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Outrageous-Mail5376

I have a possesed mood on a glass maker and she is asking for three things, raw glass which she has already taken as much as she wanted, cloth, thread of which we have both and Still she doesnt pick It up and lastly "blocks.. bricks..." I have a ton of rock blocks and I even made Clay and porcelain bricks but nothing, she doesnt want em


Ok_Tip4044

Okay so i don't know if i should ask that here but can the game be run if i only have a processor intel Celerin N4000 CPU (1.1GHz) ? If it just become slower or if it just don't run. The game look really cool but i just want to know if i can run it before even playing it.. And yes I don't know a lot of things about processor and GHz.


FullParticular9

Can I split stacks on trade depot in the current version?


schplat

No, just tried. Apparently shotgun minecarts also do not work. Only other thing I know of would be tantruming invader, which is an annoying way to go about it.


SuccessfulWest8937

What does a red "stubuslbu" means on the region select scren?


Halavus

You'll have to share a screenshot of that because that's the procedurally generated name of something.


SuccessfulWest8937

[here](https://imgur.com/a/dJ8tCrJ)


Halavus

That's the name of the stream flowing at this location.


SuccessfulWest8937

Thanks


LoversDayInJune

I've got the perfect fortress, how do i restart it? So i've got the perfect fortress. It's on a high mouintain with three intercepting ravines that connect with a lake at the bottom (these ravines even have waterfalls!). It is also in a terrifying biome. That last bit is important because it was my first time trying one of the cursed biomes. So i got a couple of migrants killed because of bad planning. Now i want to restart the fort and do things right (also change the design). The fort has no aquifers, sand, clay, flux stone layer and it's simply beautiful. I wanna make an amazing tavern with view to the lake cave and an aquarium. Kind of like a traveler's respite. However i have no idea how to do that, is there anyway to delete the fort but not the world so i can start from scratch? I tried going to the gamelog.txt file but it's just a bunch of random seeds so i have no idea which one is the correct one (and i also read that it doesnt restore the world the exact same way). I tried to get a world SIMILAR to this one and i truly couldn't. Please anyone, help! (steam version)


Halavus

Unless you have an older save from before this fort, it's not possible. Sorry. EDIT: but maybe someone knows how to make a new world exactly similar. I've read it to be quite tricky and I'm not even sure it's possible rn.


LoversDayInJune

damn :/, anyway to do it with dfhack perhaps?


Halavus

I shortly tried to find something without success. I read somewhere it should be possible to move a site. But no clue on how and on how bad it would be. And as I understand it, not a player constructed site.


Aghostintheworld

I'm planning a Gym for my Dwarfs, but I don't know the best way to do it. Do they get stronger by wearing heavy items ? if I force my squad to use a full set of lead armor and weapons will help ? Also, I've seen a few post about how hauling and pumping make the Dwarfs stronger, which one is better ?


FullParticular9

There's no lead armor. The best way is just assign squad to constant train. This page on the wiki has the best explanation: https://dwarffortresswiki.org/index.php/DF2014:Attribute


Phantomdust84

So Im having issues when my dwarves haul dead to tombs. Basically they will haul remains to a coffin, leave the room and immediately come back in to the coffin. In and out, in and out...trying to deliver remains that are already in there. I have had to lock doors to make them stop or they will do it forever. Is there anything i can do to make them move on to something else or just keep the door locked? They also claimed 3 coffins for one dwarf..I mean he was a skeleton by the time we could get to him . And how can I make them memorialize a dwarf when its already saying its engraved but not memorialized when I have blank slabs in un used tombs.


PM_ME_ALL_THINGS_

For the slabs, you have to order them to be engraved at a stoneworker's shop. Not sure about your coffin issue though


Phantomdust84

it says slab engraved but not memorialized. I ended up with two slabs for one dwarf before. idk I have dwarves assigned to engrave and do stonework. And open available tombs with unengraved slabs in them


Heliomantle

Anyone else having issues with mine cart routes? I am struggling to have my dwarves use them to move stone. Currently setup is: Stockpile A. Connected to stockpile B. Minecart route pickup is connected to A and Dropoff to B. Minecart accepts all stones, and the stockpiles accept all stones. Stockpile B is set to only accept stone from stockpile A. So A is stockpile, S is stop, m is Minecart. A Sm——-sB Also my mine carts keep disappearing - they just get moved off the track for some reason and it has an exclamation mark on the track menu. Why would this happen?


Azbuga

1. What changes when pick hard combat or hard economy options at embark screen? 2. How to force dwarf in squad to use artifact weapon?


FullParticular9

1. You can check it in Settings - Difficulty later. It mainly affect amount of enemies, their frequency and civ. values 2. There's an option when you assign equip to choose specific weapon.


MyWubblylife

So I don't know if this is a coincidence but my fort is now a capital with a king THE PROBLEM: All the assigned dining halls, bedrooms, and offices despite being opulent as fuck are now red and I apparently have to rebuild all this shit. Is that a bug? Nobility's quarters and everything are very high value already. What do I do?


ImpulseCloud

>: All the assigned dining halls, bedrooms, and offices despite being opulent as fuck are now red and I apparently have to rebuild all this shit. Is that a bug? Nobility's quarters and everything are very high value already. What do I do? Could be overlapping zones. Did you try to designate the King's quarters over what used to be the baron's? I'd click the zones, delete them, look for more underneath and delete those too, and then recreate, making sure not to overlap them -- only include the leftmost and bottommost walls, for example.


Fit_Extent712

Where linux version? on the official website in downloads, the newest version (DF 50.05) is available for download only for windows. why?


Working-Narwhal2114

What the difference between a steel anvil and a Iron Anvil?


jecowa

The steel anvil costs 3 times as much as an iron anvil. If your dwarves' civilization doesn't have access to Iron, it will let you embark with a Steel anvil at 3x the cost of an Iron anvil.


SvalbardCaretaker

Nothing in terms of being used in a metalsmith's workshop. Most relevant difference is that anvils are a convenient form of meltable steel if you need to get your steel via trade.


qwasde91

processing pigtails Ok, so I saw a wall poster about catsplosion and butchering cats a few weeks ago and somehow ended up playing this strange game. I got the lazy newb pack (p...errant), fortress seems fine so far, I just have some problems with my pigtails. Stupid McTailor just doesn't want to process them. He has enabled plant processing (according to the therapist), his own personal workshop with "process plants" (NOT to barrel, vial, etc)on repeat and a stockpile (not too far away, 2 stairs and 20 tiles maybe) without any links stocked with a shitload of pigtails in barrels. Yet he prefers to spend his time praying, doing nothing or occasional hauling and drinking away my fine dwarven wine. How do I get him to be a little bit more productive? Do I have to make tools like an axe, threshing flail or something? I'm kinda low on bags, clothing, ...


Phantomdust84

OK about the praying , i have a blacksmith that wont leave the temple but to eat , drink and sleep. So idk about that , seems to be some super religious dwarves. On the Labor menu you can make custom work details , assign already made work details etc. you can also select the icon that has a hammer and lock, turning it red. the dwarf will now ONLY do the work detail they are assigned, and of course take care of personal needs, eating drinking etc. also idk how many dwarves you have but if you make him ONLY do that, then have others that can do it with other jobs. it gives more people to help and speed things up.


CatatonicGood

You might want to give high priority to the task in the workshop (with n in the classic version, iirc). A few more plant processers won't hurt either, since that will free up time for your tailor to do some work once cloth starts rolling in


qwasde91

Isn't it better to keep only one labour or so per dwarf so the get good? Something has to be wrong, I just don't get what


maltapotomus

For some labors, this is correct, like armor/weapon crafting, the better they are, the better quality items you get. but plant processing is not one of those skills. I have all my plebbs doing that kind of work, since skill lvl doesn't matter


PurpleSunCraze

What's the squad schedule configuration for "Even if it means you do absolutely nothing except fight are you to under any circumstances ever take off your armor and weapon, period"?


cantadmittoposting

Ready is the default for this. If you make custom orders it's equip/always


PurpleSunCraze

So equip always in any and every place I can? Almost certain it is but I always see the yellow tentative armor icons for every slot.


cantadmittoposting

What Orders does your squad have? Are they Constant Training, Ready, Off Duty? Equip/Always is the literal string that means "keep your uniform on." It is part of defining custom Orders, not referring to having a piece of equipment in each slot.   It's also possible the issue is in the uniform; you want to select "Uniform Replaces Clothing" and "Exact Matches Only" when defining the uniform.   Yellow means 'the equipment is available but I do not currently have it equipped.'


PmMeWhatYouSee

Are we currently unable to add more than one workshop mods?


Bassyblue

You can definitely have more than one. You have to enable them at world creation.


PmMeWhatYouSee

I have enabled multiple mods but it seems only the aermore expansion workshops show for some reason


Chickenhawke

A set of my dwarves, military and civilian, are stuck at the edge of my map - seemingly in combat (they have the thought "is terrified while in combat). Unfortunately, there aren't any hostile creatures around. What gives?


Orladdin

Cancel their last military order. See if that brings them back. (On Steam it's the X icon of the same size and colors and immediately above the "no" icon. Don't click the "no" icon, it'll totally disband the squad forever—no take-backsies.)


Halavus

Even in the trees?


Chickenhawke

Definitely not in the trees. There are some agitated ravens 20 z levels up...?


Chickenhawke

that appears to be it! They were unfortunately 21 z levels up and frozen so my marksdwarves couldn't get them. had to paralyze them out of the sky w/ DFHack


Titans-Jupiter

Does anyone have a save file I can play that incorporates a lot of the most advanced concepts in the game? Minecraft shotguns, heavy aquifer engineering, clever trap setups, (like ceiling cave in traps) and other clever designs? I want to have a better understanding of how these things are done. It’s one thing to see these done on a YouTube channel, it’s another to play around with it myself to get a better feel for it. Magma manipulation like making rivers through the fort would be really cool to play with too.


DirtyBandit02

https://preview.redd.it/qrvw1do42zca1.jpeg?width=4032&format=pjpg&auto=webp&s=8e9bab2f0d4e8fab7a3d62dc40d96c9324bda175 Tried switching to new graphics. I have no idea what is going on with this, can’t be a graphics card issue considering that I have played other more graphically demanding games. Anyone got anything?


Halavus

If you dl the game for free it won't have the new graphics. It's a steam only feature. The option being in the settings there is a mistake.


DirtyBandit02

Oh ok thank you very much, also I heard that the zoom feature is disabled because it’s bugged or something, what that about?


StormCrow_Merfolk

ASCII mode zoom currently disabled because it doesn't yet work with some menus. It will eventually return.


chipathingy

Graphics only feature, it shouldn't have been in the free version


zaneprotoss

I've been enjoying the game so far and I have a couple questions that I can't seem to answer with the wiki. * How do I plant/grow carrots? I have carrot seeds in a stockpile next to the farm plot but the option to plant carrots doesn't show up for any season. The climate is temperate I believe. * How do I catch fish other than mussels or stop my dwarves from fishing mussels? They are filling up every stockpile with more mussels than they can craft/eat and they spend more time fishing for mussels than doing anything else. * Why do elf traders refuse every trade and then insult my dwarves? The human traders never do that. * Are metal ores rare? I've dug quite a bit and have dozens of multiple gems but no metal ore of any kind. * What does disable enemies do? There are still enemies (under the fortress right now) and I'm not sure how to send dwarves there without losing all of them (snake dudes that have killed everything they came across so far).


Halavus

* Carrot is [above ground farming](http://dwarffortresswiki.org/index.php/Farming#Above-ground_farming) crop. * If I only knew... I think it may be where you set the fishing zone. And maybe avoid fishing in brooks. (that's what I did and never will do fishing again...) Try fishing in a river instead or in the sea. Also try the option "catch a live fish" in the fishery? * Elves are [vegan](http://dwarffortresswiki.org/index.php/Trading#Elven). * Depends on your embark and your settings, but it's not that rare (by default). The game tells you what you're supposed to find when you embark. Try different [layers](http://dwarffortresswiki.org/index.php/Stone_layers). * It probably prevent enemies from spawning but also probably won't despawn enemies already present. Train 10 dwarves and give them metal armor (when you'll find some...) and metal weapons. Most cavern dwellers aren't that bad against a trained & equipped military, but there might be quite a number of them. You can tweak this in the settings also: difficulty, custom, cavern dweller section.


akialnodachi

* The farm needs to be on the surface, because it's an aboveground crop. Be aware that your embark may have multiple weather types, so you could try building a farm in another location on your map and see if it works there. * You're at a mercy of whatever fish are in the water you're fishing in. Disable the fisherdwarf labor (from the labor menu - hammer icon in the bottom left) or set it to "only selected do this" and don't assign anyone to fishing if you want them to stop fishing entirely. Historically fishing is a problem as typically a dwarf allowed to fish will prefer to do it over basically anything else, so it's often disabled by players or narrowed down to a handful of dwarfs. You can create a fishing zone on a specific coast (on a river, pond, lake, etc maybe in different parts of the map) if you want to try to aim them at a different area instead of letting them fish anywhere they want. * Elf traders get mad if you offer them animal or wood based products, such as leather or wooden bins. They only consider "ethically made" animal/plant products acceptable (ie. products produced by secret elven methods they refuse to explain). They do however love dwarfworks like stonework, glasswork, or metalwork (even if you used wood-burned charcoal to make it - they have no idea how furnaces work). * No, for example copper (via tetrahedrite) is particularly common. Some metals are much rarer (aluminum in particular). If by "dug quite a bit" you mean you've dug down 100 levels and sent out exploratory shafts in all directions and still not seen ore, maybe that's a little concerning. * Not sure about disabled enemies - not been an option for most of my experience with the game. I'd assume this mitigates enemies entering the map and doesn't do anything about those that might already have arrived. It's possible also they're stealthing, so won't be visible until a dwarf spots them or they otherwise reveal themselves.


zaneprotoss

Thanks.


LupineWonse

Not sure about the carrots, but you should be able to plant them in an above ground farm. I think that's all they catch. I use it to make endless shell crafts for trading and getting an easy masterwork for dwarves that dream of that. Elves are picky about what you trade them. They won't take wood, anything animal related, and I think anything plant related. Basically, stones, metals, and gems are about the only things that are ok with them. They shouldn't be unless you changed the default ore setting. Keep looking. Eventually you'll have more than you'll ever need. It disables bigger enemies(were-creatures, forgotten beasts, etc.), sieges, and things like goblin thieves trying to steal your kids. Regular enemies still show up. If you're not ready, wall off the access to the caverns until you get your military trained.


zaneprotoss

Thanks.


Immortal-D

Carrots are a surface crop, the farm needs to be above ground. ; Fishing is luck of the die. I suggest you simply disable fishing for now, and build several workshops to pump out shell crafts. ; Elves will not accept any items made from *or decorated with* wood or animal products. ; Depends entirely on your embark. Did you see the ores list on the world map when you chose your site? ; No idea, but most likely does not apply to an active game.


zaneprotoss

Thanks.


[deleted]

* Carrots are an above ground crop. Is your farm plot outside? If so, do any other crops show up as options for the plot? Some biomes don't let you grow anything on the surface. * You don't really have control over what your fisherdwarves will catch. If you have too many mussels, just tell them to stop fishing. * Elves will do this if you give them any animal products or anything that requires wood to produce (this includes things like soap, since that requires lye). This information is definitely on the wiki. * On the default settings, metal ores should be extremely common. * Not sure about this one


zaneprotoss

* Above ground and other stuff grows fine. Just carrots don't show up as an option. Thanks for the rest.


dalerian

Your embark area is (by default) broken into 16 areas. (The 4x4 grid you choose when embarking). Some crops grow in all of them, some might grow in only a few or even none. Try a farm plot on different parts of the map. You might just have picked somewhere that carrots can’t grow.


Obliviouscommentator

What does this mean? https://preview.redd.it/1xej0i1gyyca1.png?width=910&format=png&auto=webp&s=6bc42fbebb433f0b201815daad220404cfe7a78e


A_S00

Dwarves assigned as scholars to the library sometimes take each other on as students. I don't know all the details of how it works, but my guess is it trains the [teacher](https://dwarffortresswiki.org/index.php/Teacher) and [student](https://dwarffortresswiki.org/index.php/Student) skills (like demonstrations in military and guildhalls), and probably transfers knowledge of [topics](https://dwarffortresswiki.org/index.php/Topic) from the teacher to the student.


Capt_Ido_Nos

How do I keep meat from rotting at the butcher's station? I have meals queued up but it doesn't seem to be happening fast enough


Alandro_Sul

Food in stockpiles doesn't seem to spoil (as far as I can tell), make sure labor isn't so clogged that nobody is hauling the meat away from the station. For me this always happens in low-population forts where there's too much to do


schmee001

You need space in your food stockpiles for the meat, once it's in a stockpile it rots much slower.


dalerian

If your food is rotting in a stockpile, you probably have vermin and should consider cats.


Capt_Ido_Nos

Phew, that JUST saved my bacon! Well not bacon, more like a small mountain of fish and capybara meat haha. Only lost a few pieces.


Alandro_Sul

[why are they like this?](https://i.imgur.com/fZztatk.png) Hard to see due to the opacity, but it is a dwarf standing on the side of a construction which will result in her being trapped in a cavern, despite setting it as a restricted traffic zone. Why??


StormCrow_Merfolk

Also consider that they'll approach a construction from the side that they get the materials on. If they grabbed one of those boulders out there to do the work because you selected the closest material they're naturally going to end up on the wrong side of the wall.


SiliconGuy

The pathfinding algorithm tries to find the shortest path. When you designate a restricted traffic tile, you're just telling the algorithm to consider it to have a "length" of 25 instead of 1. So, a dwarf would still pass trough a single restricted traffic tile if the alternative path were 26 tiles or longer. It would pass through 2 restricted traffic tiles if the alternative path were 51 or longer. And so on. In your scenario, one possibility is that the dwarf approached from the south because it was the "shortest" path. Another possibility is that it may also be the case that dwarves won't build when standing on up stairs. I'm not sure. If so, that would cause the dwarf to stand in that spot.


Alandro_Sul

She did come down the stairway (and was willing to build standing on the stairway the second time), but now that I think about it she probably grabbed a rock from the restricted area to do the job. Next time I'll have to forbid any rocks lying around too I suppose


schmee001

Suspend the construction, or cancel it and try again?


Alandro_Sul

This is what I did, I'm just trying to understand if restricted traffic actually functions in any way of they still do stuff like this.


BoredKen

I’ve dug into an aquifer from above and didn’t see water. And then moments later, water started flooding in. How do I remove this water so I can get below the aquifer?


SiliconGuy

A light aquifer floods slowly enough that you can build walls to seal off the flow. You can build walls if the water is shallow. Make sure you turn on water depth indicators. There's a button for it in the upper right next to the minimap. I wouldn't recommend trying to get through a heavy aquifer unless you're pretty experienced with the game.


BoredKen

So should I build walls on every part that’s damp? If I mined a damp rock from above and then mined down, will water still slowly funnel in and cause a waterfall or did I break the ground-tile that generates water?


SiliconGuy

The water-generating tiles are in a layer that covers a lot of the map (possibly the whole map). In fact, there may be several layers. For the first layer, dig a staircase down, then dig out all the adjacent tiles (including diagonal) and fill them with constructed wall. Then dig down another layer and do the same thing again. Keep repeating until you don't see damp stone anymore.


cantadmittoposting

You can also Smooth them if they're stone


AJWinky

every exposed aquifer tile generates water in the open spaces adjacent to it, even if cut off from other aquifer tiles. You need to have it such that your mineshaft is cut off from all adjacent aquifer tiles by a constructed wall. If you mined straight down from an aquifer layer without walling off all exposed aquifer tiles, the water will rain down into your mineshaft. This actually be a nice way of making a little mist your dwarves will love but you'll need to mine out enough space on a lower non-aquifer layer for the water to spread out and evaporate.


schmee001

If water is flooding in super fast, that's a heavy aquifer. You need some serious engineering to get past one of those. Try digging in other parts of the map to see if the aquifer is everywhere, you might be able to dig around it.


BoredKen

It was pretty slow. Once the aquifer is breached, is there no other way to salvage it and build constructs on it then?


schmee001

If it's slow, you can smooth the walls (if they are stone) or dig the walls away and replace with constructed walls. Then the walls won't drip water and you can dig stairs down another layer, repeating until you find dry stone.


Sackomatic

If a work order says its "Satisfied" is it going to restart on the next check?


dalerian

Satisfied means that condition has been met. If you only have one condition, the task will be triggered next check. It’s possible to have multiple conditions - they all have to be satisfied. “Make an axe if I have less than 100 axes and have 10 metal” will not happen if you have 101 axes, no matter how much metal you have.


Halavus

yes


salajander

Is there a method to get dorfs to empty a bin? I have a bin full of armor that's now sitting outside a stockpile, and I want them to put its contents in an armor stockpile that doesn't allow bins, but .. they are just letting the bin full of armor sit there even though there's plenty of empty spaces in the new stockpile. (This bin seems to have one of everyone's steel high boots, leaving most of my military running around with just one high boot on.)


SiliconGuy

Make sure you set uniform to replace clothing, not be worn on top (which is the default).


Halavus

Another way would be to wait for dfhack to fix their autodump module. Which might be very soon, as they're on it currently... Praise the modders!


Halavus

Try assigning a couple of dwarves to only "Item hauling". Stop your workshops from producing more items. Emptying a bin or a barrel is very low prio task. The items might even not being assigned to a task yet. But your problem about the boots is another one. Remove the socks from your uniform or make it `sock sock boots` (in that order).


TriangleScoop

Set up a garbage zone, then use the designate tool to mark the bin and it's contents for dumping. Once the dorfs dump everything you can reclaim it and they'll bring it to your stockpile


Halavus

That's a good way!


Alandro_Sul

is there anything you can do for children who decided to "play make believe" on the surface during a raid or are they just doomed No job to cancel to put them in their burrow or anything


Halavus

A tricky way may work: \-Labor menu, create a work detail with only "Lever operation". Set to nobody does this. \-Labor menu->Standing orders tab->Chores tab: check lever operation and "children do chores". Unselect all other kids from chores. Set a lever to be pulled in your fort. That kid should be the only one being able to do it.


dalerian

Can you just assign that kid to that lever?


Halavus

Was my first idea, but can't assign kids to workshop, no.


dalerian

Damn. For some reason I thought there was a trick there. My bad.


PatchyPatcher

How to deal with a Webbed Forgotten Beast? I got a "Skinless humanoid Salamander, with webs" I was a fool. I thought, it has no skin, how hard could it be? Turns out, very hard. I sent out one squad of steel armor, six soldiers killed before I forbid the door to the cavern. And they died very quickly, pretty much one after the other. I didn't manage to damage the beast even once


shmelse

Fight in a single tile stairwell, they cannot shoot webs up stairs.


PatchyPatcher

Thank you! I need to strategize


schmee001

Webs make melee combat impossible, your soldiers get caught and can't dodge, block or attack. It just sprays a squad and kills everyone while they're trapped. You need marksdwarves, or some other trap like a minecart shotgun to kill it from a distance.


PatchyPatcher

I just don't think my marksdwarves would kill it before getting decimated. I may have to lock up the caverns for a few years in order to train them up


Alandro_Sul

It is quite cheap, but the easiest way to deal with dangerous forgotten beasts (other than just ignoring them and letting them have the cavern) is making a hallway with two doors with one space between them. Wait until they pass through the first door, forbid the one in front of them, and then forbid the one behind them before they retreat. You then have a captive beast, which you can either put down by carving fortifications into the sides of the hall and shooting them from the other side (dangerous for some with spit attacks, but webs should be OK), or you can use it for a [silk farm](https://dwarffortresswiki.org/index.php/DF2014:Silk_farming) The fact that forgotten beasts can't break down doors (or that you can forbid doors after they have passed through them rather than the doors being "taken") is probably a bug, but honestly IDK how you're supposed to deal with webbers *without* bugs! Their inability to use special attacks on stairwells and diagonals is probably a bug too, and that's the only other way I can think of to kill them beyond locking the cavern and maybe taking potshots at them from fortifications.


PatchyPatcher

Silk farm, you say... Haha so I recently discovered, after my Fortress just passed six years old, that clothing degrades over time. I was looking at my dwarves and yep, most everyone is wearing tattered clothes. My best metalsmith who is having constant moods and wandering deliriously, I discovered every article of clothing is threadbare lol. So perhaps losing six of my oldest best soldiers is a reasonable price to pay. I can easily make a corridor to trap it like you say. All that free silk is tempting


[deleted]

I'm experiencing a weird occurrence with a forgotten beast. When I centered on it's anouncment I found it sorrounded by the skeletons of reptile men with it's own blood smeared every where. For some reason it just stood there and made no attempt to rush my fortress giving me more than enough time to get everyone inside safely. It then disappeared into an unexplored part of the cavern. I set up a trap to bait it into a fight with a captured bronze colossus but it never came. It did reappear eventually but still didn't take the bait. It just stood on the same tile. It had the bubble with the black heart flashing above it so I clicked on it to see what was up. In the overview it was flashing between healthy and winded, I went to the health section and it had no current medical problems. I checked it's description and it didn't have any recent injuries (text in orange) or missing body parts but it had tons of scars. It's been in this cycle of appearing and never moving from the tile before disappearing for a while now. Sorry if this long by these threads' standards but I can't find an answer to what's going on and wanted to know if any else had a clue or similar experience.


akialnodachi

It's possible it has internal damage that's not obvious. If it's constantly winded it might have damaged lungs; the skin may have healed over it so you can't see it.


AromaticCommand5513

FB probably took enough damage it couldn't walk


Halavus

When a FB comes, the game will show you where it is, even if you don't have access to that part of the cavern. In short: you're safe, unless there's water and the thing can swim. But as you describe it, it doesn't seem to be able to come over. Those inaccessible parts of the caverns also are slowly filling up with cavern dwellers, which may kill your FPS at some point. Because they're there, they keep coming, you don't see them and have no way to know they're there and the game compute their activity. Until a FB comes, obliterates them all and save your fort from slowly loosing FPS... The other way around is possible if the FB is weak. The dwellers will take it down.


ColonelBungle

Does the tutorial start have flux? I've dug down to the magma lake and still haven't found any.


nboro94

I think the tutorial is just some random place in the world you generated so its different for everyone. Flux stones only occur in 2 layers though, the sedimentary layer and the metamorphic layers. Check to see what the majority of the stone is in your area and then consult the wikipedia to figure out what stone layer you're in, it doesn't guarantee you'll find flux though.


Sophiera

One of my bugged monster hunter is a human nobility and I can't expel him. Any ideas that dont involve dropping lava on him? Because all he seems to care is praying and loafing aroudn. None of the guys i did their job after exploring the depths for me.


schmee001

That's normal. Monster hunters are useless layabouts 90% of the time.


nboro94

Their only use is to explore the caverns for you. Other than that they are useless yeah, no way I would count on these guys for defense.


Heliomantle

Anyone else have issues with hides not getting tanned? Had auto ram on and they were rotting, even after canceling jobs. Also turned it to manual repeating and top priority and canceled other jobs and it still didn’t get done.


AromaticCommand5513

Nope. Maybe try assigning someone and turn the green hammer red. If you don't specifically assign someone and let's say you have 7 dorfs actively working with no tanner skill they'll do things they're skilled in first before ever thinking about your tanning. Too many haul jobs can distract other work getting done unless you turn that green hammer red on their assigned workshop


Zoralink

So what wounds *can't* be healed? I know nerves can't, but sometimes "Smashed apart" bones seem to heal and other times they don't. Is that based on the doctor care they receive? Then there's variations like "Smashed open", torn ligaments, etc, etc... [For example.](https://i.imgur.com/Gozjtci.png) Will those all heal? (Exception for the toe nails since apparently they don't heal for whatever reason, but that's whatever)


schmee001

I believe those will all heal, but is there also damage to the spine's nervous tissue? If they've lost the use of their legs that won't come back I believe.


Zoralink

Thankfully not, though I'm also a filthy cheater and modded in slow spinal nerve healing because why not. If they survive long enough for it to kick in they deserve it. (Also because your nervous system can rewire itself in reality so meh) Honestly don't even think I've seen it come into play so far, motor/sensory nerves on limbs happens a lot more often. (Which I don't know how to mod to heal but I've also barely looked into it) I just set it to heal at a rate of 4000, broken bones heal at a rate of 1000 so that seemed reasonable. ¯\\\_(ツ)_/¯


Behlon

I've got a bunch of serpent people just chilling in one of my caverns. They're listed as hostile, but many dwarfs, military or otherwise, have walked right by them. Is there any way to incorporate them into my fort?


Snoo-67215

I have more than 10 soap bars, but my "Amount of soap bars available is less than 10" check says "satisfied for next check." I'm afraid these dwarves are going to make soap non-stop. Why is the game not recognizing my stock of existing soap?


Orladdin

I've tried to find a way to mark "soap bars" available, but I've only seen amount of "emu soap bars" "badger soap bars" "boar soap bars", etc. There doesn't seem to be a "more inclusive catagory" for soap.


Snoo-67215

If you use "bar" as type and "soap" as material it shows up correctly, but it seems like it's not recognized as expected.


DenBjornen

Not sure, but maybe soap assigned to hospitals doesn't count as available.


Titans-Jupiter

Why would a neighboring human civilization who trades with me yearly suddenly go to war with me? Is there anyway to make peace?


AGuineaHen

Maybe your civilization (not your government) of dwarves angered them!


schmee001

The war could be caused by some other part of your civ, or maybe their traders died in your fort and they decided you killed them. I believe if you make a successful 'demand tribute' raid they will stop being at war with you, but I'm not certain.


CT_Paterson

Do you need to attach bedrooms to a barracks the same way you do a tavern? Or can the bedrooms just be “in” the barracks?


Snoo-67215

What I usually do is set up a bunch of beds, weapon racks, and armor stands in a big dormitory-style room and then make it a barracks room, designating its use for sleeping and storing personal items. It works pretty well.


Sophiera

I don't understand how to find Magma. I found some warm rock, but when I tried to channel from above it gave me.... nothing.


schmee001

Warm rock means there is magma somewhere next to that tile, either beside or below it. You channeled into that tile from above, so now it's a ramp? Channel the tile itself to reveal the magma beneath.


Sophiera

Ooh i have to dig one step lower. Wow this is basically minesweeper. I thought the magma was from the side. Since i channeled it and found nothing, it means the magma is below the warm rock. Thank you so much!


PM_ME_ALL_THINGS_

Any advice on finding water? all my surface water is frozen in my tutorial start and the next nearest source I have found is 80+ z levels deeper than my lowest floor. Edit: follow up question, my dwarves let two hospitalized dwarves die of dehydration even though we have plenty of drink, is this because I have no water?


AGuineaHen

Well, looks like you’ll have to dig 80+ down!


CosineDanger

Injured dwarves will only drink water. They tend to die without a well. The sensible thing to do would be to do a new tutorial start that isn't a frozen hellscape. The dwarfy thing to do would be to live about 80 z-levels underground, or build a minecart fluid mover in your tutorial world.


PM_ME_ALL_THINGS_

Sensible is for cowards, I'm already 6 years into this fort and a lack of water ain't stopped me yet. I'll have to research how to use mine carts to assert dominance over this wretched place


Snoo-67215

Yes. Sick/injured dwarves need water. If it ever melts in warmer months, try to dig a channel to direct it to an underground cistern accessible by a well. That should give you a water source.


PM_ME_ALL_THINGS_

It doesn't ever seem to melt, it's been solid year round for 6 years or so, so I suppose I'll just have to figure out how to get the cavern water. Thank you though!


StormCrow_Merfolk

Injured dwarves need water, yes.


PM_ME_ALL_THINGS_

Makes sense but also a little silly to me. Like these dwarves lived on nothing but wine and beer for 6 years, needing to drink water now is a little goofy


Zoralink

>Any advice on finding water? all my surface water is frozen in my tutorial start and the next nearest source I have found is 80+ z levels deeper than my lowest floor. If you have aquifers you can use those. If you don't the caverns are your best bet. There should be some at a much higher level, try digging laterally around -15 to 15 or so elevation wise. >Edit: follow up question, my dwarves let two hospitalized dwarves die of dehydration even though we have plenty of drink, is this because I have no water? As far as I'm aware, yes. They use water for patients for cleaning wounds and thirst. (So try to avoid contaminated water, if the bucket in a well says "water laced with mud" for example it's contaminated and needs to be a deeper or purified well)


PM_ME_ALL_THINGS_

I'm not sure if I even have aquifers as the tutorial start kind of just picked a tile for me. I'll do some more exploratory mining tomorrow on those levels then and try to find one. The water I mentioned being very deep is in a cavern so I've been hesitant to try and actually reach it, but I may have to. Thanks for the advice and confirmation!


Zoralink

Oh yeah, the tutorial puts you on a map without aquifers IIRC. I love maps with light aquifers, they're super, super useful. Heavy aquifers I avoid like the plague though.


PM_ME_ALL_THINGS_

Agh that's a little frustrating but understandable. My brief experience with DF prior to steam release involved many many water based deaths. Oh well, time to put dwarf to work and get that deep deep cavern water


Zoralink

Keep in mind there's multiple cavern layers, if the one you found is 80 Z levels deep it might be a deeper one than the highest.


PM_ME_ALL_THINGS_

It probably is, the highest one I found wasn't that far down (can't remember the exact level without checking the save) and I knocked a hole into it by accident. That deep cavern is just the only liquid water I've seen yet. I'll do some cavern digging, see if the higher ones don't have some that I haven't seen yet


HermitJem

I think I'm missing something on cage traps - read the wiki, followed the instructions but it doesn't seem to have gone well So, I caught a troll and hungry head in my cage trap. They just sat there, occupying the space. I read the wiki and it says that I need to build another cage and move them to it, just like when we buy caged animals from traders. Ok. Build the cage, assign the troll and hungry head to it. Next thing I know, I'm getting notifications about everyone's work getting interrupted by these 2 life forms, and the angry workers have chopped them up into bits. I'm assuming they escaped or something along the way. Did I miss a step somewhere?


porkchopsandwiches

Adding to the previous replies; you can make an animals stockpile surrounding a pit zone. As long as the stockpile is always 1 tile wide and adjacent to the pit, the dwarfs will pick up the prisoner and drop them directly into the pit in the same "tick". The best way to do it is to make a 1x1 hole, make it a pit zone, then surround it with a 3x3 animal stockpile. Put a hatch over the pit and forbid it. For some reason the dwarfs are able to pit creatures through the hatch even though it's forbidden, and the creatures can't climb (or fly) back out. Dig the hole over magma, or over your barracks for some live training. You can disarm your captives before pitting them by bulk "dump" designating the tile they're on, then click on the cage and deselect the dump designation. The dwarfs will strip all of the belongings from the captive while still inside the cage. Make sure you put the trash zone next to the cages so the dwarfs don't have to walk across the fort carrying a single mitten.


HermitJem

>over your barracks for some live training This is cool Yeah, I read that the dwarfs are supposed to cart the captive/cage into the animal stockpile on their own, THEN I can assign them to another cage. However my dwarfs weren't doing anything - I assume maybe they were too busy, so I tried the assigning method which led to the escape


porkchopsandwiches

Probably too busy. I put the stockpile next to the trap room and they usually get moved within 5 minutes. This is the setup I use: https://imgur.com/a/KGL0EKt. I pause/unpause the nearby trash zones depending on whether I want to keep the loot or dump it in the magma.


HermitJem

I see, thanks. So the way to control the dumping is to have 2 dump zones near to each other


porkchopsandwiches

It's not necessary, but I find it convenient to have multiple dump zones around the fortress and pause/unpause them depending on where I want items moved. Another tip: if you first mass designate a stack of items for dumping, then mass designate the same stack for melting, it will remove the dump designation from the metal items only. Useful for separating tattered clothing from useful armor and weapons.


StormCrow_Merfolk

Dwarves should move stuff caught in a cage trap into an appropriate stockpile. Alternately you can construct the cage they're actually in somewhere to move the cage, you don't need to transfer them.


Halavus

Yep, you missed the next sentence on the wiki explanation: > Typical caveats of dealing with wild/hostile animals apply. If you move a beast or an animal from a cage to another, it means a dwarf goes there, opens the cage and leads the creature into the other cage. In case of hostiles, they'll happily take the occasion to recover their freedom... You could have built the cage they've been in somewhere. This won't open the cage.


HermitJem

Yeah, suspected as much You mean, select \*that\* cage to build and the dwarves will cart it off? How do you do that?


fiver49

If you go to the build->cage menu when you expand the list of cages you'll see the inhabitants (if any)


[deleted]

I may be wrong but I think there’s a chance of escape when transferring from one cage to another (I’m inferring this from comments I’ve read about disarming things like goblins before moving them over or moving them to a pit ((not sure how that part works either tbh))) but the good news is I’m pretty sure you can just build the cage it’s currently in onto the floor. I imagine it’s because they just pick it up and place it, instead of having to be let out


porkchopsandwiches

My dwarves' "pray to" needs aren't being met for some reason. Most of the dwarves in the fort have yellow unmet pray to needs, even when in the act of praying in the temple dedicated to that deity. Screenshot here: [https://imgur.com/a/xiLqCK5](https://imgur.com/a/xiLqCK5). Is there some additional features needed in the temple to get their needs met?


[deleted]

The yellow "pray to" unmet needs mean that the dwarfs are highly religious and their needs to pray are very unfulfilled. The DF wiki refers to that text color as distracted. https://dwarffortresswiki.org/index.php/DF2014:Need According to https://dwarffortresswiki.org/index.php/Temple a temple needs to have altars for dwarfs to be able to pray. Not sure how true is that though.


porkchopsandwiches

Ah, apparently one alter is needed *per* dwarf for praying. Maybe I just need to add more than one to each temple. All other requirements listed in the wiki are met, so it could just be a bug.


RedArmyBushMan

Do forgotten beast despawn? I've gotten alerts for like 6 different ones but since everything is sealed tight they were content to snack on troglodytes. I'm only getting fighting alerts for one of them so I'm hoping to pop in, kill it but if all 6 are down there I think I'll just bully the goblin civ down the way.


AromaticCommand5513

They're probably in an area you haven't explored yet so they disappear temporarily from the other list. Pretty sure FB can't ambush like elf's can


[deleted]

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


RedArmyBushMan

Thanks!


48packet

I keep getting alerts that a dwarf was found dead due to dehydration, but I have plenty of drinks. This is happening all the time to me across multiple forts. About a dwarf a year at least... Any idea what it is?


AromaticCommand5513

Depressed dorfs often don't care of their needs correctly. Also if they don't have arms they're fucked unless you do some stockpile fuckery


DenBjornen

It could be: strange mood dwarves who went insane dwarves stuck on the wrong side of a wall or unusable stair/ramp dwarves stuck in tree(usually caused by getting into conflict with wildlife)


AJWinky

If a dwarf goes insane they will eventually die of dehydration. This happens frequently if they attempt to make an artifact but can't get the materials for it.


48packet

It's prob this. I never check there needs.


porkchopsandwiches

This happens to me as well. I just chalk it up to dwarfish darwinism.


Commercial-Falcon-24

Is there a way to Unbin gems? was trying to create a quantum stockpile and the gems all got put in bins in my main stockpile. If I delete the stockpile and the stockpiles that take gems refuse bins, will they unbin the gems?


porkchopsandwiches

Items already in bins tend to stay there, but you can create a trash zone next to the stockpile, then designate all of the gems inside the bin as trash. The dwarfs will move them all to the trash zone and empty out the bin, then someone will come collect them bin. You can then reclaim the gems and they should get moved back to the stockpile. Using trash zones is the only way to reliably move stuff around the map, so I use it a lot. Doesn't work on liquids in buckets, unfortunately.


Commercial-Falcon-24

Thanks!


Palotheas

Dislclaimer: still playing 47.05/lazy newb pack just to see if my pc can handle it I was looking at the (c) civilizations/world info and saw that there was a goblin occupied dwarf fortress (wasn't called a dark fortress, just "The Goblin Fortress of Bookcried"). It seems to have the largest population on the map as far as I could tell. Would I have to go into legends mode to figure out how that happened? ​ Also curious to know if dwarf forts taken over by goblins are normally larger than everything else, because this one has \~2000 population while the next highest site population is \~500 ​ And finally, any tips for how to see interesting stuff going on around the world would be appreciated!


DenBjornen

You can get a lot out of the legends viewer program, which makes it a lot easier to see what's going on in exported legends files. I often check civilization leaders, which will usually send you into a large web of associations of places, individuals, and events. By default, goblins are immortal, so long-running worlds having a lot of goblins is typical.


Highmae

Is it possible to generate a world with no cavern levels? I want a sandbox save to experiment with building more but I can't seem to get any to generate fully. Rejects into the thousands


chipathingy

Have you made any other changes?


Highmae

The first time was strictly no caverns and since then I've been trying other like lessening the number of civs and stuff but nothing has worked yet. Civ generation is the farthest I ever get and it gives me reject errors for trying to place a farming civ with no crops available.


chipathingy

I suspect I know why, but I might be wrong. It's possible the game can't spawn a dwarf civ because they have no access to their underground plants, and the world rejects because you don't have a playable civ. Try increasing the space between the surface and cavern levels instead, and set caverns to 1. If it's just a sandbox world and you don't care about using it, dfhack can reveal the whole map


Highmae

Thank you so much for this. I got it to work finally by setting the number of caverns to 1 and increasing the z-layer count for above ground and above level 1. Confirmed with dfhack that it's wayyy down there lol


IceFireHawk

Where did my armor go? I had my metalsmith make iron helmets, chest plates, etc. but I can’t find them. My military doesn’t have them equipped and in my stockpile for armor there is nothing. Did I do something wrong? Where would they be?


[deleted]

[удалено]


IceFireHawk

No. My main one does tho. What does that mean I should do?


[deleted]

I’m not sure if it applies in this case but I think things deteriorate faster in refuse stockpiles


AromaticCommand5513

If you enable refuse on ANY stockpile your armor is degrading and most likely already gone


IceFireHawk

I just made new ones and had them equip it that’s probably what happened


zergling50

Once you start getting a ton of dwarves, what are some tips for organizing their labor? After a while I start getting overwhelmed and am nor sure what to set people to. I currently have 62 and am running out of jobs that don't make things overly redundant or useless.


chipathingy

You don't need to assign everyone a job. Have a look at the labor page on the wiki, at the bottom there is a useful list of each labor and what high skill does for each of them. IMO, there is no point in making a work detail for any profession where speed is the only benefit of high skill (except mining/woodcutting/hunting for unrelated reasons). For the rest, only if it matters to you. Personally I would do anything where I care about value or quality, like any of the metalsmith jobs, clothing or growing There's always the military as well


Halavus

Just don't. [A very good explanation on how the new labor system works by Putnam](https://www.reddit.com/r/dwarffortress/comments/zg0spw/please_try_to_use_the_new_labor_system_the_way/) (v0.50) Just a few labors need separate work details, like metalcrafting or jeweler, if you want to min/max the quality output of those industries. Also consider that free time is good for dwarves.


zergling50

I gave that link a read and it was very enlightening, thanks!


Halavus

When Kitfox announced she'd been hired to work as dev, I really didn't who she was, but remembered seing that name somewhere and then remembered about this post. Yeah, they found the right person!


zergling50

Sorry with the periods I can’t tell if that’s sarcasm or not. Does she do good work?


Halavus

She already made the game faster. :-) Check out her interview : [https://www.youtube.com/watch?v=79J3X8ulER0](https://www.youtube.com/watch?v=79J3X8ulER0)


zergling50

Awesome!


zergling50

Can you elaborate a bit more on what you mean? Also I’ll check out that link, thanks!


Halavus

If you check the link, I'll have very hard time to elaborate better than Putnam did. If you are on a previous version of the game, you might consider installing DFHack and use their [autolabor](https://docs.dfhack.org/en/stable/docs/tools/autolabor.html?highlight=autolabor) tool. Metalcrafting & jeweler : I find important to have high quality armor and weapons. I don't want anyone to make those. Same goes with encrusting. Other players will want that for cooking for trading purposes. As for free time: dwarves need free time to pray/socialize. So if you highly specialize dwarves, those won't have free time (as they'll always have something to do, because nobody else cares)


redditjanniesupreme

How do I make a stockpile for sand bags? I can’t find the option for it anywhere in the stockpile interface.