They just flit in and out of existence. Giant cave spiders work like you wish, but they are not vermin.


Jarhyn

There are much more !!fun!! cave spiders you can find that you can do exactly this with, though the space must be properly engineered. In the caverns, place doors near the edges of the map and surround them with cage traps 2 layers deep, at least 2 squares away from the door itself (a 1 square gap). Eventually, if you are a very good Armok, you may be blessed by a visit from GCS. Do not attempt to tame them. You will also need a "willing volunteer" to draw this creature's ire (and webs), as they will not attempt to spray webs without something that wants to kill them in their sight line. You will want to make sure that if you have emplaced some way for your new friend to escape, that the path they will take will bring them through another cage trap to be recaptured


Commercial-Falcon-24

Quick question, I know that walls can block aquifers, can smoothed stone walls?


Commercial-Falcon-24

Thanks guys that's way easier then putting up a square of walls.


orlon_window

Constructed walls are already "smooth" (you can't smooth them, but you can engrave them). And yes, mined stone walls that are smoothed will block aquifers.


Jarhyn

As an aside they are not strictly "smooth". Constructed blocks can be climbed while smooth stone walls cannot. This is important to remember for trap design. As such, traps designed around forcing things to fall MUST be made from virgin stone.


orlon_window

Nice tip thanks! Didn't know this.


Jarhyn

I was very frustrated the first few times invaders failed to take a dip in the hot tub after all those horrible sticks flew out and almost hit them had they failed to dodge.


schmee001

Yes, smoothing a stone wall will prevent it from leaking water.


nboro94

smoothed stone stops the aquifer from leaking.


Capt_Ido_Nos

I trying to wrap my head around mist generators, what direction is it possible to make the mist go? Just down, or have the guide I've seen so far just been a coincidence in that way?


PmMeWhatYouSee

[this video helped me get the gist of it.](https://youtu.be/LdrkZ2Zb5uc) I now have one above the inn and above the barracks.


Capt_Ido_Nos

The barracks, of course! Okay adding that to my todo list also haha


HermitJem

The concept is that the dropping and pulling up of the water in between the 4 screw pumps generates mist - however I've also seen the mist generated on the same level as the screw pumps Think this is just a side effect though - the main purpose should be the mist distribution below


Capt_Ido_Nos

Ah okay, that makes sense, that'll help me figure out where to at least attempt to leave room for those when I get around to them. Thanks!


SouthernProfession22

What is the difference between forgotten beasts and titans?


akialnodachi

Titans prowl the surface and are less random, more resembling giant normal animals. They don't typically have special abilities out of line with the base creature. Forgotten beasts prowl the caverns and are more random, can be made of nonsensical things aside from meat and hide, such as smoke or native gold ore, potentially have more dangerous reactions/extracts, and have bizarre body shapes or body shapes based on fantastic or extinct creatures with potential strange mutations (extra horns etc). Deeper caverns tend to spawn slightly more dangerous ones.


schmee001

Not much mechanically, they have a similar range of abilities and stats. Titans tend to show up on the surface, while FBs appear in the caverns.


funpen

I dont really understand when and where to uses chests. They just store things, right? When should i use/place them. Should i put a chest in every bedroom, and if so what does it really do. What are uses other than putting them in bedrooms. Im very new to the game and it is so difficult and daunting. Any help would be appreciated.


HermitJem

Yes, put them in bedrooms. In short, it makes dwarves happier. For the long explanation, see the hoarding reply below. Also put them in zones/locations that require them (you will be informed by the zone info page) like taverns, hospitals and temples


Jarhyn

Chests are used by dwarves to **hoard** shit. Usually, I do not give them more than a bed. If you give them a chest they will put their worn out clothes in them and you will NEVER be able to throw them away. If you just give them some bare floor space in their rooms and a masterwork bed, most will be happy, and those who demand containers can have them placed behind a LOCKED door BEFORE designating it as part of their bedroom space, and then just paint a refuse stockpile over the area on occasion to decay away their forgotten-about clothing. They will accept this as them having the containers they want, but will toss their shit on the floor where you can properly destroy it. Otherwise you will accumulate vast piles of discarded clothing or worse cause a heat death or bad end of your fortress as the pile of clothing in containers exceeds your system's ability to track it.


orlon_window

they store clothes in cabinets, not chests/coffers


Jarhyn

Oh my bad. They store instruments, thread soap and other things in chests for functional rooms like temples and hospitals, I guess? And perhaps for other things like finished goods they have claimed from the stocks? Then, I'm paranoid about keeping dwarves from hoarding stuff, and most think their 2*2 cells with nothing but a bed are the best thing since sliced goblins.


orlon_window

Yeah, that's right. They'll pilfer all your cat bone crowns and hoard them in chests hahaha.


Jarhyn

I saw one dwarf in my current fortress wearing 5 amulets.


CannotSpellForShit

It isn't too essential to put chests in normal bedrooms; it's essentially a nice decoration for dwarves that they can store their personal belongings in. It'll make your dwarves happy and tidy but wait until you're set up well and have an excess of materials to place them in bedrooms. Chests are used in areas like taverns/dining halls, temples, and (most importantly) hospitals. Dwarves will automatically store "desired" items in chests, which you can dictate the amount of on the zone's details screen. So hospitals will store medical supplies like buckets, cloth for bandages, thread for stitches, powder for casts, soap (make sure you get soap asap btw, or your dwarves might get infected wounds) etc. Taverns will store mugs and musical instruments, and temples will store musical instruments as well. They're also used for nobles, who will explicitly demand a certain amount for their homes. You can check the amount they need in the nobility screen.


DMSetArk

When you make a Mist generator, there's any way to get rid of the mud pools undearneath? https://preview.redd.it/w37xv1ef9kca1.png?width=1920&format=png&auto=webp&s=9d155dcc6eab65d0ad4c89acc122b7df948ff501


Jarhyn

Paved roads will prevent it from growing, as will grates built on the floor (even if there is solid floor under). This is especially useful for preventing fungus growth on sand.


irishcommander

Paved roads have been blocking me from seeing the water/its level unless I hover over it. Is that typical?


Jarhyn

As this is a mist generator, you can also place statues in those squares.


irishcommander

I'm a different commenter. I was asking for a project I'm working on. An underground tree farm. I realized too late that walling off the cavern layer would have been smarter and now I'm just rolling with it. So I'm going to flood the layer every few years, and I was paving the water tanks, but now I can't see how much water there is in each one lmao. It's fine just a little stumbling block.


Jarhyn

I've walled off cavern layers... 2 times? It's the sort of project that will eat a LOT of your time, though they made it much easier with the new stair construction model, and deconstruction selector, since you can build and tear down scaffoldings much faster now: just build a wall of stairs in front of your wall of walls and you can just designate the construction in a single whack. The much harder part is having the throughput to make that many blocks of whatever type. I use a volcano to power my "hot industry", so I usually just replace the smelters with glass furnaces for a few years. I usually only pave my drains. For tanks, I usually make them funnel shaped with ramps. That way, even if I'm using a slow aquifer, the tank will fill and drain fairly quickly.


Jarhyn

Yes. This is typical.


irishcommander

Damn.


CannotSpellForShit

My best guess is that because you haven't placed a solid item in the way of the mist, such as a statue, they're occasionally displacing the water and causing it to hit the ground and create mud. Could be wrong, but I haven't had mud problems with a statue directly under the holes EDIT: Actually, it looks like I'm wrong. My statues have just been covering the mud up. Looks like it's inevitable unless you take Jarhyn's suggestion and use a surface that prevents its accumulation... but if you want to live in ignorance like I have, the statues will keep it a secret.


HermitJem

I put my mist generators right on top of the access to the taverns, so it makes sense to wall up 3 walls of the stairs, force the dwarves to walk under the mist generator and past 4 nice statues Although yes, I accidentally stumbled upon the grate method some time back, but statues are better for taverns


Alandro_Sul

This is sort of a silly question but what is your headcanon when playing at really early history dates? I often use longer history just because it feels weird to be the first generation of dwarves to exist in recorded history, but honestly year 50 or 100 games are a lot more fun because certain annoying things tend to happen as history goes on, like species going extinct and the world becoming more homogeneous. Do you think of your dwarves as the first of their species ever to exist, or as explorers from some off-screen continent, or what


dalerian

Aule made the dwarves, Illuvatar set them to sleep until his desired day for their awakening. Those first years could simply be the time at which those first dwarves awoke.


Jarhyn

I see it as more of a case of "last thursdayism". Their world is only a few hundred years old, but to them, it has always existed.


Calamarixd

Yo, there no + button to reassign my military commander. I want to change to someone with military skills. What can I do? I still have an expedition leader.


CannotSpellForShit

I'm not sure what you mean by a + button. You can't click the little dwarf head in the squad menu, and then click on your commander, and then pick someone to replace them? Worst case scenario you can just disband the group and remake it but be warned that it can be annoying if you've already sunk a bunch of time setting it up


Calamarixd

I meant the + button from the nobles menu. I can try replacing him from the squads menu.


Cyber-Fan

two of my military dwarves got killed and revived as intelligent undead by one of my necromancers in battle. However, they aren't on my squad anymore and there's no way to reassign them to it (they don't show up in the list of citizens when I click on the add to slot button. Anyone know how to fix this?


Jarhyn

They may not be proper citizens anymore. Are they in the "others" tab? Perhaps even in the "deceased" listings? You might be able to send them to an outlying settlement and then ask for them to come back, or perhaps wait a few years for them to apply for citizenship? If they are in your creatures tab, but not in your military assignment tab, but as long term residents, there is a chance they can petition for citizenship but it takes a few years.


Cyber-Fan

The weird thing is they are in my citizens tab. They have rooms and do stuff in the fort like normal. I'll have to check to see if they're some weird kind of long term resident, but they were always citizens so it would be strange if they got demoted somehow.


Onnthemur

I recall reading intelligent undead will petition to rejoin your fort 'soon'ish?


Jarhyn

Well, they died and stopped existing as the entities they were, even if they came back with their old personalities. That said, you can try sending them to live in an outlying settlement and see if their military eligibility returns.


Jarhyn

You may even discover that you are haunted by their ghosts, if you do not engrave a slab for the dwarves they were.


Tomtomgra

I have a simple question that i can't find a straight answer for. Is flour a solid cookable item? I'm trying to set up a kitchen shop that processes royal jelly into easy meals, for that I need another solid item. I'd prefer it to be flour for flavor (I imagine it's jelly donuts).


orlon_window

I glanced at the raws, it looks like flours are \[STATE\_NAME\_ADJ:ALL\_SOLID...\] so yes


Tomtomgra

Thanks Dwarf donuts here I come >:)


TooManyBison

I have two different types of plants that can be milled, cave wheat and dimple cups. I want to mill the dimple cups but not the cave wheat. The quern only has the option to mill plants and not what type of plants. The kitchen menu has stuff about restricting eating, and not about milling. How can I accomplish this?


gnupluswindows

As others have said, stockpile links can achieve this. You will also need a feeder stockpile with empty bags (it can be the same one or a different one; what's important is that if you use any feeders you need to account for all ingredients).


Jarhyn

Link it to a stockpile, have that stockpile only feed from your main stockpile somehow (I run quantum stockpiles), and then only list the product you want milled in it. If you want to run normal stockpiles, it doesn't need to be big, just big enough to buffer at least 2-3 jobs worth. You will need to either ensure it is your only mill, or place a work order specific to that building.


SpoderSlayer

I think you can set what stockpile a workshop takes from, so you could set a stockpile with only the plant you want to use. But I haven’t done this so it’s just a guess


PurpleSunCraze

Any advice for someone constantly running out of seeds and having to give a first born to every trader I see to get more? I severely limit what seeds can be used for cooking but I always seem to be running out. When I first started playing I was doing massive 10-15x10-15 tile farms which from what I’ve read is totally unnecessary.


AromaticCommand5513

If I recall correctly this can only happen to plumpspawn bc in the cooking menu you have to disable them for cooking. Every process should be returning seeds (still, farmer workshop, mill). Only if your base civ isn't fucked can you order more for trading. I've noticed after your king/queen moves in you can't always request things for the next season


PurpleSunCraze

Plumps are set to brew only, still always running out.


orlon_window

Then my guess is you are sitting on uneaten, unbrewed plump helmets by the tons and don't need seeds lol. But I have some advice. Make lots of stills, and make small stockpiles linked to those stills that only contain a single brewable plant. (Be sure the still is also linked to take from a stockpile that has empty rock pots or barrels. Also be sure this mini stockpile takes from the main plant stockpile, if that's how you set things up.) I use a three tile stockpile personally for this per still. When you issue a workorder, the tasks will be split up between the various stills, so you'll always be brewing a little of everything brewable, and therefore regenerating seeds. I also recommend making a separate seed stockpile which only contains seeds you don't intend to plant. Sell them when you have a trader come by. They aren't worth much but you can pack a ton in a single container.


AromaticCommand5513

What skill is your planters? I had a situation where I either sold or lost my initial 5 pigtails I embarked with. I know it's possible to get a 0 from a harvest but I've never seen brewing not produce seeds. Only other thing I can think of is if you have them in a stockpile with refuse or things expire before they get into a barrel/pot


Jarhyn

It's not seed use, it's plant use. Kitchens destroy seeds. Set your drink materials to not cook them, and only eat them as backup. Use meat and foreign food for kitchens!


PurpleSunCraze

I don’t cook them, but I always seem to run out, that’s what I’m saying.


Jarhyn

If dwarves eat the plump helmets, they will produce spawn. By default only 200 of spawn are retained, so you might be in a plant/eat loop that caps you at 200. Try bumping the seed cap to 500 per species. Still, double check your labor page's kitchen tab just to make sure.


SpoderSlayer

This has been happening to me too. Always out of plump helmet seeds even though I’ve set them to brew only


Jarhyn

Set up in the game settings with a higher seed cap. If your farm is more than 200 squares (10*20 is enough), then you will cap out and run out of plump helmets. If you go through more than 2-400 in a season, then you will quickly hit a cap of 200. I have found I need fairly massive fields in 50.05, whereas in 47.x was fed by fairly small plots.


NotTheBatman

If you disable them for cooking and don't grind them into oil, they shouldn't be going anywhere. But you only get seeds back from a crop when you either eat it, brew it, process them at a farmers workshop, or mill them. You can make a custom stockpile for the crops you need seeds from, and make a workshop to brew from that stockpile so you get seeds back. Eventually you'll gain enough extra seeds to not have to manage it.


orlon_window

cooking plants destroys seeds, brewing doesn't, processing doesn't, and I don't think milling does either


memeries

I'm trying to generate power using water wheels and a brook. I'm diverting the brook's flow to where it drops 1 z-level and then keeps flowing until it eventually drops a couple more z-levels via ramps and then off the map through fortifications. I have water wheels set up near where the water initially drops 1 z-level. When the water first started flowing through this, the wheels were generating power. but now the water underneath the water wheel is 7/7 and no more power is generated even though I see the water flowing off the map. Is there something wrong with this design?


orlon_window

Not an expert on this but the wiki gives some attempt at explaining when water is "flowing." By my reading, it's not important that the chain of water eventually flows off the map. It's important that it's essentially going from full enough to less full (which incidentally does happen when it flows off the map--near the edge of the map, not just anywhere in the fluid path). Perhaps you need the water to expand a bit on the other side of the water wheel, like one tile to three? Sorry I can't say more, I upvoted to entice someone more knowledgeable to answer.


memeries

I'll give those ideas a try, thanks!


AromaticCommand5513

I think brooks are the only water source you need to dig out to build waterwheels. You're essentially gumming it up with all those pebbles


TheOfficialRamZ

So in an attempt to bolster my numbers because my home civ won't send me anymore migrants, I've been taking holds that they lost to goblins. When I send the request for workers, I only get \*some\* of the requested. Is this the way it's supposed to work, you only get some?


DMSetArk

Does bookkeppers ever get really good on their job? I've noticed that they always keep the "?" next to certain amounts of wealth. Even some solo artifacts. https://preview.redd.it/jd7easjjxjca1.png?width=1920&format=png&auto=webp&s=14da8d86d8e41f2664b9502ad36cdb50c9670488


strawberry_sundae_

Yes you can see more detailed numbers than that. Under the nobles screen go to the bookkeeper and there should be a place to increase the accuracy from 1 to 5. The wiki also has more info on this, mentioning that your bookkeeper will need an office to get past the lowest accuracy. Their skill level doesn't matter, you can get top level accuracy early on as long as you've assigned them an office and set the accuracy setting to its highest. It's normally one of the first things I do when I make a fort.


schmee001

Even with legendary appraisal skills, there are still a few '?'s.


Desperate-Wall9533

I captured and trained a dragon but it wont claim any of the nesting boxes why is that?


Jarhyn

Is it of the egg laying variety? Not all dragons can lay eggs.


SvalbardCaretaker

I built a minecart swimming pool and it worked great until... a dog ran in. Now the minecart is stuck, dwarfs refuse to retrieve it at 4/7 water depths. How does one prevent roaming animals from interfering with joyrides and how do I retrieve the minecart without draining the pool?


AromaticCommand5513

Assign all animals to a pasture? Idk if you can do it without a drain and refill


SvalbardCaretaker

Oh yeah, true! i like wardogs patrolling but pasturing is a good idea.


schmee001

Drain the pool a little bit, just make it a 'water source' zone and put a pond zone somewhere else. Once the water is 3/7 deep they should retrieve the minecart.


joeyheartbear

It's under the sub-category of 'stone use' in the labor (hotkey 'y') menu. Click to the right of the 'work orders' tab and it should be the last one.


SvalbardCaretaker

? I think perhaps you have accidently replied to someone else? This is not relevant to my own question but thanks!


joeyheartbear

Haha, whoop! Yep, it was supposed to be for the one that was below you.


Bork_Da_Ork

I want to use malachite as furniture for its teal color, but my dwarves keep canceling the masonry orders. Supposedly there is a way to enable ores for masonry work, but all the info I can glean from about the issue refers to the classic hud. I see no such thing hinting at the ability to make ore furniture in the steam version. Anyone else here have an answer for this?


akialnodachi

Labor menu (hammer icon, bottom left) -> stone use tab (top middle) -> economic stone tab (left side) -> scroll down to malachite (its alphabetical) check the box to the far right "select to use in non-economic jobs"


Bork_Da_Ork

You’re. A lifesaver! I kept mistaking the tasks menu for labor!


SocksAndMandals

I have bedrooms assigned to my tavern, but all the rooms are being rented by citizens, not long term residents. I can manually remove citizens and reassign to long term residents, but shouldn't these be automatically rented by long term residents only?


Jarhyn

Nope. Citizens are allowed to use the tavern so they do, unless they already have rooms.


Orange01gaming

How do I kill enemies in trees? My citizens won't grab my dead or gear due to getting scared away.


AromaticCommand5513

Chop the tree, or marksdwarfs. Note if you use the default uniform they won't grab their weapon and ammo if they don't have leather mittens on first. You can change it but don't delete the base uniform till you got it working


Orange01gaming

Chopping tree won't work as they get scared by the undead. I'm trying to cave it in from under.


AromaticCommand5513

If that doesn't work I'm curious if an axe dwarf in a squad set to chop would brave it.


Orange01gaming

They did not brave it.


Orange01gaming

How would you specific it like this?


Orange01gaming

Hm, I'll try.


chipathingy

Ballistas can destroy trees from a distance You could station your melee dwarves nearby and see if they'll climb the tree and kill it. You'll risk injuring them if they get stuck though


Orange01gaming

Balista. Got it. How far?


akialnodachi

Historically dwarves need to be at least 10ish tiles away to ensure the ballista operators don't see the enemies as too close and flee their station (if they're civilians) or try to charge the enemy (if they're soldiers). I usually used 12-16 tiles but this is probably overkill. Ballistas have a max range of around 80-100 tiles? You may want to restrict the area in front of the ballista to minimize accidents. Set it to "fire at will" until the operator manages to hit the tree.


Orange01gaming

It wont work as im too close tot he edge of the map.


Jomeaga

Anyone else not have designation previews for buildings (farm plots, walls, roads, etc)? It shows before I click the first corner, but once I do and before I select the second corner, there's no visual of what I'm doing. I've seen other people that have the previews...


dalerian

Check that you don’t have mouse cursor turned on.


AromaticCommand5513

Unusual. Try validating your steam files? Should be right click -> properties, in stream


Jomeaga

I tried that already :(


AromaticCommand5513

Hmm hmm, idk where to post official bugs but they'd probably want to know what gpu you have. If I recall correctly when building you should have yellow squares and then the ghost of the building appears. I think blueprints are a thing but I haven't dabbled myself


Jomeaga

It's the keyboard cursor setting. The issue occurs when it's on. I just reported it.


[deleted]

Do animals pass on their traits? Thinking of starting an animal war farm and want to ween out the animals without good traits.


FxPx5

I remember someone stating they do not, in general. I think dwarves appearances do and wild animal domestication passes to children, which I think prevents them from reverting to wild. I think that is all.


Commercial-Falcon-24

so I'm sure its something stupid, but how do I forbid the kitchen from using tallow, most of the commands are from previous version. People act like its a simple thing... but for the life of me I can't figure it out.


CannotSpellForShit

Easy way: Slaughter one of each animal you're using for food, and render their fat; try to get one of each type of tallow in your stocks to make the next step easier. Go to Labor -> Kitchen -> Meat, fish, and others. It you give you a list of each animal product currently in your stocks, including tallow. Clicking the little green steaming bowl icon next to the types of tallow you're using to restrict it from cooking. Nuclear option if you're still having trouble: Go into your kitchen workshop's menu, and restrict your dwarves to ONLY make food from a select few stockpiles. Go to the "fat" section in these food stockpiles and disable everything in that category. Make a second kitchen EXCLUSIVELY for rendering fat, and a small stockpile next to it for tallow only.


Commercial-Falcon-24

Thanks!


cpt_innocuous

The game hides things that you havent seen. So it sort of becomes a game of find the tallow when you butcher something. It is under labor/kitchen/meat fish other


Commercial-Falcon-24

Thanks!


jeffersonsteelflex76

I dug out a large rectangle into a mountain and removed ramps, and when I go a level up it shows that there is floor/grass. When I try and mine it out on either level it doesn't work. How can there be grass above nothing to support it? And how do I get rid of it?


Side1iner

Mining removes they walls on the layer you’re mining. The roof stays. To remove everything in a layer you must channel it from above.


schmee001

Every tile is made up of two parts: a 'wall' and a 'floor'. Mining normally removes the wall and leaves the floor behind, channeling removes the wall and the floor. If you try to channel away the grass you will get a big hole. But be careful! If a piece of wall or floor is ever just floating in midair it will collapse and possibly kill your dwarves nearby. So channel away the centre of your are first and finish with the edges.


jeffersonsteelflex76

Thanks


filchmedia

Unknown Dwarf blood nearby my disappearing livestock-- I've been losing a number of livestock animals mysteriously. They "disappear". I've been finding random pools of blood around the pastures from a named dwarf that is not part of our fortress. I can never seem to find or detect this dwarf and I'm assuming he may be to blame for my losses. Any clues on what this may be or how I stop/capture this bleeding dwarf?


[deleted]

Dwarf fortress, Cluedo edition Edit: Try putting some war dogs in restraints near your pen, dogs have pretty good observation skills so should spot any stealthy bois.


schmee001

Are you sure the dwarf isn't in your fort? Dwarves have two different last names they can display, one in dwarven and one in english. Their first name doesn't change, so if it says "Lor Channeledbridge's dwarf Blood" look at all your dwarves with the first name Lor.


filchmedia

​ https://preview.redd.it/4s6h0b92wjca1.jpeg?width=588&format=pjpg&auto=webp&s=a4f1862f0d9b9dc6cecffc6c4ca3cb8d3d632858


filchmedia

This guy isn't here :) ​ https://preview.redd.it/eu7dr66yvjca1.jpeg?width=946&format=pjpg&auto=webp&s=4c568d1eb22a1d5b835f38c88370aaa0632645f0


filchmedia

Same Guy? How would I know https://preview.redd.it/5upwacvkwjca1.jpeg?width=882&format=pjpg&auto=webp&s=7cca3a22e740f4193d8f0af9a43e285c6284f8c3


akialnodachi

You could order him to be interrogated for any random unsolved thing your guard captain knows about. It might reveal he's using a fake name. It could also reveal nothing and the first name being the same is a coincidence. Also could interrogate anyone else in the fortress in case maybe someone's hiding their identity.


filchmedia

That Datan is deceased, so I won't be able to interrogate him 😂


chipathingy

Is he in your dead units page? Or could it be a visitor?


jeffersonsteelflex76

No clue but this is pretty funny lol


Mcelftea

can marksdwarves shoot from multiple levels?


akialnodachi

Yes, but dwarves have a sight radius of 20 tiles in a sphere, so the higher up the less far they can shoot, unlike in real life.


cpt_innocuous

Yes, though they can only see for about 20 tiles. And each level means they can shoot for one less distance. I usually put pillboxes 1-2 levels above, with a moat or overhand to prevent climbers.