Dwarf Fortress LPT: "Light Aquifers" don't suck up water like big ones. |
- LPT: "Light Aquifers" don't suck up water like big ones.
- That is one lucky dwarf
- 25,000 Yr old building built from the bones of 60 mammoths found. Made me think of you guys.
- From Wagon to Fortress in Thirteen Steps
- Apparently my fortress is a haven for necromancers
- Getting mentally stuck in game
- Pillaging necromancer towers is sure does rack up kills and skills
- First succesfull raid!
- "Entrytattoo" The weirdest artifact name I've ever seen
- So i was playing with the new version and i got lucky.
- The wild autumn of 223
- Warning, tantruming dwarfs will provoke marksdwarfs and create a minor loyalty cascade.
- Plannedswords Revisited
- First Forgotten Beast - Milita commander decides to...
- DFHack 47.04 alpha
- Beginner
- I kinda understand that guy, elf or not.
- Just regular dwarves doing a regular dwarven thing. Freeing war criminals.
LPT: "Light Aquifers" don't suck up water like big ones. Posted: 18 Mar 2020 05:54 AM PDT One trick for aquifers in the past has been to use them as a water drain - having water features that pour into them can "delete" water and enables you to have nice indoor waterfalls. Let me just say, as I delete this drowned fort, that "light aquifers" don't work for this. [link] [comments] | ||
Posted: 17 Mar 2020 08:07 PM PDT
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25,000 Yr old building built from the bones of 60 mammoths found. Made me think of you guys. Posted: 18 Mar 2020 06:30 AM PDT
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From Wagon to Fortress in Thirteen Steps Posted: 18 Mar 2020 01:06 AM PDT So basically this is a modern somewhat advanced highly terse quickstart guide. Basically I noticed that while the currently quickstart material helped get me started, there wasn't a lot of material that could help me get a fortress started efficiently or well. So here's an attempt at an especially brief guide that includes some of the information I wish was more readily available to me, with some of the more useful wiki articles linked. Some of it could be wrong, and perhaps more experienced players could tell me some things I still haven't figured out yet. The following assumes that you've already made at least one fort and that you know the basic controls, how dwarves live, can read the wiki, etc:
0. Configuration (optional). A couple configuration file changes can make a few things more manageable. In init.txt set [FPS:Yes], so you know when your fortress is slowing down due to having many objects or too many cats or something. In d_init.txt, set [COFFIN_NO_PETS_DEFAULT:YES], and [ENGRAVINGS_START_OBSCURED:YES]. To restrict population set [POPULATION_CAP:X] and [STRICT_POPULATION_CAP:Y]. Lots of dwarves means lots of !!fun!!, low FPS, and a wealth of things to manage. I find going beyond 60 dwarves to be extremely difficult in vanilla due in part to the lack of way to manage labors for all dwarves at once (a Dwarf Therapist-like interface makes this much easier, but still not easy). Setting that as the population cap may be pretty extreme though. That being said, you can increase the population cap later, but decreasing it doesn't remove dwarves that already exist. Showing FPS may well disabuse you of the desire to have hundreds of dwarves, even if some features require many dwarves to appear without modding.
1. Strike the Earth. Build a temporary entrance to a fortress to provide a quick way for your wagon goods to reach your stockpiles without first going through a 25+ tile defensive buffer. All this needs to be is some down stairs and some up/down stairs going down several z-levels. This will be sealed later and replaced with a nice ramp complete with an ample defensive line and 15-tile large barracks area, but for now, reducing the amount of work the initial hauling will require is a nice-to-have. This temporary entrance gets more important when starting the main body of a fortress particularly deep (say, near the 1st cavern level), as I like to do (I'll probably make a separate post about cavern start concerns since there doesn't really seem to be much information about that embark strategy at all).
1b. If you want to do early farming, mine that out then designate the plots (not hard even without a soil layer if murky pools are available).
2. Initial Non-Mining Activities. During #1, and #3, occupy non-mining dwarves with building a few doors, a table and chair, a few beds, three or so wheelbarrows, lots of bins, and anything that can fit into said bins (so your dwarves don't have to spend as much time hauling stuff into your fortress). Binnable goods are: armor, weapons, bars/blocks, anything remotely cloth (including thread etc, don't know about pig tails themselves), coins, finished goods, gems, and leather. Do not make barrels or pots yet, that can wait until your first harvest (and apparently large pots are largely superior to barrels, have been for real-world years, and can be made out of stone, so I guess I've just been roleplaying by storing alcohol in barrels).
2b. Make small 1x3 or 2x3 stone and wood stockpiles next to carpenter's and mason's workshops close to your wagon. Making the stone and wood piles is useful so that dwarves other than your mason/carpenter have stuff to do. Also make small stockpiles for the result of any good you create that can be stored in bins. Those stockpiles are important so that various bin objects (such as stone crafts) are hauled into your fortress in a couple bins, rather than a couple dozen individual trips. For this reason, if any of your starting goods involve smelting, make a smelter and a 1x3 (or perhaps 2x3) bar/block pile to store the coke and bars.
2c. Make a pasture activity zone for your starting animals and those that belong to the first few waves of migrants. Assign your starting animals to the pasture.
2d. It may help to place doors in the temporary entrance to your fortress. If you are attacked (hopefully much) later, but before you have your proper entrance built, the doors can delay the invaders while your dwarves seal the tunnels with walls, or potentially stop the invaders entirely with a simple command to forbid passage on the doors.
3. Initial Fortress Layout. The temporary entrance can be anywhere in your fortress, but if not starting your fort somewhere interesting (like a cavern), it is probably easiest to make the temporary entrance land next to where you envision the fort entrance and/or barracks will be. Dig an outline of your barracks/entrance, and then determine where your main up/down staircase will be and the basic layout (important link!) of your fortress. I have tended to build workshops on the main level, but come to think of it, the four main stockpiles (food, furniture, misc [animal, armor, finished goods, weapons], and refuse) is probably a better choice (plan for the butchery and tanners workshops to be right next to the refuse stockpile, with probably a kitchen nearby for making tallow). Then build workshops with staircases going directly to the workshop stockpiles (wood, bar/block, economic stone/ore, gem, cloth/leather, more furniture, more finished goods, regular stone, sheets, single-tile alcohol-only food stockpiles just up/down the stairs from each workshop). Leave room for stockpile/workshop expansion. The basic layout should also include a dormitory to give your dwarves a proper place to sleep, and a small 3x3 or even 2x2 office space for your manager (to be filled out in step #5). It should be close to your main workshops, but not so close that it interferes with expanding the workshop floor. Especially at this point, it is easiest to have all the dwarves sleep in one nice room, and they'll be happier sleeping in a good dormitory than individual meager quarters. In summary, your designated fortress design at this point includes an area that you envision going to a ramped entrance (to be completed in step #8), space for stockpiles, space for workshops, a dormitory, and a small office. It also includes some empty space for workshop/stockpile expansion, farms (step #6) dining hall (step #7), hospital, temple, and libraries (step #9), and lots and lots of room to extend your main staircase further downwards. I like to *NOT* designate a corpse stockpile, so that dwarves will immediately store dwarven bodies in coffins, and so that regular corpses will only be picked up by a butcher or as the result of a dump designation. Doing as I do may mean bad thoughts for dwarves with dead pets. I don't mint coins, but if you do, it is best to have a separate stockpile for coins so that if you don't have enough bins they still won't clog the rest of your stockpile space up. Note: The refuse stockpile needs doors at every entrance to contain miasma, but doors on the rest of the stockpiles can still be useful (particularly the food stockpile). Consider other strategies for dealing with refuse, in particular sending some refuse to a dump chute (miasma can't travel diagonally, but dwarves will pitch dumped items diagonally into a channel without entering it). Designating the actual activity zone for a dump chute right away is a bad idea though, you want to be able to dump stone in step #7 and #9. When you do make the activity zone for the dump chute, there are standing 'o'rders that you can take advantage of to auto-dump certain kinds of useless objects. Creating a refuse pile at the bottom of the dump chute will help dumped clothing and similar items wear down to oblivion (an important feature to remember if trying to create a multipurpose stockpile, food stockpiles have a similar but opposite effect).
3b. As the mining completes, create stockpiles and workshops. As soon as there is even a little space underground, plop down two beds, a table, and a chair and make them into rooms (doesn't matter if they overlap). Create an activity zone for dumping in order to get certain objects (like stone) out of certain places you don't want those objects (such as a cistern), but note that items marked for dumping or the construction of other buildings will prevent workshops being built on top of them.
3c. The default wheelbarrow settings for stockpiles are very conservative, and there are some nasty bugs with them. In particular, don't use wheelbarrows for anything that uses bins (like bar/block stockpiles) or is reasonably light (like food). Do use multiple wheelbarrows for each furniture, stone, and wood stockpile. Do not use wheelbarrows together with minecarts.
4. The First Sign of Normal. Have your dwarves start crafting useful supplies in your workshops, particularly the mechanisms and furniture that you didn't want to create outside because of the extra hauling involved. You'll want one mechanism for step #6b, some for step #7, a whole bunch for fortress defense, and some for trade. You'll also want a traction bench out of that workshop (requires a mechanism first) for #9. Make sure your mason is completely busy building tables/chairs/doors/coffers/statues on repeat (I like to do 2x of tables, chairs and doors) and perhaps cabinets and get him to make a floodgate or two for a future cistern. A stonecrafter could build two bookcases for later, or for trade. Order 2-4 buckets from your carpenter (for irrigation and a well, mainly).
5. Bookkeeping and Bureaucracy. Get your nobles up and running. Place a table and chair, and perhaps a bed in the office space you created earlier for your manager/bookkeeper. Tell your bookkeeper to keep all counts accurate. Assign your Chief Medical Dwarf and Broker if you haven't already to prepare for hospital and trade. If it looks like autumn will arrive between steps #4 and #8, building a Depot next to your temporary entrance is just fine.
6. Indoor Farms. Designate a water source (assuming you have an outdoor water source). To do this make an activity zone on dry land next to the water you want to use. Prepare your indoor farms using whatever strategy you are using for farming (default: bucket squad). Ensure some of, but not all of the farming results are converted to alcohol for your dwarves using a Still.
7. Dining Hall and Indoor Water. Mine out a dining hall, and secure an indoor water source. The dining hall goes close to your indoor farms and food stockpile. Make sure each table has a chair and vice versa (whether in the dining room or otherwise). Make sure it is a meeting area, possibly even creating an activity zone in addition to making a Meeting Hall room from one of the tables (I don't know if that has additional effect, to be honest). If building a cistern, use up staircases at the bottom of a cistern to prevent trees growing in your cistern later. Read up on building a secure cistern. To make cistern levels easier on the eyes later on, have your dwarves dump (d-b-d) any stone that your miners leave in it.
8. Indoor Depot and a Proper Entrance. Fully mine out your barracks if you haven't already, along with your trade depot room, and ramps into your fortress so that a trade wagon can reach that trade depot room. You will need to plan a defensive strategy now so you build the trade route in a way that makes your plan easy to add to what you're designating now, but the actual defense strategy doesn't need to be implemented immediately, only the trade route and barracks. Remove your wagon if you haven't already. Seal your temporary entrance since you don't need it anymore and it conflicts with defensive strategy. I actually don't like the "military design" wiki article, as I feel it goes to a lot of effort to optimize something that can be pretty easy (the 'm'illitary screen is complex, but has surprisingly good defaults, more on that in a post below). Assign your militia commander and get him training in a melee weapon.
9. Locations, Locations, Locations. Mine out and designate a hospital, temple(s), and library(ies). It is especially important to read the linked wiki pages on all of those things prior to designation. Hospital goes next to an indoor water source, but doesn't need to be particularly near the rest of your fort. Temples may be most efficient near-ish the dormitory. Library placement is much less important.
9b. You may during this time choose to smooth and eventually engrave your dining hall using one or two otherwise unuseful migrants. Enable the Stone Detailing labour on those migrants. Smoothing stone gets rid of stone that could otherwise be used to make furniture or rock crafts, so first have your dwarves dump stone from your dining hall. Eventually you'll smooth out and engrave your dormitories and other 'R'ooms, and smooth out most of your fortress. I am unsure if engraving non-'R'oom locations like Taverns, Libraries, Hospitals, and Temples does much at the moment. Be aware that the destruction of masterwork engravings is very bad for the mental health of the engravers. Smoothing will somewhat increase your fortress wealth, engraving will greatly increase your fortress wealth. This can have !!fun!! consequences to the unprepared if done especially quickly.
10. Crypt. Mine out an area to place coffins for your dwarves. It doesn't have to be particularly near the fortress at all, and is a good project to double as exploratory mining.
11. Regular Exports. Put the finishing touches on your main trading industry process, whatever that may be. Perhaps it's farming (clothing, lavish meals, alcohol), perhaps its metalworks (weapons, crafts), glassmaking, or jewelery. Perhaps its stoneworks (one craftsdwarf is all you need). Perhaps selling mechanisms is is all you need and you're just focusing on step #12. Whatever it is, the main quickstart guide on the wiki is right, you don't want to have lots of different industries too early, even if you get great migrants for a few different things.
12. Preparation for Hostility. Finish the fortress defense you planned in step #8, play around with your military, seek the caverns and possibly beyond (but make sure you can easily seal off the tunnels just in case).
13. Justice and Drunkenness. Perhaps simultaneously with #12, create a prison. This forms the basis for your anti-vampire, anti-theft task force and also punishes unruly dwarves. Any punishments incurred prior to this point will be immediately queued up for judgement once the dwarven justice system is enabled, so you may need a sizable prison. After (and only after) the prison is fully-functional, enable the dwarven justice system by assigning the Sheriff, Hammerer, and/or Captain of the Guard. Only then think of creating a Tavern. Taverns can help dwarves remain happy, but can also make dwarves very unhappy which can lead to !!fun!!. They also tend to incur punishments, so having a prison functional first can prevent the unfortunate results of receiving a beating. In any case, around this time the fortress has truly developed into its own. However, there remains much to do to create a truly wealthy, powerful fortress. [link] [comments] | ||
Apparently my fortress is a haven for necromancers Posted: 18 Mar 2020 10:02 AM PDT Should I be worried? They haven't done anything except one of them losing a leg to... something. [link] [comments] | ||
Getting mentally stuck in game Posted: 18 Mar 2020 11:19 AM PDT I find myself with some time right now. I love playing the game and have done so on and off for many years. Each time I get into the game, I get to a certain point in an embark from 1-2 years in game that I run out of "things" to do. I think after my second migrant wave, I don't know what to do with my dwarves. I set up common industries, but the high number of idlers drives me nuts. Any tips? [link] [comments] | ||
Pillaging necromancer towers is sure does rack up kills and skills Posted: 17 Mar 2020 10:09 PM PDT
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Posted: 18 Mar 2020 06:32 AM PDT
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"Entrytattoo" The weirdest artifact name I've ever seen Posted: 17 Mar 2020 02:42 PM PDT
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So i was playing with the new version and i got lucky. Posted: 17 Mar 2020 10:44 PM PDT
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Posted: 18 Mar 2020 04:00 AM PDT
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Warning, tantruming dwarfs will provoke marksdwarfs and create a minor loyalty cascade. Posted: 17 Mar 2020 07:14 PM PDT While using 3 squads of marksdwarfs, it happened twice. A marksdwarf will shoot at a tantruming dwarfs, miss, hit another and it will cause a loyalty cascade. Be warned. [link] [comments] | ||
Posted: 17 Mar 2020 01:51 PM PDT
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First Forgotten Beast - Milita commander decides to... Posted: 17 Mar 2020 02:24 PM PDT
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Posted: 17 Mar 2020 07:55 PM PDT Has anyone compiled this? Im curious about the state of it considering it's still in alpha and havent compiled it myself yet. [link] [comments] | ||
Posted: 17 Mar 2020 09:52 PM PDT Wanting to get into dwarf fortress is there any really good video or guide that will me learn the game? [link] [comments] | ||
I kinda understand that guy, elf or not. Posted: 17 Mar 2020 01:20 PM PDT
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Just regular dwarves doing a regular dwarven thing. Freeing war criminals. Posted: 18 Mar 2020 03:30 AM PDT
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