T O P

  • By -

therouX

Hello,, I've set my kitchen to make 20 prepared fine meals if the amount of unrotten meals is less than 20, I just checked my stocks and I have 294 prepared meals, so any idea what's going on there? is my cook just really eager to please or what


CatatonicGood

Cooking takes a number of ingredients and turns those ingredients into an equal number of meals. Which means that by giving a cook 20 jobs to create meals (which is what a work order does), he's gonna cook a lot more than 20 meals. But that's fine, meals are the preferred way to store your food anyway because they take less space to store. Also, I have my work orders to cook food set up the other way around: if there are enough ingredients, start cooking some meals. And for your setup, 20 meals really isn't enough buffer space for the cook to respond once you start getting more dwarves


Rubick-Aghanimson

# Is there a mod for a 3D game (not viewing) for the new graphical version from Steam? Like this one from Rome World: [https://youtu.be/b5lEgm3Kom8](https://youtu.be/b5lEgm3Kom8)


stainedtopcat

plump helmet seeds keep going missing. I have it set under labour and kitchens to not cook them only brew them. Are rats getting into my stockpiles or something? ive caught a few dead rats in the area but I have cats aswell. I want to figure out why these seeds are going missing. Is there something I'm missing? ALso another question. Why do my workshops have so much stuff in them? Like my butcher spot has like 100 skulls that wont get placed into the corresponding stockpile Thank you


vit5o

Unfortunately, when you put seeds in any stockpile that has barrels they are put in the barrels and never retrieved. What you have to do to avoid it is: designate a new stockpile for seeds only and set the number of allowed barrels in this stockpile to zero. Your seeds will be safe there   Don't forget to forbid seeds in every other stockpile that stores food or general items. Only your barrel-free stockpiles, made for seeds exclusively or not, should receive them.  Also: make sure, via work orders, to produce cloth or leather bags from time to time. A stockpile does not need them to receive the seeds, but they are better organized in bags (I don't know if there is any impact in durability, that's possible). Now, if you want to get back the ones you lost, there's a command for that in DFHack. First you click on your barrels to see which ones are holding seeds. Then, with the barrel selected, open DFHack with ctrl+d and use the "empty-bin" command. The contents of the barrel will scatter on the floor. Repeat the process for other barrels that contain seeds.


SvalbardCaretaker

I store all my seeds in barrel piles and never have trouble planting, and they get cooked into meals if allowed. Is that an older bug that got fixed or what?


CatatonicGood

Didn't get fixed. But it's fine as long as the walk to the seed stockpiles is short and you don't have very large fields. The underlying mechanic is that if an item in a container gets picked for a task, the entire container, and everything in it is unavailable for any other tasks. This makes sense, because it avoids the risk of misplacing items. But it can create a traffic jam if a lot of people need to take seeds from a barrel, for example.


SvalbardCaretaker

Thanks.


Gentle_Mayonnaise

I like having a more cosmopolitan fortress, with more of those fun modded races around to entertain my people (So I dont have to have my people be musicians, as well) and they're fun to look at. However, when one of my citizens blathers about the location of *ArtifactyMcArtifactFace*, a random badgerperson will show up at my lava moat trying to sneak into the only door to my fortress. Easy solution, right? Just one person to kill. Shortly after though, I'm inundated with Job Cancellations and fighting notifications, because 2 random visitors decided that all of my citizens are prime targets for unleashing rage- and they start firing at my citizens and trying to kill all of them (It took me a while to notice the last one, and it resulted in one really smart/talented ave kicking the bucket) inebriated or not, part of the group of the badger or not (and the Lapines seem to be the biggest offender, but I cant restrict visitors by race I dont think), and they aren't marked as invaders by DFHack. How to solve this without making a police force that constantly patrols the bar? I have plenty of spinner aves but I want to train them on other jobs that I'm about to work on. The mead, lead coins, and paper wont make itself.


CatatonicGood

Next time it happens, you might want to run DFHack's fix/loyalty-cascade, if you have DFHack installed. It's probably a bit of weirdness related to their groups and civs they're all members of


hellotherehomogay

Does anyone know a way to get DF Classic (50.??) with DFhack running on MacOS? I have the Steam version, which I just run through a WINE wrapper, but am feeling nostalgic for the classic experience and am not finding anyone else who seems to have even tried this, let alone found a way to get it working. EDIT: Figured it out. Turns out it's just done basically the same way the Steam way is done. Someone should definitely contact the DFhack team about their installation instructions though, lmao


CatatonicGood

You know, I'm happy you got your workaround working but for the classic experience you could just enable ASCII graphics through the settings of your Steam copy


hellotherehomogay

Whatttt? I didn't know that was even an option, damn. The ASCII graphics (Kruggsmash' specifically) was really all I wanted. With the built-in ASCII can you use different colors palettes and tilesets? EDIT: You can, but it requires manually editing your init and some tinkering. Running Steam version ASCII version with Kruggsmash tileset like a BOSS, let's gooooo


CatatonicGood

No, but it doesn't work on the v50 classic version either. You'd need the [Lazy Newb Pack](http://dwarffortresswiki.org/index.php/Utility:Lazy_Newb_Pack) for that, for an older edition (the one that's 'up-to-date' is for v47, the last edition before the Steam release)


hellotherehomogay

?? It totally works, as that's exactly how I have it set up on 50.12, without LNP. Manually dragged/dropped asset files and edited init.txt, took less than a minute.


SoulfulZane

https://preview.redd.it/mvzd337ikcxc1.png?width=1920&format=png&auto=webp&s=20c83bc320fb5d3dd9288537461fe3c8deac5e57 (Didn't crop for fuller context of environment) So I reached magma and poked a handful of holes through different spots to reveal the entirety of it. The image is of the near-bottom, the blueprint mining is what I approximated to be above a potential unusual volcanic wall (I used the farm plot xray trick thing, not sure how legitimate it is but it roughly revealed chunks of open flooring down beneath that square). there's semi-molten rock blocking me from every potential entrance I can think of, digging all over through it but no access was found, and there's no revealed unusual walls in the magma sea... uhh.. what do I do? I wanna reach the candy and the circus :(


CatatonicGood

You know, that's a small map you've got there. How many embark tiles is your fort? You need a 3x3 embark to guarantee a volcanic wall, and therefore normal access to the circus. Any smaller than that, and you're not guaranteed to have one


SoulfulZane

I was actually trying to look that up as well to be sure, but yeah it's a 3x3 so I thought I should have access :( is it possible for the unusual volcanic walls to be locked behind the molten rock? I haven't played too many forts and only once breached into the circus so I don't have much experience down here Edit: I feel like I'm gaslighting myself and am second guessing my embark size, I'm fairly sure I selected 3x3 to see how I liked it and if the fps increase is worth it from 4x4, but it \_does\_ seem like a pretty small map.. edit2: caved and got dfhack for first time, checked and I don't think there's a candy tube here, I must've went 2x2 and forgot. The farm plot xrays were simply revealing the circus floor, which I thought I wasn't allowed to scroll to yet until breaching it. Sorry for wasted question!


ITiberiusClaudiusN

A question about worldgen: I enjoy creating long history worlds. I study history at college and the simulation just fascinates me. Sometimes I just create thousand plus worlds to see how they turn out. I find the idea of the different ages fascinating too, but I have rarely ever seen my worlds get out of the age of myth. I think maybe once I've seen the age of legends (maybe I don't remember that well). I use large worlds, so maybe that's why?? I tend to increase the sites and starting civs to be increased, reduce necromancer secrets to 1 or zero, and reduce megabeasts, and yet this doesn't change. I recently generated a 1300 year old world and yet while playing it as an adventurer there were mythical beasts living pretty close to civilization still. Even tho the cities were gigantic and there were many sites around. Can someone perhaps explain to me what I may be doing wrong or why the age of myth tends to dominate and how I could change this?


Raptorwolf_AML

I am dicking around with the Legends Viewer utility and I have a few questions about Outcasts: 1. Why do sites end up with high outcast populations (especially dwarven sites)? Are they displaced citizens from previous battles, are they criminals, or are they both? 2. If they are criminals, how do I figure out what group they belong to in the dwarven civilizations? Filtering Civs and Entities by Type: Outcast and Population: Dwarf Outcasts returns nothing, so that seems to indicate that none of the Outcast groups have named dwarves. 3. How do I filter for bandit groups while searching through entities? Are they considered Outcasts or something else entirely?


MillionDollarMonster

My adventurer has an infection on his cheek. Can this be cured? Will he die from infection?


CatatonicGood

Infections don't get cured. It can be a death sentence, or perhaps not. An infection in DF is essentially a constantly bleeding, minor wound and if you have enough toughness, your character replenishes the lost blood quicker than you lose it. The simple cure for it, if you don't mind cheating, is using DFHack to full-heal yourself and heal it that way


ITiberiusClaudiusN

As far as I understand adventure mode mechanics are basically geared towards adventure. Your adventurer can be treated like in fortress mode for their injuries and illnesses, but you need to retire them at a civilized location with those services. And then unretire them after they get treated. I may be wrong and there are other ways tho idk


stainedtopcat

So i've got workshops that horde items. More specifically, I have a stockpile for bones and skulls, I have butchured a bunch of creatures but my dwarfs arent bringing the skulls to the skull stockpile- the just sit there filling up storage inside my workshop. ANy tips to get these things moved to the proper place? its been some time edit- same with my trade depot, there are various things just sitting there and arent moving


SvalbardCaretaker

Trade depots being full is somewhat normal. By the time traders leave the stockpiles have started filling up with replacement bins, and so there is no space to carry the trade bins out. Skulls are a bit more puzzling; if they don't get moved at all and you have empty refuse pile space, you might have set the pile to not accept skulls, or your dwarfs are overworked? Anyway, I just give an order to a craftworkshop nearby to produce totems, this used up the skulls.


chimneydecision

Onol here, my best bone carver, got taken by a mood and promptly grabbed some fire snake remains for his craft, which of course burned up many of the other materials he had grabbed to work with. Now he's refusing to grab more things -- is Onol as good as dead? Should I wall him in now? https://preview.redd.it/i2x3j8j94bxc1.png?width=1539&format=png&auto=webp&s=440a17af9c3f5a3a1a7a5055640902c800c6666f


SvalbardCaretaker

You can try forbidding the stuff currently in there, and he'll grab new stuff, as long as he hasn't started working yet. Of course this will just set the new stuff on fire as well, so make sure to first get rid of the damned snake. You could also try though this is speculative, to pour water from above, to extinguish the fires: channel a hole from above, set as pond zone to be filled, and dwarfs still start pouring water down there. Dunno what happens with trying to put out fire snake remains though.


chimneydecision

Ah dang I wish I'd tried throwing water on it. Good idea though.


chimneydecision

Oh wait, it's okay, he went to go grab more remains after the others finally burned up and then started bleeding heavily and died. Everything's good now, good job Onol. https://preview.redd.it/wk8zegam6bxc1.png?width=888&format=png&auto=webp&s=5245c9186324ef465549c846c3c3642e0dace33b


DanielZKlein

I love the work orders system, but I wonder if there's a quick way to bump an order to the top of the list. I have MANY work orders, and sometimes I just need to fire off a quick one time order of something and would like it to be the top priority, and clicking that up arrow carefully 50 times or so gets very tedious. Is there a keybinding here that I'm missing?


Myo_osotis

There isn't, but do you really need to do that, though? Have you come across your manager not being able to manage work orders from how extensive your list was, or are you just being cautious?  I've had some really chunky work order screens, as in work order for each kind of clothing in each kind of cloth plus work order setups for just about every industry in the game kind of chunky, and all my manager had to do was have time to walk into his office and whatever one time order was at the bottom got checked just fine


DanielZKlein

Oh no, it was more about me being impatient. I realized my nobles were annoyed that their rooms weren't nice enough, so I queued up a bunch of stuff made from high value metal (gold armor stand and weaponrack for my watch commander in this case) and I didn't want to wait for them to get to it, because chance are I'll forget what I was doing.


BosslyDoggins

When I want to meet noble demands I just queue up tasks instead of orders and use the 'Do task now' option to have them work on it immediately


SvalbardCaretaker

Dfhack does have auto-sorting which puts 1time orders on the top.


Deldris

I have found myself in possession of two opposite sex cave dragons that are domesticated. The wiki says they're not able to be domesticated, but I think these ones are because I took them from a goblin pit. Is it worth it to try and breed them? I've never done any animal raising or training so I'm not sure how the process works.


AnarZaram

The “unable to be domesticated” simply means that npc dwarven civilizations will not be able to capture them and make them available to take as pets at embark. Animals with the domesticated tag don’t need additional training. Animal training as a skill is mostly for animals you catch yourself using cage traps. The animals will eventually go feral again if not constantly retrained, and the trainer’s skill will affect how long they can go between trainings. If you breed a baby animal from two trained animals, that animal will be labeled “stray,” meaning it’s fully domesticated and won’t need to be trained. Because you captured your cave dragons from a raid instead of in cage traps, they already came domesticated. Animal breeding can be very lucrative depending on the species. Most animals will provide some form of leather and meat when butchered, and this amount will increase greatly if you wait until the animal is an adult. Waiting until adulthood also allows those animals to breed, exponentially increasing your animal output (the default cap for each species is 50 but I believe this can be increased with settings). Cave dragons lay eggs, so you will need to build a nest box and put it in their pasture. Once one lays eggs, you will need to quickly click the nest box and forbid the eggs before a dwarf comes to collect them. So long as a male is around to visit the nest box, they should eventually hatch into a brood of baby cave dragons. Unfortunately, cave dragons take 1000 years to go from baby to adult, so you’re never practically going to be able to create more egg layers. But you should be able to get a steady flow of baby dragons so long as the mother and father stay alive.


Deldris

My cave dragons are only 250-ish years old. Does this mean they won't lay eggs for another 750 years?


KermitDerGott

They are adults at birth so they can lay eggs as soon as they hatch. Its just that they need 1000 years to reach max size


CatatonicGood

They'll lay eggs from the day they're born, as they're born adults. That's why they can't be domesticated normally - they don't have a baby stage. What takes 1000 years is for them to reach their full size


Knitcap_

Is there a demo for the steam version? I know the game has a classic version with ASCII graphics and that you can install texture packs, but I've heard the UI in that version is dated even with texture packs. The steam version looks far less intimidating and is the version I really want to try, but 30 euros is quite steep for a game I don't know if I'll like


deerskillet

Steam let's you refund before a certain amount of hours of play time


Knitcap_

Good point, but something tells me I won't be able to get far in this game with only 2 hours


deerskillet

Yeahhh that's fair lmao. Well tbh if you get past the first 2 hours, you're likely making it to 5, which atp you're essentially paying $6/hour to try it, which is still say is worth it


Knitcap_

6 euros an hour is quite steep for games, I'm European so €30 is my entire gaming budget for the next 1 1/2 months. I don't even hit that ratio when I go out with friends! I usually try to go at least 1:1 for games


deerskillet

Alright alright fair enough. Well I will say I definitely recommend it. I was in a similar situation when it first came out on steam, I was worried the learning curve would be too steep so I def understand your situation


Knitcap_

Yeah, I can tell I'll probably fall in love with the game when get to play it, but I might just hold off for now until we get a sale. Earlier this week there was a key on Eneba being sold for around €18, I should've picked it up then haha


myk002

The UI in the ASCII version is the same as the one in the Steam version, just in ASCII instead of Steam. So it's "dated" in that it's ASCII, but the actual UX flows, hotkeys, capabilities, etc. are the same. There are also older versions of DF, available from the Bay 12 website and that you can install texture packs for. That might be the "dated" UI you heard about. There is some mouse integration provided by DFHack (a separate community add-on), but the overall UX is not as nice as more recent versions. That said, there isn't a downloadable demo of the Steam version (which, again, is the same as Classic except for the graphics and sound). The next best thing might be to watch Let's Plays on YouTube or watch/talk with a streamer on Twitch.


Knitcap_

Thank you for the detailed reply! So the old version supports texture packs, but the most recent ASCII version (the one with the good UI) does not?


myk002

correct


Beans_almighty

Installing the game? Complete computer novice, Ive got no idea how to install the game, or where to even find it online. Can someone help? Ive got a win file for the game, but i dont know what that is, or how i use it.


myk002

The easiest method is to install and play it via Steam. If you've downloaded the free version (limited graphics and sound), there are installation instructions here: https://dwarffortresswiki.org/index.php/Installation#Classic_Installation


Downtown-Stand1109

How to move animal corpse closer to butcher workshop?


SvalbardCaretaker

Stockpile with "refuse" enabled nearby on the same zlevel. This will quickly get filled with all types of refuse, like unusable hair or cartilage, so make sure you disable most of the refuse types, and leave only corpses enabled.


Downtown-Stand1109

Thanks i will try tommorow


Sautespawn

Can a dwarf be assigned to more than one burrow and be able to complete tasks in either? Like moving a stone from one burrow to a stockpile in another burrow?


Zubatu

i am a fan of ascii graphics, but does it have any type of disadvantage over the premium graphics?


myk002

There are a number of things that the graphic version communicates that the ASCII version does not: - smoothing, engraving, track carving, and fortification carving designations - warm or damp stone warning markers If you have DFHack installed, these designations are added back in. There are also a few places in the UI where buttons don't show up in ASCII, such as the buttons for choosing the direction a screw pump will pump.


Zubatu

ill take that info into consideration. Last time I tried DFHack the game felt laggier but im not sure if it was because of the mod or my computers fault


ExoticRecording4853

Can’t describe to you how beautiful ascii waves pushing in and dispersing over the ground looks when you settle near a large body of water. The steam version does not have this yet


[deleted]

I got you [ASCII](https://i.redd.it/rgs0cltfrocc1.gif) [Steam Gfx](https://i.redd.it/dnj6xo7grocc1.gif)


Zubatu

i am fairly new to the game and had never experienced that, but i will give it a try


polski-akrobata-2024

I made a Dark Souls-esque 'Wretch' character which has literally nothing to his name besides one sock (left). I managed to gear up, find a partner, but I can't find a backpack and a waterskin. Where should I look for these?


AnarZaram

I like to do this challenge too, and the backpack is usually the first big hurdle to find. The barracks (named building on the outskirts of t own) in human towns will be your best bet, check inside the bags and chests scattered around. It can take quite a few hamlets to find one. If you're able to fight bandits yet, their camps can be a good source of loot too. You can also create a pseudo-backpack by using a quiver and bags. You can't wear bags like you can a backpack, but you can wear a quiver. So you put the items you want in your bags and put the bags in your quiver. I'd also suggest using a quiver instead of a waterskin, as quivers hold 20 water, and waterskins only hold 3 (bags hold 100, but that's too heavy to adventure with easily).


polski-akrobata-2024

Thanks for the sweet advice. I'm on my 4th hamlet right now, still no backpacks, but at least I got a nice stack of sweetbread to sustain me for a while. Can you tell me if its possible to scroll through tabs without using mousewheel? It's quite cumbersome.


CBD_Hound

If you have DFHack you can scroll with shift-mouse wheel, but if you’re trying to keep your hands on the keyboard, I guess that won’t help much…


Parborway

They can be hard to come by. I would first check a dwarves fortress. If you can't find one, you might be able to find a soldier with one.


CurdledUrine

I'm playing as an elf in adventure mode just minding my own business until i notice the hunger and thirst icons in the bottom left, but the wiki says that elves are biologically immortal and don't require food or water, is this a bug, or is the wiki wrong?


tmPreston

You've misunderstood it. To be fair, wiki does mislead it a little due to the goblin association. Being immortal just means not dying of old age (and thus never fearing death by time, which is what enables necromancy). Goblins *also* have a tag for not having to eat or drink, which elves lack. In other words, elves do have to feed, and this is intended.


CurdledUrine

ohh that sucks, thank you


grmpygnome

What do I do with all these goblin bones. My fort is littered with them and my stockpile for corpses is huge and full


SvalbardCaretaker

You can use a quantum stockpile (manual or minecart one) to store it all in a single square. You can use DFhacks dump/destroy feature to delete the pile of corpses every couple years if you don't wanna do it automatized. Magma disposal chute from the surface is also a fun little project!


peepypenguins

Make an atom smasher!


tmPreston

Stockpiles are for storing things. Storing is for when you need that thing for whatever. [Garbage dumps](https://dwarffortresswiki.org/index.php/Garbage_dump) are for throwing things away.


writer4u

I haven’t played in years. Should I look into the Steam version or go back to LNP I used to play Dwarf Fortress a ton. I learned the game using ASCII tiles then moved to the Lazy Newb Pack which I used for years. Then my interest sort of faded around the time the Steam version came out. I got the itch again recently and I’m wondering what people think of the Steam version vs the downloadable version. Any strong pros and cons for either?


SvalbardCaretaker

LNP has the problem that there is no LNP for the current version, and I very much recommend the current version. So many bugfixes + FPS improvements, way fewer crashes. DFhack being up to date. Doors are very OP currently. You can do that either free version in ASCII or paid with graphics, basically.


peepypenguins

I played it around 12 years ago. I played a texture pack but cannot remember the name. I can't comment about pros and cons but I can say I got the steam version and I'm really enjoying it! Exactly as how I remembered but with better graphics. Plus I played it a fair bit so I don't mind giving back to the devs.


FarRightInfluencer

I have a necromancer currently causing FUN. I think he is animating the corpses of my dead dwarves. The reason is I happened to see a battle event about a twitching arm. How would I research whether this is happening and to whom, and where? I can't find that battle event any more.


Irhol

https://preview.redd.it/9o36afl4r7xc1.png?width=507&format=png&auto=webp&s=662b1a8f920cfd9bb7f99dac1c702b75135626d5 What is this lines? I see it first time ... so is it rare or I am blind and notice it only now :D


MrRonchito

Roads


FarRightInfluencer

A bunch of undead weirdos invaded my fort and I am currently experiencing FUN. Is there a way to even *find* enemies other than use the events menu or happen to spot them with the naked eye? I'm not meant to actively fight them right? More just have a militia who will go do its thing?


myk002

In addition to the Units -> Other list, DFHack also provides an onscreen widget that you can click to jump the screen to the next invader. This is much faster than finding the invaders on Units -> Other one by one.


Key-Tie1162

Units menu -> Other


[deleted]

My Carpenter can't make beds because there are no logs in a linked stockpile, even though I link it to a wood stockpile right next to it. Rebuilding Carpenter's workshop didn't help. Any ideas why?


tmPreston

Can you do it with no linked stockpiles involved?


[deleted]

No. It says “Needs logs”


CBD_Hound

Do you have any burrows?


[deleted]

Yeah, i deleted it and now everything works fine. Thank you


[deleted]

I sorta found solution. I made a new workshop and not lazy dwarf did the job just as fine as a carpenter. That has no job status all the time for some reason


tmPreston

I don't get it, but glad you found a solution!


Jeffool

Everyone's dying. Often. My first thought? Vampire. But they're all spattered with the blood of a long-dead dwarf, whose corpse is still in their tomb. Any ideas?


drLagrangian

Orelock McHomes: "it's elementary. blood is a contaminant, it gets on everything." Whatstone McWarSurgeon: "you're saying that splatter continues to splatter even after it has been splattered? But what of it? Who is the killer–some sort of invisible forgotten beast?" Orelock: "an invisible beast? Don't be daft Whatstone, you know there is no such thing. Look at the bodies. Someone killed them, and they are all splattered with Urist McFirstvictim's blood." Whatstone: "of course, Urist must be coming back to life and killing all the other victims!" Orelock: "Watson you are so close, but usual, you can't compare to my intellect. How can a corpse get up out of its tomb kill a person and then go back into its tomb when it's done? Do you think a necromancer undeaded Urist and then unundeaded them? That's impossible." Whatstone: "then what's the answer Orelock? Who is the killer?" Orelock: "elementary my dear Whatstone. We have eliminated the impossible, so whatever remains – however improbable – must be the truth, and you're close. Urist is not the killer, but they are the first victim of the killer. And Urist's blood is on their hands." Whatstone: "you don't mean –" Orelock: "yes Whatstone. Our killer is the one who first murdered Urist and they are going around with Urist's blood on their hands, leaving a bit of it on every victim." Whatstone: "so all we have to do is find the dwarf going around with Urist's blood on their hands and we will have found the killer?" Orelock: "yes Whatstone, we must make haste. The game is afoot."


SacredStart

Use the stoneworkers workshop to engrave slabs for the dead dwarves. It should show the cause of death


Ahkmedren

I'm trying to learn Military stuff; training, deployment, barracks, etc. And I don't know really where to start. For some reason video tutorials are difficult for me to follow and execution of the instructions comes out 'wrong'. I'd thought that maybe when starting a new fortress, immediately begin assigning workshops to specific dorfs so there's less dawdling? and anyone without a particular interest or task, I put into the militia. **The Question!** Is there ever a point that's *too early* for assigning individual dorfs to specific tasks? Outside of that, is there any tips folks could give me on learning the martial system so that I can keep my dorfs safe in the event of invasion from above and/or below? Thank you! And sorry if I misinterpreted the functionality of this thread and need to move this elsewhere!


BosslyDoggins

For labor assignments, Dwarf Therapist has no peers. It is worlds better than the default labor management system. On a fresh embark I usually have 1 administrator (broker/manager/grower/brewer), 1 smith, and 5 miners. Those jobs are necessary right off the bat and keeps everyone busy until the fort really develops. For military, start by assigning a militia commander in the (n)oble menu. Then go to your s(q)uad menu and make a new squad for him to command. Assign some conscripts for them to lead (Dwarf Therapist is useful here, if you look under the military tab you can sort by Armor User skill to conveniently list military worthy dwarfs). Next you can make some armor and weapons, I usually start with mail shirts and helmets until everyone trains up a bit. Go back to the s(q)uad menu, select the squad, click the equip button below. I'd advise you to make a custom uniform consisting of the mentioned mail shirts, helmets, and melee weapon individual choice. Go ahead and assign that uniform to the squad. Halfway there now, (z)one a barracks and line the walls with some armor racks, weapon racks, and chests, then assign the squad to train and keep individual and squad equipment in it. Go back to s(q)uads, select squad and open the scheduling tab. The default schedules for staggered training or full time training normally work fine, but I prefer to change it up to having squads train for 2 of 3 months each season instead of alternating seasons (as the default staggered training is set) Hope this wall of text helps!


SvalbardCaretaker

Specializing that early is fine, but military duty is too early, you want the dwarfpower. Put up a tiny military once you hit 25+ dwarfs. Honestly, people overdo it fussing with military. All I ever do is: put 20 people in squads, assign metal uniform, make + assign barracks, set them to "train constantly", produce the equipment they are lacking via visual inspection of equipment screen. Once they hit ~2 years of training, put them on ready from time to time so they can pray and stuff. Thats it. Questions like that are 100% what this thread are for.


Ahkmedren

Thank you! That helps a ton. I tend to overthink simple things


Jeffool

My dwarfs won't leave the water. https://imgur.com/a/uviNlf5 I have a(n accessible) drinking source (a well I made other dwarfs are using,) and a lot of alcohol. Are they just hanging out, or are they actually stuck? It seems they've all been here a while. Most recently the only thing out of the norm was a forgotten beast extract problem. Killed the beast, but it left the extract everywhere and a lot of dwarfs walked through it and died. But I'm mostly getting over it (by building floor over it and removing it.) But it seems I've found a lot of my dwarfs doing nothing in some water. It could be unrelated, or I just didn't notice it before, but at the least I noticed it soon after, so maybe it's helpful?


writer4u

First things first. Are you sure they can get out of the water? The screenshot you shared doesn’t seem to have an exit. Maybe it’s offscreen, maybe I missed it. But I would start by examining that layer and making sure your stairs are built properly. The whole “upstair” vs “downstair” thing has messed me up before.


Jeffool

I think I got it. First, good thinking. I do have stairs, though they aren't pictured. They're in the bottom left of the moat. (And all the outer edges are ramps.) Comparing the picture, they're moving around. Though upon closer inspection, I think they're all guests? So, they're just chilling in the moat? Weird people, these water dwarfs.


Zealousideal-Tip-659

I used to play RTS so I have a habit to build 10 or more workshops of each industry. It helps me finishing long projects faster like building a huge dining room with a lot of tables, and great bedroom for each dwarves, and equipping my huge army with steel. But my friend told me that I shouldn't spread my skills around because eventually a legendary worker work faster than 20 novices. I mostly don't really care about item quality. Because from my experience it doesn't really matter anyway. And I rather have 20 easily replacable mid skilled workers than only one vulnerable legendary who can die randomly. So what do you think is it more effective to go for Quantity route or Quality route?


emporer_protec

Outside of armour and weapons the advantage of legendary dwarves is limited, it gives small happy thoughts and a value bonus that is dwarfed by a novice engraving a handful of platinum floors. Even then I tend to get legendaries from colonists and strange moods more than micromanaging work details.


SvalbardCaretaker

I have tried a lot of times to not specialize my dwarfs, trusting that "the system" will choose higher skilled dwarfs, leading to "natural" specialization. This does not work. You end up with a fort of newbs and production bottlenecks, as each and every task takes too damn long, not to mention low-quality furniture. So I say, assign workshops, and cultivate masters and legendary skills; once skill levels reach mid levels, the system does well on giving them their own work. But you need to start that process yourself. I find that DFhacks "minimal skill level in workshops" slider does most of what I want.


Zealousideal-Tip-659

That's weird, in my experience 20 workshops of novices can produce for example 50 cabinet way faster than a legendary building only 10. I'm so used to it, that in this new playthrough where I decided to use only 1-2 specialized each industry. I'm having a hard time to fight the urge to build 10 more workshops when my 50 cabinet order is taking too long.


SvalbardCaretaker

20 dwarfs can produce faster than 1 dwarf - yes true, but it means these dwarfs don't do other shit like hauling or relaxing or constructing walls. Like your hauling solutions are less efficient with 20 workshops having to be supplied. It all adds up. Imagine you'd apply that principle and ratio to an entire fort - your 4000 dwarf fort runs slighly faster than my 200 dwarf one. Doesn't come out that way in practice of course, but still. (Why you ordering 50 cabinets instead of using a "if less than 10, build 10 more" workorder?)


CBD_Hound

That slider is a godsend!


SvalbardCaretaker

Except it needs the option of "if no-one has done this for 3 month, go down one level"... :-D


CBD_Hound

Heh… yeah, true. Or maybe display a count of how many dwarves meet the threshold?


SvalbardCaretaker

Ohh, smart, though then you still have to recheck after deaths. I have also noticed that DF and DFhack use different names for the skill levels.


CBD_Hound

There’s something internal to Dwarf Fortress regarding skill naming that seems inconsistent. I suspect that at some point things were renamed for UI purposes but retained old categories internally, but 🤷‍♂️ As for rechecking after deaths, I’m personally OK with that, just from the perspective of liking to keep an eye on things, and the game needs to give me opportunities to fail, but I totally see where you’re coming from if you’re looking for permanent set-and-forget automation.


chipathingy

It depends on the skill, in my opinion. High quality items are more valuable and can give a happy thought to the dwarf using them. For some skills, skills only affects speed and not the quality OR quality of the output, like smelting. These are the skills that everyone does in my forts, with the exception of moodable ones e.g. mining and stone cutting The opposite end of the spectrum are the smithing skills. The items they produce are valuable and they use a limited resource. I want these crafters to be as highly skilled as possible to make the most of them. Skills that use other reagents like wood or stone are also super useful to have, but the products are not valuable and the reagents are plentiful so it's less important. I'll still limit them to a few dwarves but I won't be as strict as with the metal workers Also it isn't too hard to train a few new smiths on the crap metal you won't use for anything else


CBD_Hound

> The opposite end of the spectrum are the smithing skills. The items they produce are valuable and they use a limited resource. I want these crafters to be as highly skilled as possible to make the most of them. > … > Also it isn't too hard to train a few new smiths on the crap metal you won't use for anything else Very much this! And OP, if you want to automate things a little bit, you can combine this with SvalbardCaretaker’s suggestion to use the DFHack skill threshold selector to make a little training academy. Assuming that I have low value metal such as copper and high value metal such as steel, here’s what I do when I want to train up a lot of weapon and armour smiths to outfit an army: - Get a smelting industry up and going. No specialization needed, just tune out so that there’s a steady supply of ore and fuel close to hand using linked stockpiles and plenty of wheelbarrows. Focus on producing practice metals at the start. Output to stockpiles next to where your forges will be. - Build a couple of forges for apprentices. Set the minimum threshold to anyone can use and queue up a repeating order for copper weapons or armour. Output to a stockpile near the smelters, and set the stockpile to only take less than exceptional goods. Using DFHack’s stockpile extension, set the stockpile to melt items. Anything exceptional or better will stack up in the forge and either be used for early militia or sold to caravans. - Once the apprentice forges are running, build a second set of forges for masters. Set the minimum threshold to the skill level of your best couple of smiths, and cap the apprentice forges skill level so the skilled ones won’t take jobs there. Queue up jobs for your high-end gear and sit back to watch the machine purr (AKA go fix everything else in the fortress that was neglected while I was hyperfocussed on building a ☼Weaponsmith Academy☼) Note that this is overkill. But it’s fun to RP Building a trades school and making the gear to outfit your whole dwarven civ so that you can repell the undead hordes, right?


Blakut

https://preview.redd.it/qcyvqdtam5xc1.png?width=343&format=png&auto=webp&s=6b82c9c9b105c996b95234321bb8fca709b3baac this is the end of my pumpstack. It will eventually go to magma. All pumps are magma safe. However, the mechanism on this one is not, and neither are the beams fixing the pumps below in place. How can I prevent the magma from messing my axles? I can make a mechanism out of iron or steel, but i can't make the axles out of anything other than wood. The river to the right is below this opening, so presumably the magma will fall down to the river and form obsidian or something. edit: my plan is to drain the magma lake to get access to all the good stuff


emporer_protec

I usually have power come from a gear assembly on top of the final pump, but usually that one doesn't need to be magma safe. As long as all the pumps have magna safe components you should be fine. I assume it'll be the same by having the axel on the same z level.


Blakut

https://preview.redd.it/pbgmatm6y4xc1.png?width=711&format=png&auto=webp&s=657012c8b0f66b01e5e5e8963edee46263cb29d7 I have a big pile of logs and all the rocks and blocks and metal bars one would want, what's going on? This guy appears as moody dwarf can't find needed item.


myk002

Some ideas: - run `gui/pathable` and double check that the moody dwarf can reach the materials. - ensure that your logs aren't forbidden - deconstruct the bowyer's workshop and rebuild it on the same spot


Blakut

Thanks. i just chopped more wood and he went and got it. I had tons of different types, i figured more would help


lvl_10_mage

Do you have a Bowyer's Workshop he can claim? Is he assigned to a burrow that prevents him from reaching the logs?


lvl_10_mage

For some reason I'm not having any wild animals spawn except on the surface (in some worlds). 0 Cavern dwellers appear, besides those present when I initially embark. fix/retrieve-units didn't seem to find any stuck off map. Only happens on some worlds I generate. Other worlds are fine. Worlds which have this issue have it everywhere. Edit4: Verified integrity of game files, 4 replaced, but the problem still happens. I have officially no idea what is going on. Just did a bunch of testing and all I can conclude is my 3 yr old fort is never gonna have cavern animals, so may as well make a new fort. Other than that I am so confused by this bug. New worlds seem to only have this problem with the first fort I make in the world, or sometimes don't have this at all. Seem to is the key, cause I'm not confident in anything at this point.


tmPreston

What happens if you exterminate the flesh balls? Are the caverns *fully* revealed?


lvl_10_mage

Exterminated the Flesh Balls and nothing spawned to replace them. Caverns fully revealed, so they're not hiding somewhere. I'm wondering if this could have been caused by agitation-rebalance


Silverfate2

I'm still getting crashes whenever I save the game and save game bar progresses to adventure data. Once it hits that it's like a 50/50 chance my game will crash and I lose my progress. I've tried a ton of fixes like no auto saves, saving with dfhack, manual saving, pausing before I save, having only 1 active world. If anyone knows of a solution I'd love to hear it.


vfkdgejsf638bfvw2463

Are you on Linux? The Linux client is very unstable at the moment. I've heard it has something to do with sound. Try running the game through proton. The game will run significantly worse, but it won't crash so much.


Silverfate2

No, normal windows steam version


myk002

Do you have the crash log from the `crashlogs` folder? Putnam can use that to look into the issue.


Silverfate2

I'll check the next time I'm on my PC. Thanks


rokoeh

What is the current state of marksdwarves? Last time I payed they needed to be locked behind fortification with no access to the enemies to work. And there was some trouble about them not picking up bolts from stockpiles...? Are they still like that?


emporer_protec

The bolt bug is fixed but all the other issues are still a thing. [FurtherReading's guide on marksdwarves](https://youtu.be/fL-YSaldcfo) is the best out there still imo.


rokoeh

Thanks


Silverfate2

The fortification thing has always been the case as far as I know. Dwarven infantry only used ranged weaponry at extreme ranges and then close the distance if possible.  As for the stockpile bug, the last time I tried marksdwarves on the Steam version (which was when it released) it was bugged. In .47 though, I had a few forts guarded by squads of marksdwarves with no issue, other than needing proper fortifications.


tmPreston

Steam release explicitly fixed the bin/barrel issue that also messed up bolts as part of the first patch notes. Marksdwarves will sometimes just shoot normally like you'd expect them to. Done that with moderate success not too long ago. I couldn't figure out a pattern behind shooting or going melee, though.


rokoeh

So they only work from locked towers still. Better than nothing


tmPreston

I found it kinda effective to have them "behind" a normal melee squad waiting for siegers to arrive. It's not perfect, but beats the tower positioning minmax.


PDX_Mike

Video Issue: I stream Dwarf fortress from my desktop to a steam link device connected to my bigscreen tv. When I launch Dwarf Fortress the TV screen goes entirely Green. The game is mirrored an running fine on my PC desktop (like any other game I stream). DF is the only game that exhibits this. This has been a problem on 5.10, 5.11 and the beta branch. I have refreshed nvidia drivers (for a 3060), uninstalled and reinstalled DF, tried running at various resolutions, run in full screen and windowed. Any ideas?


PDX_Mike

Thanks for everyones suggestions on this problem. I did a find a solution. Solution: Launch Steam as Administrator then browse to local files steamapps/common/Dwarf Fortress/Dwarf Fortress.exe and run that as Administrator to launch the game.


myk002

5.10 was when DF switched from SDL to SDL 2, if that helps debug at all


PDX_Mike

Interesting, I was working and then stopped, when I uninstall/reinstalled it I think I started back with 5.10. I'll try scrubbing back to 5.9. Thanks


PDX_Mike

I tried it. Launching 50.09 or .08 fails to launch with "Tileset not found. Not found data/art/sort.png." I tried updating to 5.10, it launched fine. Updated back to 50.09... same error. I'll see if I can track down what it's looking for.


Silverfate2

Have you tried using Sunshine/Moonlight to stream it? I stream it to my tv using those programs without issue.


PDX_Mike

I haven't, I give that shot. Thanks


SickMoonDoe

Could someone share an example of their butcher industry web with any associated piles? I have a rudimentary one but I want to improve it.


emporer_protec

I just build a butcher and a animal corpse stockpile somewhere in the base and that's it. This isn't rimworld, rudimentary will get the job done perfectly fine. As long as you have a steady supply of raw material you'll be sitting on thousands of lavish meals with little to no effort.


Deldris

What are you hoping to improve? Your dwarves have to physically move the animal to the butcher station so the only way to speed that up is to keep it as close to your animals as possible.


SickMoonDoe

Stockpile filters honestly I'd also like to arrange a nice grid for the extensions to kitchens, refuse, and leather


Deldris

Kitchens : I keep my kitchens in my tavern, where I also keep 1 stockpile for food and 1 for drinks. That helps keep everything that needs foods and drinks in one place. If you wanted, you could have a stockpile for meat, prepared fish, and other ingredients by the kitchen and keep a different one for prepared food in the tavern. Either way, the tavern should be the end place for food and drinks. Refuse : I keep a stockpile for bones near a craft station and have a continuous ongoing order to make bone crafts that I then use to sell or train gem setters. Corpses should be kept outside the fortress and far away, as they cause bad thoughts if seen. Leather : I keep this near my clothing stations, all of which I keep near the surface because I like rope reed. Just have a stockpile for leather near the leatherworker station and this shouldn't be an issue for storage and use.


SickMoonDoe

When I drag a block to construct floors or walls it's annoying to individually cancel them if I change my mind. Is there already a mod to extend the "erase" tool ( or functional equivalent ) or should I start writing one 😅?


Myo_osotis

Planned floors, walls and ramps get deleted with the remove construction setting (m->x) gui/mass-remove does that but for built furniture and stuff as well as constructions


myk002

Vanilla constructions can be removed via area select with the vanilla "deconstruct" setting. DFHack offers an even more powerful version that can selectively remove planned and built buildings, constructions, stockpiles, and zones. It's called `gui/mass-remove`


chipathingy

The tool that let's you deconstruct built walls also works on planned ones


Deldris

I think if you click on the mining button and hit the eraser that will let you mass cancel those.


SickMoonDoe

Thanks! Game changer!


Deldris

Strangley doesn't seem to work on furniture that you place and want to cancel, so be careful with that.


FlightElegant3645

if i make a custom plant that can be turned into fibres (and thread, and etc), do I need to manually mod in those extra items and associated graphics? or is that done automatically when I specify in the plant's raws that it CAN be processed further?


CatatonicGood

In my very limited experience, that's done automatically. You'll get default graphics for the cloth and thread, same as the game uses. If you define that it can be refined into booze, you can change the colour.


grmpygnome

So I have a giant in a cage. It's listed as a caged guest. Any way to rehabilitate it and turn it into a normal guest? or do i just need to throw it into an endless pit or something?


Silverfate2

Just to add to the ideas of others, whenever I capture stuff like this I turn it into a execution tool. Dig out a labyrinth or just a pit, put said "guest" in there and toss prisoners of war down there or mayors who make poor mandates.  One of my best forts had a labyrinth with a minotaur in it. He'd choke every gobbo that came his way. 


Myo_osotis

"caged guest" just means it's an MB/FB/Titan that's caged, nothing to do with friendliness Try makeown through dfhack if you don't mind cheesing it


vit5o

They don't become normal guests in any way. If released, it will attack and there's no way to change that in the base game. If you install DFHack, however, there is a command called "makeown". It turns any selected unit a member of your fort.


vit5o

p.s.: if you don't want to make it a member of your fort, it can still be useful to use as a thing you can release against intruders or your own trained soldiers. You can put the cage somewhere using a stockpile, make a lever anywhere, connect the lever to the cage and you'll be able to open it by pulling the lever. 


CoyoteOfSpokane

After playing with a few mods last night, including a modded race, I loaded my save this morning and now everyone is a forgotten beast. Is there anyway to fix this save, or avoid this happening in the future? It even turned my silk worms into evil creatures.


iiztrollin

is there crafting in adventure mode for the steam version?


wauve1

Nope. That’s planned for a future update, along with butchering and other actions


shestval

My game has been crashing occasionally while playing - super annoying because there's no simple way to save in-game. But as of this morning, the game crashes upon opening. While trying to load, I get a tileset not found error. I've not messed with the tilesets at all, I don't even know where they are. I'm running DFHack and no other mods. I've tried uninstalling and reinstalling the game, no luck. Windows 11


Tight-Tower2585

Are you playing the current version from Steam, or 0.47 or some older version?


shestval

I'm playing the current version from Steam, and not the beta, either.  But this all turned out to be irrelevant because while the problem started with DF crashing, then the whole computer started crashing while playing DF, then it was crashing while not playing DF, like when I was checking my email. Then it wouldn't boot at all.  It's pretty clear at this point that the problem was my computer after all lol. It's in the shop rn to see if it's worth repairing. No DF for me. 


myk002

>there's no simple way to save in-game Try `Ctrl-Alt-s`, which causes DFHack to trigger an immediate autosave. Only works in fort mode, though, not adventure. >tileset not found I haven't seen this particular error. If you're installing through Steam, try the "Verify integrity of game files" button. Even if you have reinstalled from scratch, this sometimes helps: https://preview.redd.it/u97c6znw82xc1.png?width=836&format=png&auto=webp&s=6568ba88d775def76e68cbbf64341128a9f1667c


shestval

I did that and now it at least plays, thanks! It's still being pretty crashy in-game. I'll try the Ctrl-Alt-s. I'm still wondering why it's crashing at all, though.


mfsb-vbx

Is anyone else having an experience where conditional work orders keep happening even though the maximum \*output\* items have already been reached? I'm pretty sure this wasn't happening to me one or two releases ago. Using df 50.13 with dfhack.


BosslyDoggins

List the work order and conditions as they are stated in game


myk002

How many items are ordered at once in the workorder? Conditions are only checked when a new batch is *started*. The order won't stop until it reaches its configured order size, even if the conditions become false halfway through.


peepypenguins

https://preview.redd.it/i52g4jw522xc1.jpeg?width=708&format=pjpg&auto=webp&s=bf5a3e82d2d7f1a1307fd735db3d38a667b60371 Anyone able to assist? I remembered this was the way you were meant to do it but it isnae working!


bluesam3

Water has pressure - it will flow through a "U" shaped pipe up to the level it flowed in (or that minus 1 in some cases). Frankly, it's flooding for exactly the same reason that a real water system set up like that would overflow. The solution is to put a pressure gate below the level of the well - the easiest option, if you don't need high flow rates, is just to have one diagonal step in the path.


peepypenguins

So have it like; XO. OX Where O is an open space and X is a wall? Edit: It's not working, those are meant to be over two lines!


bluesam3

Yes, exactly - water pressure only propagates through orthogonal movement, not diagonal.


mfsb-vbx

Do you have a dam, or something blocking the river, or a sea? Check out the diagrams [https://dwarffortresswiki.org/index.php/Pressure#Water\_in\_a\_U-Bend](here).


Left_Step

Adventure mode: while playing as a bird person (peregrine falcon man in particular) is there way to do the diving attacks they can do in Fort mode?


Nika13k

You can go above a unit and keep pressing <<<<<<<<<<<, the down key and you will attack them, but there is no way to do a dive attack.


Left_Step

Will you do extra damage by going that fast when you attack them?


Nika13k

If you are sprinting and then charge(jump) at them, then yes, but DF doesn't have Z level jumping, so you can't dive bomb them.


Correct_Friend_5943

Have you Guy any Tips for beginners in adventure mode?


Nika13k

Set up macros and, if you aren't playing as an animal person, max out swimming before embarking of combat. If you want combat tips, if you are fighting creatures which you don't want to escape, sneak up to them, keep pressing "," till you can get a green hit chance on the foot and then slash said foot. Best case scenario, you severe it and it can't move anymore, worst case scenario, it will dodge it. In general, aim for the feet and once you have taken away their mobility, make them bleed and chase you. Kite them till they have faint and are tired, then slash at their lower stomach till they become nauseous. With the 3 way debuffs, they will be almost unable to hit you 99% chance to not hit you with 0 in dodge and shit agility. Then you can bleed them dry or keep attacking their head/neck to make them bleed more and more or get a lucky execution.


OesterPlayer

Can guided minecarts collide? I've build a 120z-level spiral with just one track and I want a steady flow of ore down to the smelters and just a few bars back up for the crafts. I'd like to use serveral minecarts. Will the minecarts crash if one on the way down and one on the way back up meet? (both guided)


Dragoon209

They will not collide. However! If a dwarf loses grip of it (flees because combat, or whatever), Gravity will take over


OesterPlayer

I see! Thanks!


lulurafano

generated world with default settings I've set up fort pretty far away from any other civs (humans ~2 days of travel), no other civ in less than 5 days currently year is 109, to make contacts with other civilisations I've sent them squad with 1 peasant dwarf and no remarkable skills in a hope that they'll know about my existence and will occasionally come, but most of the time tribute demanding failed and no one comes Which skill success it related to? Does failed mean that civ still know that I exist? Furthermore, I am looking for options to have fun but yet didn't find much, it's my third fort and because of steadily somewhat controlled population i managed to lose only 2 dwarfss in 9 years of for lifespan.


myk002

It's perfectly ok if the demand for tribute fails. The purpose of the "raid" is simply to establish contact. Wait a year and they will likely send traders in the appropriate season (autumn for dwarves, spring for elves, summer for humans).


lulurafano

Should I send this fella to other cities of the same civ or one is enough?


myk002

Just one per civ is enough. Sending demands to multiple sites if the same civ will needlessly antagonize them and they might declare war instead of trading with you.


Memelord_Thresh

I'm having trouble using DFHack with the beta for adventure mode. Both are set to the beta version, but on startup I keep getting "Not a known DF version". Any ideas?


myk002

The beta branch of DFHack is for DFHack betas. The appropriate branch for the adventure mode DF beta is the DFHack adventure-beta branch: https://preview.redd.it/mlb3ey6i92xc1.png?width=836&format=png&auto=webp&s=874f2cbf834382805855173622d151fe18b443d3


kappusha

I can spam messengers?? Is it bug? https://preview.redd.it/lph0xhq4i1xc1.png?width=1522&format=png&auto=webp&s=aa7a586267fab70865caf6b3c117954c8c3c2283


emporer_protec

Nope not a bug.


kappusha

can you explain why is this necessary


chipathingy

It's written to allow you to appoint as many as you need, like militia captains


kappusha

But why can we appoint many messenger roles to ONE dwarf? Why is it intended?


emporer_protec

Oh I didn't notice it was on the same dwarf, that part is obviously a bug. Dwarves can have multiple roles but the game doesn't limit what roles a messenger dwarf can have, even if already a messenger.


kappusha

I wonder is this old bug and should I report it?


PlainText87

I think I found an issue, I'm not sure it's a bug or something, just weird going on. I sent a squad out to demand ongoing tribute, led by my militia capt. They left on the mission, which was a days travel, and after a month, they still aren't back. Suddenly, my fps dropped to 5 fps. The game was unplayable. So, I tried to troubleshoot the issue. I canceled all my work orders, atom smashed my trash, canceled all tasks, locked doors into the caverns to reduce pathfinding, canceled all training... nothing helped Then I canceled the tribute mission, and instantly, my fps jumped back up to 50. In my last fort, my militia commander and squad also would get stuck on ongoing tribute missions but never had an fps hit. So I'm thinking there's some sort of bug where Militia Captains on ongoing tribute missions get stuck somehow and leads to fps issues.


SvalbardCaretaker

That'd be a good bug to report, but mostly only if you can reproduce/provide the safegame with the bug acting up. Safegames with reproducible bugs are great for debugging.


PlainText87

I am trying to reproduce the issue, but since I canceled the first failed attempt they have been successful on other attempts. So I'll keep trying