☼Bi-weekly DF Questions Thread☼
By - AutoModerator
Can the lakes overflow? I have a map with a large lake at one side and it's raining non stop - could the lake overflow and flood my castle?
I don't think the rain could do that, but if you poured water in it might
what could be the cause of this problem?
DFHack's workflow manager only thinks i have 2500 bone bolts. my stocks screen shows i have 7500 bolts, about 6000 of those are made of bone. a few sessions ago i noticed the discrepancy, it hasn't been a huge problem. the Stocks screen number of (6000/7500) is the accurate one, and (AFAIK) the game is letting me use the real number of 6000 bone, 7500 total. i'm just wondering if there is a console command i can use to help these numbers agree. it doesn't have anything to do with forbidding; i think it's more related to something i was doing when i was screwing around with restricting bins in ammo stockpiles and moving said bins around. i think it was just after that the these numbers failed to agree; at one point the game just thought i had no bolts. then my mayor started making me make more....ah, good old Dwarf Fortress!
How big of a deal is it when a dwarf creates a masterwork product and it gets destroyed? Like, say, dumping them into a pit of magma. If a dwarf makes 10 masterwork socks and they all get destroyed over the course of a few months, will he go stark raving mad?
He gets 10 instances (or less, I never really count) of stress counters due to art defacement. It usually isn't enough to break anyone unless they're already quite broken to begin with.
In my clothing industry, the lv20 dwarves responsible for gearing everyone out will produce masterwork so often and be so overall happy in their lives I can just ignore this penalty completely. But I still usually sell them to merchants due to how easy it is and hitting two birds with one stone.
I understand that if a dwarf creates a masterwork product, they get upset if it is defaced or destroyed. But can I TRADE masterwork product without getting a reaction? Because I have a shittonne of threadbare masterwork pig tail socks that I need to get rid of, but torching them in magma isn't going to work.
You can also put them in a refuse stockpile and they'll rot away to nothing with no repercussions
Hey folks, any good lets plays out there to watch? I'm sorta lost on what to do once I start smelting iron ore, and I was hoping they'd provide some guidance maybe since I'm a bit overwhelmed with how to set up defenses or clothes to be sown and whatnot.
I see this game in a similar light to the likes of terraria or minecraft, where reaching this point is mostly up to you googling the wiki for specifics rather than having a clear path of progression that the game sort of hints you to pursue. That being said, the wiki does have articles on both [fortress defense](https://dwarffortresswiki.org/index.php/DF2014:Defense_guide) and [clothing industry](https://dwarffortresswiki.org/index.php/DF2014:Textile_industry).
...but that doesn't answer your question, does it? Well, the obvious answer is Kruggsmash, whose [scorchfountain series](https://www.youtube.com/watch?v=ojT99rDmq5M&vl=en) served me well as a "tutorial". Although you could copy some of his design in there, eventually the game will request input of your own creativity.
My best military dwarf is badly distracted due to not being able to pray. I have put my entire military on inactive and disabled all his labors. It has been a month and he just chills in the dining room right next to the temple dedicated to his deity and just wont pray. WHHHYYYYY!
I personally do not have the patience or the skill to micromanage 100 dwarves. If I see someone badly distracted, I use DFhack to make them happy again. "fillneeds" does wonders.
Yea, that is just too much work lol. I just follow a few of my favorites around. Since he is in the military I didn't want him too distracted. His name is Feb Tombhealing the Leafy Ship of Funerals. I can't let a guy like that die lol. He is my only guy with a title too.
Dwarves in general suck at actively solving their own needs. You've got to abuse workarounds to fix things for them.
My personal recommendation is making an any-deity temple somewhere in your fort and add the same location to lots of other mini areas you're not using for something else. Including and most notably on top of the army bros. Likewise, if the case of this one military guy is THAT severe, move him or the entire squad via an order on top of the church of his favorite god, wait a few seconds and make the army inactive. Upon losing their "station" jobs, those who need it should immediately pray.
Finally got him to pray. I made a room a temple and locked the whole squad in there lol
What type encoding does the legends data export use for diacritical characters? I am seeing stuff that looks like <86>. That one in particular, based on what I see in the corresponding names in the game, I believe is the lower case "a" with ring above it, e.g. [https://www.compart.com/en/unicode/U+00E5](https://www.compart.com/en/unicode/U+00E5), but I don't see "86" referenced any where in a the hex encoding for that in particular.
I could find it in an "[Extended or Higher ASCII characters and codes](https://www.computerhope.com/jargon/a/ascii.htm)" table. Perhaps this is what you're looking for?
That’s exactly what I was looking for. I wonder why my other link doesn’t cover that set?
I only have experience with some microembeded systems, where those char limitations are usually in some hardware level and we abide by them when coding. As such, I am fairly familiar with ascii tables and their funny interactions with chars and bits, but know zero things about what "unicode" is all about.
A rapid research and asking of couple friends suggest they simply aren't the same thing, so this isn't much of a surprise, to be perfectly honest.
I've been reading up on this, and it sounds like "Extended ASCII" isn't a standard thing, or officially a part of ASCII, and has several different implementations. So it's no surprise this runs into encoding issues.
Any idea what might lead to characters showing up as <86> and what not though? Like, what tools are being used to export the data, versus what would be a standard practice in this case? I suppose only Tarn knows how that is implemented. As a side note, I was running the Mac OSX version, which might lead to a difference in encoding.
I couldn't find anything related in the bug tracker https://www.bay12games.com/dwarves/mantisbt/view\_all\_bug\_page.php, perhaps this is worth reporting.
I never read the raw files for legends exports, but I've certainly never seen either those numbered hexes OR the "special characters" in any of the files and viewers. At some point they're standardized to normal letters on my end. I'm afraid I'll be of no help to you there, my friend.
Is it possible to claim a fort in adventure mode?
I claimed the site and i killed the site owner and all forces in it but no message show up that im the new lord.
this may have been addressed elsewhere, but don't one of the leg armor types prevent the wearing of high boots? i'm not sure if its leggings or greaves, but i believe if your squad is geared in one of those types of leg protection, they can only wear low boots? i might be wrong on that though, would appreciate someone confirming that or telling me i'm an idiot.
ah okay right on.
Military equipment is very very glitchy. Most notably boots, followed by gauntlets. I'm afraid there's no easy fix for that one, aside from forcing everyone into "replace clothing" or/and manually assigning specific gear to every single dwarf in an army, which isn't really an easy fix.
In my experience, replace clothing is effective immediately. Or, more specifically, as soon as the previous job changes.
You've got good answers below, but I'd bring attentions to two things:
1. I find it easier to switch them from active/inactive via the military menu (m -> a). Just personal preference, I guess.
2. There are also dfhacky helpers to your issues. Namely, the [uniform-unstick](https://docs.dfhack.org/en/stable/docs/_auto/base.html?highlight=uniform-unstick#uniform-unstick) command.
Maybe make your dwarfs inactive and then active again so they unequip and reequip
No, that plugin tells your civilians what designations/orders.. to work on (instead of something like dwarf therapist where you'd tell each dwarf what jobs to do specifically).
I mean you should deactivate your squad (it says inactive ingame) by pressing
s to open the squad menu,
a (b,c,d,.. for the other squads) to select a squad
t to toggle its active/inactive status.
Once inactive the squad will stop combat drills and training and revert back to civilian jobs. Wait a couple moments until each Soldier has changed back to being Administrator/Peasent/Cheese Maker/.. and stopped their drilling.
(some will continue to train in their free time, atleast with dwarf therapist, unsure how the auto assignment does it).
You should see most of your military dwarfs leave the training room and bugger off to do other things. Then reactive the squad by going back into the squad menu (s), selecting the squad (a,b,c..) and pressing t each time to active them. They will switch back to their training regiment.
This is not a 100% way to get every dorf to equip everything but the break in the training and the reevaluation of gear helps it along in my experience. I hope that helps a little.
Usually the problem is that their civilian clothing blocks their military clothing which is why you should always use replace clothing, not over clothing. Dorfs tend to dump their worn items once inactive, freeing up their body part for the desired armor to be picked up once they are active again.
Sorry for the wall of text lol, the military/clothing aspect of DF is one of the worst things and gives me a grey hair everytime I play
New to DF, any tilesets or mods useful for people just starting out? Dont care if the tileset is ascii or an actual graphical one, though i am curious what some of the non ascii ones look like
Try the starter pack and check them out.
Personally I recommend Meph (lite) + Vordak dwarfs
(you get the full meph set from his launcher which offers more mods than the starter pack but those things are somewhat advanced modifications and not so noob friendly)
Get one of the starter packs: [Windows](http://www.bay12forums.com/smf/index.php?topic=126076.0), [Linux](http://www.bay12forums.com/smf/index.php?topic=157712.0), [Mac](http://www.bay12forums.com/smf/index.php?topic=158322.0)
They come with a bunch of different tilesets and a graphical launcher that lets you switch between them, so you can try them out easily.
You can find mods on [mod releases board](http://www.bay12forums.com/smf/index.php?board=27.0) on the forums. Most mods just add new items or creatures, so none of them are really essential, in my opinion.
The artefact is probably long gone. The human was corrupted by a visiting agent, handed it over to them and they left with it.
Recovering artefacts is possible in theory. You can create a recovery mission and send a military squad to track it down and bring it back again, but it doesn't always work.
Ah, that's strange. Normally, they would try handing it over to the thief right after stealing it instead of holding on to it. And interrogating them should make them drop any item they're not supposed to have on them.
It might have to do with the fact that she is a non-citizen monster hunter. The whole artefact thievery thing is rather buggy at the moment.
Why do a bunch of my dwarves have the negative thought "a lack of decent meals for too long"? I have 28 varieties of prepared meals. I didn't just count the number of entries in the list (as in, thinking there's a difference in variety between an exceptional quality dwarf roast vs a masterwork quality dwarf roast), I meant that there are 30 different types of prepared meals.
Cuttlefish roast, horse cheese roast, hat ray roast, prepared wild boar brain roast, prepared raindeer brain roast, prepared goat spleen roast, prickle berry roast, strawberry roast, maize flour roast, blood amaranth roast, dwarven wheat flour roast, prepared sheep heart roast, etc etc.
But my dwarves are all bemoaning how they've got no variety. And on top of that, they're all either exceptional quality or masterwork quality.
i'm not positive about this, but unless the dwarf eats something specifically on his/her preferred food list, he or she is still susceptible to the negative thought. so, it's not just variety that matters, it's the specific preference being met, therefore making variety important (not in just a general way, but by having a variety you are less likely to experience what your fort is experiencing).
perhaps a lot of your dwarves have exotic tastes that your current stocks can't meet? or all your unique meals are tucked in a rarely-visited food stockpile? just a guess. i'll have to check on my current dudes and dudettes, but i usually try to just buy every kind of veg, meat, nut, flour, whatever from every trader i have access to in an effort to avoid that.
u/PlankLengthIsNull this was actually changed in the most recent version (0.47.05), along with other small quality-of-life improvements/bugfixes. Now dorfs should get happy thoughts from eating either high-quality meals or their favorite foods.
Whole fortress wants Giant Panda Express
Really? Dang. I'll check that out, hopefully the next caravan will have some non-native food I can cook up.
Try putting your exceptional/masterwork prepared meal stockpile(s) closer to your dwarves' pathing than the base ingredients/lower quality meals and see if they start eating the former more than the latter.
To be honest I dont know how dwarves choose their lunch but if it's a question of "what's faster to go pick up?" to them, that should do it.
Hi does anyone know where can I browse mods for the last Mac version? I’m looking something to add more content to the game ( weapons, secrets, magic, new races more workshops etc..)
Edit: please only tile compatible mods I’m still trying to get used to ascii but it’s a bit difficult
Modding is done mostly by modifying the raws, so most mods will work on any platform including on Mac.
If you want to find mods, look either on the [forums](http://www.bay12forums.com/smf/index.php?board=27.0) or on the [file depot](https://dffd.bay12games.com/index.php).
Note that any mod that adds new items or creatures will generally use ASCII symbols, unless the mod's creator provides sprites for them.
i want to download the OldGenesis mod but its only compatible with windows. you know how can I download it?
You can download the windows version, unpack it, then copy the raw and data folders from it over to the Mac version. That should do it.
I have the Lazy Mac pack installed. Should I create a new folder with a fresh dwarf fortress download and copy it there? Hey thank you very much you’ve been of great help!
using Soundsense in LNP, the constant sparring sounds are beginning to damage my soul. i am about to embark on a quest to turn off sparring sounds since i dgaf about sparring at all...but, before i go and break my install, is there anybody here who can give a quick rundown of how to do it?
It should work just like that, all you gotta do is find the soundfiles in Soundsense that belong to sparring
cool i'll try that. many many many thanks!
edit: new problem: there doesn't appear to be a way to just separate out the sparring noises from the \*actual\* combat noises. i was hoping to be able to separate the two cases, but from what i can tell they are lumped together based on this system.
sounds look like they are attached to the combat report messages. unfortunately, the combat reports for reports for sparring seem to me that they use the same exact same language in the console/battle report, but just have a different damage outcome which is probably hard coded. unless i am missing something, it looks like it's an all-or-nothing proposition. damn.
Dang, that's a bummer.
Maybe mute the "combat sound" until an invasion/actual combat takes place? Atleast with monsters/Gobbos you get an announcement that pauses the game. You could then reenable the volume for it.
I got sick of Elk Birds swarming up from the caverns, and interrupting everyone all the time, so I created some choke points and cage trapped the crap out of them. It's working well for all the fully hostile monsters, but my dorfs seem to be unloading the Elk Birds into my main animal pasture, which is causing all sorts of havoc.
What's happening there? Is that expected behaviour? Is there any fix? Ideally they'll stay in the cage they were captured in like the rest of the cavern denizens.
They should stay in the stockpile until you assign them to a pasture.
First of all, do you have a stockpile for animal cages?
Secondly, are you using dfhack? Maybe there is some kind of automatic pasture assignment function that is on?
1. Yessir. But stockpiling for cages is strange - where exactly is the entry for 'animal cages' (perhaps as opposed to empty cages or something)?
2. Yessir. Quite possibly! I'll take a peek, but if someone can advise that'd be swell.
Caged animals and empty cages are in the animal stockpile section
Problem with blurry text.
New high res display (2560x1440).
Blurry tiles were fixed by setting the windowed size to 160x90.
But the normal text is still blurry.
Making the game window smaller fixes blurriness but is not nice.
You could try using a larger tileset for the interface font. There should an option to change the text font in the launcher, if you use one of the starter packs.
Hi. I´m having some problems with game crashes in the manager material selection screen. And I thought to ask here before sending an bug report.
I´m playing on a large world with very high beast and savagery and when I scroll down on the leather tag the game stops, usually around forgotten beast leather. It happens even when I make a new world, I have tried different work order items with the same result. And i´m not using any mods besides the kruggsmash tileset.
It works on a "normal" size world so I´m guessing the game have a problem with to many forgotten beast leather Id´s.
Any ideas on a fix or should I just make do with less beasts?
It´s probably the same bug. I saw that report and tried to search wood on my save but it worked, so I guess the material is random on what cause the crash.
Well time to restart again then.
Does anyone here use DFRemote? I cant seem to download the windows bundle from their site. https:// mifki.com/df/setup/
EDIT: nvm, my pc was blocking it lol.
What's up with a dwarf that's been properly buried coming back as a ghost?
Nils was a hopeless macedwarf but she got buried straight away, but now she's haunting the invading goblins.
She got actually buried or did she simply get a coffin assigned?
Sometimes nothing is in the actual coffin despite saying "resting place of urist mcghost" or a bunch of weird bodyparts are missing before the game considers it properly buried.
Yeah. She was killed on the stairs, and it is her body. I'll just put it down as another weird experience...
Yeah, same here. I've got no necromancers so this one's a mystery...
Does anyone know how to mass pit without having creatures escape? Everytime I try to set one up a it worked for a while, but then it stops pitting and goblins don't get dropped to their death.
I believe this technically counts as a hauling job, so could be your Dwarves are busy with more important tasks. You could also try a reset; remove the zone, wait a minute for Dwarves to catch up, then create a new one.
I think I'm going to have to call it quits with this game, which really makes me sad. It's just not the game for me, I just don't have the imagination and role-playing capability to enjoy a game like this, like say Kruggsmash does.
I know how to play, the game doesn't seem that difficult I suppose, the user interface isn't that complicated to me, and I theoretically know how to play and what I should be doing, but I always feel lost when I actually start a game.
I also feel zero connection with any of the dwarves, which seems like one of the most important aspects of the game. I know one of the suggestions to "improve immersion", is nicknaming dwarves, but I can never think of nicknames to personalized them, despite reading their thoughts and feelings pages. It's just requires so much reading, and requires you to pay such close attention to them, which you really can't do because you have a lot of other things you need to be doing, so you can't really follow them around and watch them in-depth long enough learn something about them to give them a nickname based on their actions until they do something stupid and it's too late and they're dead.
I guess I'll stick to watching Kruggsmash videos.
As u/DenBjornen said, I really think the best way to feel more grounded, and more connected to your dwarves, is to set a *very* low population limit in the beginning. Nickname your starting seven simply based on their professions and also give them custom titles. Only raise pop limit when you feel a real need for more hands, or for somedorf with a specific skill set.
The upcoming Steam release will also almost certainly make it easier to connect with individual dorfs and tell them apart thanks to some new game mechanics and a thoughts/preference UI better than the current wall of text.
If you want to make it more personal, set a low population limit so that you can really get to know the dwarves you have. Maybe give your starting 7 and their family a special status and build a separate section of the fort for their lodgings.
I started making notes in a journal notable events in my forts. Before even starting the fort, I dug through legends mode in the legends viewer utility in order to pick the civilization and looked at the current queen's history for instance. Looking at the civilization's holdings and reach on the map can inspire you to imagine what the goal of the colony is. For example, my latest fort is on the coast of a strategic isthmus connecting to a landmass to the south.
Clearly, there are many approaches. Instead of the roleplay/immersive approach, you could go for some kind of goal that is more mechanical or design oriented
Maybe just take it slower. You don’t need to rush through the game. Pause it, pick a few dwarves and name them something dumb, like “Cutty” for the wood cutter. Or name them after some of your friends. If a dwarf makes an artifact or object that references a historical event, cut over to legends mode and Learn about that. If their legends entry references something else interesting, dive into that. This game is full of interesting rabbit holes to go down. Last night I spent an hour learning about the royal succession of my civilizations monarchs.
I’m with you, I’m not very imaginative, and don’t tile play very well, but the game does provide a story that unfolds on its own.
This is a game where you make your own fun. I like naming the most important dwarves or anyone who did something cool. Like my metalsmith "crafty" or "bitey" who liked biting the crap out of a goblin. I also usually set a theme for a build. Like "I'm going to build an expansive minecart network" or I am going to try a caverstart or make a giant underground structure, etc.
Must have been an auto correct typo. Meant to say that I don’t role play very well.
I’m using the lazy newb pack and DFhack. I assigned war elephants to my dwarfs and sent them on a raid and they later became their pets. The owners died and now it says they’re the “pet of somebody” and I can’t assign them to a new dwarf. Is there a way to fix this.
That's a [loooong standing bug, I'm afraid.](https://www.bay12games.com/dwarves/mantisbt/view.php?id=1679)
Also, are marksdwarves still broken? I want to use them, but I remember the last time I played, I couldn't get them to A) pick up ammo (for training or for combat), B) couldn't get them to train, and C) couldn't get them to fight (apart from bashing goblins with their crossbows).
Please help. If separating ammo for training/combat is involved, please assume I'm a drooling idiot and explain how to do that as though I were five years old. I've been playing this for a couple months, and I still think stockpiles are witchcraft. Imagine I am a caveman being explained something more complex than a burning stick or hunting mammoths.
to the T and your marksdwarfs will slaughter any Goblin invasion coming your way!
You'll have to jump through a lot of hoops to get these idiots to shoot their deadly projectiles but if you set it up right they work like you'd expect them too.
Push m to get to the most terrifying screen in existence, then look for the ammo settings should be near supplies under where squads are listed. Once on the screen you should be able to select the line items (bolts in this case) and set materials and reserved quantities per squad and civvy hunters.
Once that is done push s to go to the next most terrifying screen. Find your marksdwarf squad's active alert settings and set some of them to train (I'd advise against setting ALL to train cause they'll wait for everyone to replace their socks before starting and stay active forever leading too bad thoughts and priming the !fun! engine).
Copy paste that order in a few cells.
Whatever, now you can close that cyan nightmare.
Build some shift+A archery targets, you might not want to do this in the dining room, but I'm not going to tell you how to live your life.
Query the target after it's built then pick a firing direction. Set it to train for whatever the marksdwarf squad you made is.
Then make a few quivers, some bolts and crossbows
They should eventually start shooting something.
Sorry, tried my best the wiki may be a a better way to parse this asperger's simulator.
No, this was good. Thank you.
Alright, so I learned that attacking a civ in untamed wilderness results in my dwarves being killed by giant elephants. Is there ANY WAY for me to find out what the site I'm about to attack is like? Because you only see giant elephants in savage sites, and a temperate forest is unlikely to have any. Only thing is, I can't figure out how to tell if a site is in untamed wilderness or a temperate forest on the \[c\]ivilization screen.
through LNP shenanigans, you can [export your legends](https://docs.dfhack.org/en/stable/docs/_auto/base.html?highlight=export%20legends#exportlegends) mode while [in fortress mode](https://docs.dfhack.org/en/stable/docs/_auto/base.html?highlight=open-legends#open-legends) via dfhack and then see the world in great detail, including how many off units are in each site like you want to find out.
Presumably, the info is also in the normal legends mode, but I honestly don't know how to infer it.
So I have limited metals (mainly silver, tin and zinc), at about year 5 and still haven't seen a goblinite delivery, mountainhome just brings steel idk if they have iron at all i keep requesting it.
I do however periodically get funinvited guests from a nearby Tower that come with a ton of bronze.
What's a good way to deal with these guys and harvest some sweet sweet bronze?
My glass weapon traps seem to be largely unneffective in this version and this sort of siege tends to just mill about on the edge of the map anyhow.
Try cage traps. The undead are just as vulnerable to a stick propping up a cage as the rest of non-legendary foes. After that, you can strip them of their weapons and armour and melt them down - this *won't* release them from their cages. I'm not sure HOW to strip them down, but you can.
I've just been doing that - D, block select the cages with loot in them, then [claim], then [dump] (don't remember the exact keys, sorry).
Then manually using K, unmark the cages for dumping otherwise the cage will be dumped.
Make sure your garbage disposal isn't into magma or anywhere else it would be hard to recover. In fact, I like to turn off my normal rubbish dump and use a special one close so no-one has to pick through the random crap.
Then watch the dwarves swarm in and strip everything, then reclaim it from the garbage and melt things that don't fit.
Most zombie can be trapped so you could trap them with glass terrariums (cages) and take their stuff. Then dump the naked zombies in a magma pit/volcano/etc.
EDIT: beware of kobold zombies. I believe they will still bypass your traps.
What are the best ways to prevent FPS death ?
I've been playing the game for about 3 weeks , had two fortresses fall but this third one was starting to look fine and had been surviving for what's about an in game decade thus far ; I really wanted to experiment more with it as I discover how the game works as well as its mechanics and secrets...but by now the game is starting to slow down way too much .
The fortress is home to 200 dwarves , survived a few sieges almost unscathed cause I haven't been messing with military or traps too much just yet ( I did train 2-3 squads up until they became hammerlords but they are still wearing copper as there just seems to be no iron here for some reason and was digging a series of pitfalls but doing it with this amount of fps is making it feel awful) , I still haven't discovered caves or seen any unique enemies , still haven't tried building anything crazy or that I don't strictly need . To cut it short , I'd like to play this save file some more , get to know and experience more , see more of what the game has to offer . It's just painful to do it at 10-15 fps .
The machine's hardware is decent ; the gpu is a relatively new 2060 and the processor is an old 2015 i5...which I know is not the best but I can't afford to replace it atm . The game's running on a SSD .
I tried checking the wiki page dedicated to maximizing framerate but it honestly feels fairly confusing and overall not so helpful . The world size is already small and its history should be short as well , I have not breached caverns , I am not close to any flowing sources of water .
I suppose I could try building an atom smasher and a quantum stockpile for as much as I would have preferred to avoid...and eventually mess with pathing but other than that I have no clue .
**The biggest stop gap measure would be to enable fastdwarf 1 0 in dfhack, the outside world will keep it's crawling pace (seasons will still take forever to change) but you can get projects done and do fun stuff in your fort without dying of old age.**
2 Cull your animals or put the ones you need in cages (stops them from pathfinding). After dorfs and invaders the 3rd biggest drain on your cpu. Cat/chicksplosions have killed a many great fort (through fps death)
3 You can always get rid of some dwarfs, they are the **biggest** drain on your cpu by far! I usually stick to <120. If you specialize your dorfs you can still experience all df has to offer
Learn how to set up movement zones and optimize the pathfinding that has to take place, should get you 10-15% (which isnt much if you only have 10 fps I am afraid)
Try to design your future fortresses with these in mind. The less the pathfinding has to do to get your dorfs from a to b the better. Building a maze is nice but will take a toll on performance.
3 for future fortresses, reducing the embark to 3x3 or 2x2 has a **significant** impact on performance. I can almost double my pop count by going from 4x4 to 2x2.
4 another culprit could be that you have massively overproduced everything.
A long running fort will generate 100000s of items and objects. (There is a dfhack command to count them, you'll be surprised...)
Try to practice lean management and only build and buy what you *really need*. I have the habit of ending up with 20k of food etc.. any dorf who wants to eat will take these into calculation and slow your game
5 use the dfhack commands from the wiki (maximizing framerate) to remove or increase the natural deterioaration of unused objects like body parts or that worn out sock lying in the hallway.
6 water/magma, combat (including sparring) and collisions in your hallways/stairways .. basically anything that has to do with physics calculations takes a toll. Avoiding these can help, like only keeping half your military training at any given time, expanding those 1 tile hallways etc
7 since you havent entered the caverns yet (good, will cost fps) keep it that way. In future forts use advanced world gen to reduce caverns to 1 layer, increase the amount of open space and passway density (see wiki), it will help fps and you can still experience that part of the game
8 if you feel up to it you can OC your CPU. Df only uses 1 core so if you can drive that single core speed up it will do wonders. I gained about 20% going from 3.5Ghz base clock on my i5 to 4.3Ghz, has been running like that for 5 yrs now.
Here is what I do though I am by no means an expert.
1. Put any unused animals that dont need to eat in cages (dogs). I only have a couple cats out to kill vermin around my food stockpiles. Any excess will be butchered. I hate to do it but I have been known to butcher dogs when the population reaches 20+ in a cage.
2. Butcher any unnecessary animals. Only keep 2 male birds like roosters or turkey gobblers for breeding. 2 boars since they dont priduce any milk for cheese. Male llamas or alpacas are useful for shearing but the females can also be milked so I only keep 2 males if I have any at all.
3. I find staircases impact my fps a lot due to collisions so I stick with spiral ramps now.
4. Make sure any corridors are 2+ wide to give space for dwarves to move by each other.
5. Limit the amount of flowing water/magma.
Here's what I do.
1. I avoid the caverns. The biggest fps-sink I'm aware of is pathing - that's why a fortress with 20 creatures total on it runs like a dream, but a fortress with 200 creatures runs as fast as molasses in January. A big exposed cavern means new creatures and new places for everyone ever to consider walking around.
2. I limit my dwarf population to no more than 100. I'm using the Lazy Newb Pack, and the launcher they use lets you set hard limits to how many dwarves you can have, babies that can be born, and more. Again, this has to do with calculating pathing.
3. Limit animals. No more than 20 dogs, with all but a breeding pair gelded or caged. Same deal, pathing issues. Pathing calculations are a BIG part of lag. If you have more than 20 of any essential animal or 10 of any non-essential animal, slaughter them. I keep a few around for my soap industry, but that's it. If you get bored, only slaughter animals who are weak and fat and within a decade or two, your fortress will have only the most muscle-bound of goats and horses.
4. I seal up any part of my fortress I'm not using anymore. If I'm digging for flux stone for for metal, I partition them off with doors and then (when all the delicious resources are removed), I lock the doors. Again, pathing calculations. No access to an area means no resources wasted towards thinking about how to get there.
5. In general, I don't mine more space than I need do. I don't need an entire z-layer mined out to hold my vast resources. Again.... pathing.
6. I don't produce more than I need. A fort of 100 dwarves does NOT need 2000 prepared meals, 400 units of booze, 800 units of cloth and 1000 pig tail threads. It just takes up space and game resources. Keep things small, no more than you need.
7. You know how when you pick a site, you're moving around a 4x4 thing that represents your embark map? You can shrink or expand it. I shrink it down to 3x3 because - once again - pathing. Or at least I THINK it's pathing - it's about devoting computational resources to a bigger map that you don't really need, anyway. I might be using "pathing calculations" more than I should.
By not giving the computer more to think about than it already has to, you get to devote those resources where you need them. When I first started, I did everything big and plentiful. 200 dwarves, a billion war dogs, more food and booze than I could possibly want, entire layers mined out to hold my riches! And by the time 5 in-game years had passed, I was lucky to get 20 fps. The game ran to a crawl.
I'm currently using a gaming laptop from 2018 with a 1050 ti in it, and I'm nearly 10 years deep in my current map and I still get 50 fps. Every little bit counts.
Hello Kitty backpacks....made out of kitties of course.
Noah's Ark it up and butcher everything except some war-whayevers
Is there any way to get elven wooden weapons in adventure mode?
Been to some sites now, but can't find any weapons.
Can I make an ice magma forge?
Nope. You can make ice walls to hold back magma, if you like.
Ice isn't magma safe, so no, not without modding.
Blood gathering? Hello I’m trying to make a good way to gather blood from my sacrifice chamber. Is there any exploit to gather it or irritate it?
Right now, blood is not a liquid like water & magma. It is merely a 'contaminant', which means you can't collect it. Blood will stick to the surface of a given tile or object, but there is no way to increase the volume. Caravans will sometimes bring a barrel of creature blood, but that is misleading. Emptying the barrel will just put blood on the ground, still no volume.
Dang that’s so disappointing
Can dorfs wear caps and helms at the same time?
Can dorfs wear leggins and greaves at the same time?
My military refuses to wear both at the same time so I have the sneaking suspicion I've wasted the last couple of hours trying to troubleshoot the military unifoms.. :I
Also any tips on how to equip my civs with leather armor for cheap and without tediously setting every one of my 80 guys to equip leather armor, leather leggings and so forth? I tried the uniform squad asignment for my military but they just refused to replace civ clothing until I manually told every one of them to replace it in the equip screen
and another thing, why is my military missing half their armor after raiding a settlement where they just killed 2 or 3 goblins, even the squad I didnt sent out suddenly has missing boots
The chart here is the best reference for layering ; https://dwarffortresswiki.org/index.php/DF2014:Armor
1. Not sure, but I think they can't.
2. Not sure, but I think they can.
3. (kinda) Not really time wasted if you learned something from it. Given the replace clothing orders and that you in fact have the equipment available, if they didn't wear it, something is wrong (or they can't wear both). Exception being boots and gauntlets, those are very messy.
4. I'm fairly sure you can set the uniform itself as replace clothing, which spares you from manually doing so for everyone in each squad. I recommend against doing that though. The extra protection isn't that superb than just normal leather clothing and you fuck up burrows by having everyone in the military.
5. Their squad gear until the bug fixes itself. The gear get dropped and everyone will attempt to haul this gear to their stockpiles, generating a huge mess. Boots and gauntlets are extra finnicky and are a nightmare to set up properly, raiding bug or not.
About point 4.
My goal is to reduce the clutter by having no wear and tear anymore. As I understood it only items with the \[Armor\] tag (or legendary) don't wear out unless damaged in combat. So a leather shoe ona civilian would still wear or am I mistaken?
That would obviously make the whole thing easier if I just have to produce civ clothing with leather to have no more worn socks all over the place. I know I can dump them with dfhack but I'm just not enjoying the civ clothing aspect of DF tbh and would like to see it less tedious.
About point 5, I'm not sure what the first sentence means, can you elaborate on that please?
Correct, leather shoes degrade normally. So you can't use leather clothing to avoid that problem, no.
There is a benefit to clothes getting worn over time, however. When they inevitably (and automatically) replace it with a new one, they ge good thoughts from putting a nice item if it's high quality and satisfy the obtain something need.
I can't say much else about your preferences over it. I can understand it may annoy people, but not if you're already willing to dfhack it away to begin with.
About point 5, I mistyped. Badly. Whoops. The squad gear is "missing" because of a bug that (eventually) fixes itself. It functions when squads come back from raids and the game no longer recognizes them as "squad members", making them strip on the spot. This is most likely unrelated to the ones missing boots, that's another bug entirely.
Im trying to build a well,but im not so sure if it will be functioning to not flood my fortress
The wiki says that floor grates let water and magma through,but it also says that linking it to a lever will make it work like a door which doesnt stop fluids
Doors stops fluids when closed. Magma included, even if they aren't magma-safe. All goes to shit when it opens, though.
Likewise, floor grates do let liquid through, but that doesn't include your well's bucket, [as specified in the wiki](https://dwarffortresswiki.org/index.php/DF2014:Well). So, in this schematic, your well wouldn't work.
Thanks, is there any way to dump excess water that would flood my fortress through the well?
From your schematic alone, I can't see any potential for that nor why would this flood your fort to begin with. Water won't magically go up, but nothing makes it an infinite drain either.
For information's sake, a well won't block water from above and the sides. Make water reach the well and water will go down. If the space below is big enough to handle whatever is coming from upstairs, then all is good and golden.
Have anybody here tried using Announcement window+?
If so how do I get it to work?
Iirc there should be a menu bar at the top of the program's window. In a drop-down there you have to set up the path to the "game log.txt" file which you can find in the default dwarf fortress directory where the .exe is as well. You may need to start the programs afterwards as well. I am using the utility that comes with the LNP, but I remember deleting and redownloading AW+ at some point in time.
Thank you! I am using LNP as well but had no idea where to set the directory
Why didn't anyone *tell me* the elves would defend their cities with 15+ giant elephants?
It was pretty FUN, let me tell you. Good think I back up my saves.
Retire the Fortress, create an Elephant Person Adventurer, and do what needs to be done.
I must genocide the species.
Question about military.
How do i know what weapons the ones in the military use? I see one practicing archery and another sparing or wrestling. Who decides this?
Also, how do i know what the dwarfs are equipped with at the moment?
You decide this haha. You can choose to equip a dwarf with a specific weapon (an axe named Choppy McChopchop for example), a type of weapons (like any random steel axe) or just let them pick on their own.
You [v]iew a unit to check their [i]nventory.
What about if i want all leather armor but there is no leather armor around? How do i know what they are really wearing?
I recommend dwarf therapist for this, it tells you all the stuff and what they are missing for all your dwarfs on one screen, instead of having to dig through all the ingame menus.
No, they really shouldn't. This might be a bug.
To confirm if you go to your dwarf and check him personally, ie select then press i I think for inventory he has the desired item but DTherapist says it's missing - in blue writing below his gear?
If you go to the military screen and then go to "equipment", it will show you your squads, the individual members, and what they are TRYING to wear - divided into 3 sections, one next to the other. If you selected "Leather Armor" when you created the squad, you will see a list of leather wearables on the right hand side of the screen. If there is a green mark next to, say, "Leather Gloves", then the dwarf has that item equipped. Otherwise, they are either in the process of grabbing their equipment, or you do not have that particular type of equipment available. In which case, you can make more at either a forge (metal armor) or a leatherworks workshop (leather).
Likewise, you can select any dwarf (military or non-military) with \[v\] and then hit \[i\] to go to their inventory. The game will present you with a complete list of everything the dwarf has on their person: regular clothes, armor, weapons, earrings, etc. That way you can check to see what they are wearing.
This was a great explanation! But you wouldn't be able to say what a non military Fisher dwarf or wood cutter dwarf has equipped though right?
You can see what anyone has on them. (v)iew -> (i)nventory. Say check for an axe on your woodcutter. You view their inventory and check for an axe. you wanted to check to see why your hunter isn't hunting. view inventory, they need a crossbow, a quiver, and bolts (or bow and arrows). Then you know what to make/trade for.
Fisherdwarfs use their beard to fish, so they need no special equipment.
Thanks this helps so much!
You need to make or buy armors for them to wear. And any article of clothing, really. Clothes wear down and dwarfs like new clothes.
Use the same inventory check in my previous comment to check what they’re wearing.
I'll check it out thanks.
I don't negotiate with goblins.
First new world in 0.47.05, first fortress, and most of the migrants are legendary students. Now I'm over the disappointment of useless legendary dwarves, what can I do with them?
Try creating some guildhalls so those students can learn some useful trades.
Skilled students will be faster at learning military skills from training in the barracks, I believe.
Same thing as you've done with previous version's dwarves, really.
Cool. Forge slaves and hammer dwarves...
Is there any way to put singular plants inside of a bag? I'm playing Masterwork, and in order for my dwarves to smoke some galena leaf, it needs to be in a bag of some kind. I've tried stuffing them in barrels, but they just threw the leaves in the barrel with no bag. Thanks in advance!
Have a galena leaf stockpile with barrels forbidden, and disable galena leaves in all other stockpiles
What is the best weapon against dragons?
There is dragon outside my fort, for 2 seasons now, burning up all the caravans, migrant waves and unfortunate human bards coming to visit my famous halls.
Right now I'm facing starvation and dehydration but I can make weapons for an all out assault... What would be best to get through that monster?
If you want to cheese it, build a line of cage traps across your entrance and then open it
The most important thing is to make sure every soldier has a shield. Wooden shields are fine; any shield will block fire breath.
In a wild guess I'd say spears with a few axes here and there. Since dragons have no armor involved, spears will critically increase the chance of a lucky hit piercing a vital organ.
If you manage to gang up on the dragon before it breathes, it shouldn't pose much danger. Otherwise, if you have enough dwarves left AFTER the breath, you should be able to manage with a few losses. Therefore, increase your chances by sending everyone at once, preferably from different angles.
Is there a way in DFHack to set the above-ground/underground status of a tile? If so, what is it? I looked through the list of commands in the console and none of them seemed promising.
You'll want to use `tiletypes` for that. Specifically it is the `subterranean`/`st` flag you want to set. `paint st 1` will set the tool to paint tiles as SUBTERRANEAN; `paint st 0` will set the tool to paint tiles as ABOVE GROUND; `paint st any` will reset the tool to no longer change the subterranean setting.
You'll probably also want the `light`/`l` flag to switch between LIGHT and DARK, and the `skyview`/`sv` flag to switch between INDOOR and OUTDOOR.
Thank you! I was a dabbling tiletypeser before, but didn't realize it could be used for that as well.
How worried should I be about water seeping into my staircase? The stairs are quite slippery and water is slowly seeping in on the floor below as well... I assume this will become a bit of a problem soon. Will my dwarfs become mouldy, will they slip on the stairs or will my "fortress" become an underwater adventure soon?
You can permanently end the water leakage by smoothing the walls and ceiling (i.e. the floor of the level above), if the aquifer the water is leaking out of is stone. If it's some sort of soil, you'd have to dig out the walls and ceiling and replace them with stone blocks.
Ah, that makes sense! I'll do that as keeps on leaking.
Where is this water coming from? Since you didn't mention a river leak instantly flooding EVERYTHING, I assume it's a light aquifer. In that case, it's no big deal. Make the bottom-most floor a wide open space (i suppose a 7x7 room is more than enough?) and the water evaporate faster than it can fill. If it doesn't, make the room bigger.
As for the slippery issues and whatnot, they aren't an issue, worry not. If anything, the falling water makes mist, which in turn makes dwarves happy and clean when passing through it. Something to rejoice, albeit at a small FPS cost.
So I just had an idea. My dwarves just brought back a ton of books from a necromancer tower. Not sure if one of them has the secrets of life and death but if one does and I can get one of my hammerlords to read it will they be able to beat the paste out of invading necromancers without being attacked by their undead horde? Has anyone tried this?
The undead are opposed to life. Necromancers are sadly alive, so your plan won't really work, no. The normal result is the necro being dismantled by his creations. Have a necro hunter someday, you'll find the result mildly entertaining.
Lol, that does sound fun. Now I just have to find and somehow get rid of all those books... before someone reads one
You can just forbid them in the inventory list.
When a forgotten beast has "external ribs", does that affect how it takes damage? As this game models skin / fat / muscle organs
I just managed to recover a few artifacts from a couple of old fallen fortresses of mine , some of these happen to be books , one of them probably being a necromancer one .
How do I deal with these items ?
Will they automatically get stored in my library or do I have to give some manual order for it ? Cause so far they are available to be displayed on pedestals but I don't know if they will otherwise get brought to my library . What are the risks and perks connected to the necromancy book ? Should I store it elsewhere ? Not quite planning to let my fortress die from the inside .
They should be automatically stored in the library as long as they're not forbidden. Books on display aren't taken to the library until the display is ended.
Any dwarf reading the necromancy book (containing the secrets) turns into a necromancer. So, if you don't want necromancers in your fort then either forbid the book or put it on a pedestal (dwarves don't read books that are displayed). Necromancers are otherwise fine in the fort, but they get distracted (can't fulfill eat/drink needs etc.) and if they happen to get involved in combat they'll start raising corpses/corpse pieces that'll be hostile to the living members of the fort.
Hope they get brought inside before the keas return being a problem .
I'd be fine with necromancers inside the fortress as long as they won't turn hostile and go on a murderous spree so I guess I might take the risk . I'm glad to have recovered this stuff . It belonged to my first and second fortresses ( this being the third one , it somehow managed to work and survive for a decade by now ) . The first one never got a chance at trying out the necro book as they were chased by the guy right as soon as they stole it...I thought it was fine to face him and his 20 undeads with my 20 silver hammerdwarves so I lowered the bridge...little did I know a 140 goblins siege would have struck my lands at the exact same time . It didn't end well .
Note that you likely don’t want any actually useful dorf to turn because heavily distracted dorfs work (and move) s l o o o o w l y and you can’t do anything about it. They *crave* food and alcohol yet are unable to ever satisfy their needs. A rather horrible fate if you ask me.
So I sent a hit squad to raze the Necromancer Tower that destroyed my fortress. To be specific, I reclaimed the fortress in question and immediately formed a 7 Dwarf Squad to go on the offensive (Thus, leaving my fort with no Dwarves). During one of the attempts another undead siege started, but after they killed my livestock most the force left. I still have 3 "Leapmanor's Fist Crossbowman" counted as invaders in my units tab, but the siege has ended according to the game and I can even retire the fortress. It's been a whole Winter and my hit squad hasn't returned. What's going on?
Edit: An Elven Caravan has arrived
Most of the time when a squad takes forever to return, it's because one of the soldiers or war animals (if any war animals were assigned to any of the soldiers) never successfully left the map. The timer for the siege doesn't begin until every last raider has left your map.
But after a year, if there was a war dog stuck in a tree or something like that, they're presumably dead from dehydration now.
Squads some times take forever to return --- it can happens that they're just gone and you never hear from them again (due to bugs I think), but if they loose the fight and maybe get taken prisoners, it also takes forever before you're told.
It might be at this point the only way to find out is to make copy of your fortress, retire the copy and look up your squaddies in legends mode.
Iirc your squads can go MIA and your only chance of closure would be from rumors strangers would tell your dwarfs in the tavern. Especially towers are a hard nut in my experience.
They could also just be bugged but its very possible that they lost the fight and are now among the undead protecting the tower!
Df wiki on fixing the bug if it is one:
There is an uncommon bug where squads sent on missions will never return and be forever listed as 'traveling'. **To fix this, enter your (m)ilitary screen and replace each member in the missing squad with a random civilian in your fortress, then remove those civilians from the squad and leave it empty. Next, go to your (c)ivilizations/World Info screen and cancel the mission the squad was originally sent out to do. This is possible now that the squad is technically disbanded.** The former members of the squad will eventually return to the fortress after a few days (thankfully still carrying their equipment) and it will announce 'XYZ squad has returned' when they do, even though they aren't in the squad anymore. You will need to delete the old empty squad and make another, as the game still thinks they are part of the old squad and won't let you re-add them to it.
I just think both events are unrelated. A siege is declared over when the invaders are leaving, not when they're gone. Squad raiding is glitchy as hell, maybe they've died or just got some difficulties going.
You'll probably only find out when a new expedition leader or mayor or something gets appointed once new migrants arrive, or when the soldiers actually come back.
Has anyone tried dfhack’s “time skip duration” script yet? It’s for modifying the 2 weeks time skip duration you have when you retire/unretire. I’m wondering if skipping for like 10 years would have the same effect as continuing world gen.
It's probably won't turn out like the pic in my head, but rivers if magma under my furnaces like fingers of hell seemed pretty cool lol
Do you folk know if my dwarfs can somehow learn necromancy from slab.
i cleaned 3 necro towers and still cant find any "life and dead" book
Dwarfs don’t actually read from slabs, only books. You’ll need to make an adventurer with skills in Reading and Writing, then read from the slab and become a Necromancer. You can then start pumping out as many necromancing manuals as you’d like.
No, fortress mode units will not read slabs.
A volcano would "naturally" regen it's volume in case of a leak, albeit slowly, but if that's a hidden tube, i don't know if it still counts as a volcano.
In other words, yes, if it doesn't "regen" there's a limit on how big your magma river can be.
My method of doing so is preparing the whole field beforehand, then potentially sacrificing a lucky miner to make a fortification. I recommend a bridge you can close near the entrance too. You can also potentially save the miner by having the fortification in a diagonal section and having this guy have another mining job immediately after finishing the previous one.
edit: floodgates works too of course, but usually i have those places be much wider and this a single floodgate may not be ideal. Given the magma safe precautions you've already taken.
Thanx. The only reason I was thinking the width of 1 and the floodgates is to make sure the "river" would all be under impassible blocks. I will try the bridge method. I felt like an idiot bc I found a step by step method on the bay 12 forums just a few minutes after I posted this. And the bridge seems to be the best method
Tip: a dwarf standing on a ramp with closed bridge above can nonetheless dig the tiles above as if the bridge wasn't there. Use this to safely dig into tube.
Is there a reason besides time why you're attempting a side breach instead from the surface? With a pump and magma-safe aqueduct, you can move the magma downwards just as easily.
Honestly the pumps did occur to me. But I'm planning the agma smelters as my core, and figured it'd b easier to implement with a side breach
Whatever works. When I need to bring magma downwards, I find it easier to dig a 1-tile staircase and brick shut the holes afterwards. Having your flow already on the same level is more convenient though.
I'm tweaking the raw text files in my save folder. For example, I rename a noble's name field, just to test. But I don't see the changes when I reload the game.
I thought maybe these are parsed each time a save game is loaded. Are these only read when a world is created? When a fortress is created? Why don't I see my changes?
anyone know where to export crime maps from legends mode? The wiki says it’s under historical figures but I don’t know where to go from there (sorry if it’s obvious)
What are crime maps? You mean the chain of events which led to artifacts being stolen? You may just look for the relevant people's names then, and it should be there. Note that fake names won't show up. If you know which dorf stole it or the true name of a villain, that'll do just fine.
In the case of zombies, you can easily see their true name in dfhack via "cursecheck detail" while cursor is on top of it.
I was thinking of the “villainous networks”, sorry. Eg the first picture on the intrigue page here:
maybe I have to look for a specific hist. fig. who had a network?
Oh. I never heard of that map, sorry.
If you look for a networked guy it does show, like, "went to X in order to steal artifact Y as ordered by mastermind Z" so you get to build up your mental network anyway.
no worries! thanks for the info
HAPPY BIRTHDAY u/clinodev!
Someone cencels load cage trap : needs empty cage
What do I do?
You just need to build more cages
Is there any way I can get my goblin adventurer to become a necromancer i have a slab and have read it a bunch and nothing. I also have conflicting sources from the wiki saying that it should be possible for a goblin to become a necromancer in adventure mode but that doesent seem to add up.
No, goblins are immortal and so they're not eligible to be necromancers
Lycanthropy and Vampirism are still options though.
Yes they are :)
What to do when you get a criminal / snatcher npc visiting ?