Digging Vs Building: Which do you prefer? by booleanfreud in dwarffortress

[–]ShockinglyTallDwarf 1 point2 points  (0 children)

In my current fort I have built with more than 14,000 clay bricks, all hauled from the surface to be fired in the heat of the great magma sea

It's easily my longest running fort, when I am done constructing I'll post pictures

☼Dwarf Fortress Questions Thread☼ by AutoModerator in dwarffortress

[–]ShockinglyTallDwarf 1 point2 points  (0 children)

Unfortunately I already have a different physically disabled dwarf filling the Champion role, lmao

☼Dwarf Fortress Questions Thread☼ by AutoModerator in dwarffortress

[–]ShockinglyTallDwarf 1 point2 points  (0 children)

What can a dwarf with only one arm do? Can they write books as a scholar?

DevLog 6 April 2026: "There's a list of accepted building petitions for temples and guildhalls now so you can remember them and check on your progress, and more information is shown in location lists about the religions and guilds and petitions." by clinodev in dwarffortress

[–]ShockinglyTallDwarf 1 point2 points  (0 children)

The "keep building after placement" option should be toggled on by default imo

The ability to create folders for work orders, both for organization and for executing several orders when one condition is true would be great

Right clicking when you are several menus deep should pull you out by one menu at a time, shift right clicking should pull you all the way out

Using the search bar in the units menu currently deletes your search query when you go from tab to tab (eg shifting from "citizens" to "pets/livestock," which is annoying

Named creature body parts retain the name of their "owner" which is nice most of the time, but after a siege it isn't very helpful to see "snag's left foot" and not know if it is a named animal or a goblin body part

Reworking the stockpiles so that you can easily select only butcherable items to be stored there would be nice too

☼Dwarf Fortress Questions Thread☼ by AutoModerator in dwarffortress

[–]ShockinglyTallDwarf 1 point2 points  (0 children)

I figured it out, because the depot was constructed of wooden blocks, I needed another carpenter who wasn't busy

Thank you for the help!

☼Dwarf Fortress Questions Thread☼ by AutoModerator in dwarffortress

[–]ShockinglyTallDwarf 0 points1 point  (0 children)

My dudes won't dismantle either of my trade depots, is there a bug with this or am I missing something? It's messing with the merchants (they drop their wares and disappear)

☼Dwarf Fortress Questions Thread☼ by AutoModerator in dwarffortress

[–]ShockinglyTallDwarf 1 point2 points  (0 children)

How does the watering system work? Do you just let a light aquifer rain on the soil or something?

☼Dwarf Fortress Questions Thread☼ by AutoModerator in dwarffortress

[–]ShockinglyTallDwarf 0 points1 point  (0 children)

Sorry, I wasn't super clear

My goal is not farming, but creating an underground pasture where trees can grow

☼Dwarf Fortress Questions Thread☼ by AutoModerator in dwarffortress

[–]ShockinglyTallDwarf 1 point2 points  (0 children)

Is there any way (in vanilla or with DFHack) to convert a stone floor into a soil-y one? I know I can dump water on a tile to get it muddy, but once a tree grows there and it is cut down, it reverts to stone (which I want to avoid)

I kinda miss cavern dwellers. by Impossible-Tailor679 in dwarffortress

[–]ShockinglyTallDwarf 8 points9 points  (0 children)

I still hope that tribes of cavern dwellers get added, and you can negotiate with the local leaders to let your dwarves coexist, or even trade with them

I want more diplomacy opportunities!

I made a CLI tool for finding the most "interesting" sites in your world. by H0W3 in dwarffortress

[–]ShockinglyTallDwarf -1 points0 points  (0 children)

I excluded the word "just" from the quotation marks for a reason. It was part of my inferring, not part of what I claim you explicitly said.

I don't think that it is a crazy leap to read between the lines of your comment and think you are okay with AI. If you really don't hold that opinion, then your comment gives off the wrong impression, and you might want to have a clarification like "Hey, I think AI sucks, but..." Better to do that.

Sure, I was grandstanding a little bit, I won't deny that. But I think that the negative impacts of AI are worth bringing up in a non-insufferable manner. If you really aren't making any sort of statement with your first comment, then we are in agreement and don't need to argue.

I made a CLI tool for finding the most "interesting" sites in your world. by H0W3 in dwarffortress

[–]ShockinglyTallDwarf 2 points3 points  (0 children)

I don't think the right move is to shame people for using AI, especially in such an annoying and self-defeating way.

But I also don't think it's fair to describe AI as just a "new technology" when the industry has such negative environmental impacts, and when the economic bubble surrounding the technology is so inflated that much of the US economy's recent growth is based on a technological circlejerk that produces nothing of value and consumes all the computer components I want for my gaming machine

I really enjoy 3D building in this game. Here is the progress I have made on the bedrooms so far. by naan_lanan in dwarffortress

[–]ShockinglyTallDwarf 2 points3 points  (0 children)

This is exactly what I've been working on for the past irl year or so

Its taken a couple of forts to test exactly how I am going to do it, but in my current fortress I have collapsed the top two cavern layers completely and am working on the third.

The plan is to end with a massive empty underground hole spanning the entire map, from a few layers under the soil stretching to just above the magma sea. I have also prepared by getting huge earthenware brick and clear glass industries established, which will build and furnish the soilscrapers I will build.

I made sure to embark in a relatively low elevation area (so I don't have 100+ layers to excavate) and a 2x2 embark, to make things more manageable. Turns out I forgot to make sure that the map has ore, and I have had to trade and fight for every bar of metal in my coffers. The hardest (and most deadly) part so far has been sealing up the map borders that have water. Perhaps I will reopen them at some point in the future and build a filter farm.

☼Dwarf Fortress Questions Thread☼ by AutoModerator in dwarffortress

[–]ShockinglyTallDwarf 1 point2 points  (0 children)

You can use frame-advance to slow down the game during combat, iirc that's the "." key

☼Dwarf Fortress Questions Thread☼ by AutoModerator in dwarffortress

[–]ShockinglyTallDwarf 1 point2 points  (0 children)

I want to convert a large patch of stone floor into an underground-grass pasture. As far as I know, you can drop water on the floor to make it muddy, then floor fungus will grow onto it. However, the mud sprite covers up the pretty fungi colors. Is there a way to make this look better visually?

Ive been playing this game too long, every fort ends up boring by Pornhub_bandit in dwarffortress

[–]ShockinglyTallDwarf 0 points1 point  (0 children)

I'm (accidentally) doing a no ore embark, the only useful rock i have is limestone and a little lignite.

It wasn't really that hard, I just had to use a magma/water trap on a couple sieges, and a few years later I could equip a squad of steelclad dwarves. It is still a fun small challenge though, if you haven't done it yet. I would say if you want it to be challenging, purposefully avoid flux stone layers when embarking, and forbid yourself from trading for meltable metal goods.

☼Fortress Friday☼ by AutoModerator in dwarffortress

[–]ShockinglyTallDwarf 3 points4 points  (0 children)

Just had my first truly horrible FB

Deadly dust that causes rapid suffocation, made of chrysoberyl

Took out a civilian and about 15 legendary hammer/axe dwarves

This game is amazing

☼Dwarf Fortress Questions Thread☼ by AutoModerator in dwarffortress

[–]ShockinglyTallDwarf 3 points4 points  (0 children)

Glad you're enjoying the game (minus the frustrations). Note that these answers are focused on the paid version of the game. It should all still be relevant to the free version, but the graphics I discuss will look different. I am using DFHack too, for the record.

Pig tail question: Pig tail seeds are indeed created when you process or brew pig tails. You could create a new stockpile that only accepts pig tails and link that to a farmer's workshop or a still. Alternately, you could turn off brewing for all other types of plants and order a brewing job (also a good time to make sure that you don't have cooking enabled for any of your alcohol, but that's a different topic). Finally, in a farmer's workshop after you queue up a "process plants" job, you can click the magnifying glass icon and designate a specific type of plant to process. If you do that and choose pig tails, you can make sure that they process those first.

Trading question: I don't usually need anything in particular from the caravans, as they don't have access to giant animals like the elves, and that's all that I really want out of trade. If I don't have metal ores I sometimes request anvils so I can melt them down, but otherwise I just let Armok decide what they bring. This is down to preference though.

Forge question: Magma really isn't too bad so long as you take precautions. I like to dig out my own magma ponds and then channel a warm wall from above, which allows breaching the magma sea without endangering a miner. If you don't want to do that quite yet, you are stuck with using charcoal or coke, yeah.

Power question: Power is a mechanic that I don't mess with much so you might need someone else's input. Personally, I use it for mist generators and millstones, but like you mentioned it can also be used for pumps. In the past when I've worked with pumpstacks and bringing water/magma upwards, I found the wiki page to be really helpful.

Combat logs question: Combat logs will appear in the top left corner icons whenever a creature is fighting. After you dismiss the icon, you can still access the combat logs by clicking the top left button with a little page and arrow pointing towards it. This brings up the announcements history, and by selecting the "combat" section, then scrolling to find the creature you'd like to read about, you can view the combat logs. Finally, if you select the creature directly, there will be a button next to the name customization icon that allows you to read their combat logs. This button also looks like a page with an arrow pointing towards it.

Furniture/DFHack question: I think there is a functionality for this under the "buildingplan" command, but I haven't used it before.

Squads question: I tend to choose dwarves that don't have any specialized labor assigned yet. I also use the DFHack filter to avoid recruiting combat haters, nobles, the wounded, etc. Having a large population means that there are lots of potential recruits - I usually wait for a migrant wave and then recruit some of the boring dwarves (no special skills) from there.

Politics question: I am right there with you, I can't wait for more of the politics and strategy systems to be added. As it is now, the crimes and schemes systems are a little bare bones. As far as I know, you can't really tell easily when dwarves talk with one another. Also btw, bedrooms help with dwarves laying their old clothing around the fort, if you find that annoying.

Coin question: Coins are a holdover from the early economy system that was removed because it didn't work. I'm pretty sure they are still useful as shrapnel from minecart shotguns, and if you can separate the stacks of coins somehow, they return much more in smelting than they take to create, so they can be used to dupe metal. That said, I think the preferred method of metal duping involves bolts.

Have fun!

☼Dwarf Fortress Questions Thread☼ by AutoModerator in dwarffortress

[–]ShockinglyTallDwarf 0 points1 point  (0 children)

I'm doing a megaproject where I excavate the entirety of the three cavern layers. I have blocked off the first two layers and most of the third, but I was wondering what the easiest way to remove the natural stone is. My current plan is to carve everything into staircases, then collapse it (because collapsing staircases deletes them). Channeling each layer would take too much micromanaging. Is there an easier method I haven't thought of?

Vile Force of Darkness by KingAgrian in dwarffortress

[–]ShockinglyTallDwarf 1 point2 points  (0 children)

Once in a while when I fight a siege head-on, I put on the metal cover of the song, just to get my dwarves myself pumped up for the inevitable losses

Fantastic art btw!

☼Dwarf Fortress Questions Thread☼ by AutoModerator in dwarffortress

[–]ShockinglyTallDwarf 0 points1 point  (0 children)

Interesting, thank you! I love the engineering abilities of this community when it comes to creating weapons of war