Dwarf Fortress you sick temptress, you!

Kind of got a lot of necromancers.

Quintin_Stone wrote:

Kind of got a lot of necromancers.

I'm not sure if that went well or not.

The fortress got attacked by a weredonkey, but as soon as it killed a dwarf (and it killed a few) the necromancers resurrected them and attacked said weredonkey. So now I've got a bunch of unemployed zombie dwarfs....

and no weredonkey.

As a brand new player a couple of times an hour I get struck by something new.

Hmmm... I need [x] - how do I do that?
What will I do with all this [y]
What is a Baron?

The learning curve is a very fun ride so far.

I played a bit of vanilla back in the day, but I've jumped back into the Steam version.

My current confusions:

1. farms. I've got a couple of 5x5 farms and selected plump helmets and pig tails because I can see I have pig tail seeds and plump helmet spawn. However, I'm not seeing any plants growing?

I haven't got potash up and running yet, but I thought I'd get some crops without that from Quill's beginner videos.

2. Stone smoothing. I've asked to have my dining hall smoothed, but it's been there for a year and nobody has done it. I have designated mining should only be done by miners, but I haven't made any other changes to labour rules

3. I have a bunch of things stuck at the trade depot after trading. I don't get a "move goods to or from depot" button and I am confident that I have space for the cloth etc. in stockpiles.

DudleySmith wrote:

1. farms. I've got a couple of 5x5 farms and selected plump helmets and pig tails because I can see I have pig tail seeds and plump helmet spawn. However, I'm not seeing any plants growing?

I haven't got potash up and running yet, but I thought I'd get some crops without that from Quill's beginner videos.

You won't see anything growing, the plants will pop up grown and will be harvested - it can be hard to see unless you sit and watch the farm plots. Alternatively, nothing may be planted. If you click on the plot you can see what was planted in it. It is very possible to go into a spawn death spiral if you allow plump helmets to be used for cooking. Only brewing preserves the spawn.

DudleySmith wrote:

2. Stone smoothing. I've asked to have my dining hall smoothed, but it's been there for a year and nobody has done it. I have designated mining should only be done by miners, but I haven't made any other changes to labour rules

3. I have a bunch of things stuck at the trade depot after trading. I don't get a "move goods to or from depot" button and I am confident that I have space for the cloth etc. in stockpiles.

Silly question but how much do you have queued up in the fort? If there is a ton of higher priority work stacked up, smoothing and hauling will not get done. I see this in my forts all the time, everybody is off doing everything else and my haul stuff away from the tradepost jobs never happen.

DudleySmith wrote:

2. Stone smoothing. I've asked to have my dining hall smoothed, but it's been there for a year and nobody has done it. I have designated mining should only be done by miners, but I haven't made any other changes to labour rules

This says that smoothing stone "is done by dwarves with the Stone detailing labor, and it trains the Engraver skill."

https://dwarffortresswiki.org/index....

Quintin_Stone wrote:
DudleySmith wrote:

2. Stone smoothing. I've asked to have my dining hall smoothed, but it's been there for a year and nobody has done it. I have designated mining should only be done by miners, but I haven't made any other changes to labour rules

This says that smoothing stone "is done by dwarves with the Stone detailing labor, and it trains the Engraver skill."

https://dwarffortresswiki.org/index....

Yeah, AFAIK, smoothing and engraving don't require any special tools, but they do need that labor turned on, and probably some other things like hauling turned off for a bit.

Norfair wrote:
Quintin_Stone wrote:

Kind of got a lot of necromancers.

I'm not sure if that went well or not.

The fortress got attacked by a weredonkey, but as soon as it killed a dwarf (and it killed a few) the necromancers resurrected them and attacked said weredonkey. So now I've got a bunch of unemployed zombie dwarfs....

and no weredonkey.

Interesting new development, apparently zombies are susceptible to weredonkey bites.

When you go to make, like, 10 goblets or chairs or something, how do specify the number to make?

You either click on it ten times or get a manager and issue work orders.

I think tboon is right - I have way too many jobs happening in my fortress. I've tried deleting my work orders (is there a way of pausing them without deleting them? I couldn't find one), but 15 dwarves isn't enough for the amount of stuff going on. I need more dwarves! There are a lot of hauling jobs but at least people are doing them now.

I saw a post on reddit saying that the steam version is much finickier about giving you more migrants, but I'm not sure what I'm doing wrong - I have a tavern with goblets and lots of bedrooms and booze and happyish dwarves (less so than a year ago). I saw a thing saying I should destroy and recreate my trade depot, which I did and that dumped all the stuff that didn't move on the ground, but I can't tell if hauling that stuff is even a job on the list or not - the list of open tasks doesn't say which item it wants to move, just which stockpile it's going to be taken to.

I am getting trade caravans from dwarves and elves. I am using Quill's mug industry thing, so it's not that.

DudleySmith wrote:

I need more dwarves!

Dwarf Fortress is this, once you get here you're done for.

In theory removing some stockpiles could reduce the work load, or making them smaller so they fill quicker. Wheelbarrows can help move heavy goods around faster.

I have one dwarf living their best life.
1 spouse.
2 lovers.
3 children.

Is this a polycule? Or do I need to worry about jealousy or cheating?

I chose a No Combat game so I could get eased in, and I know I shouldn't be surprised, but Werekoalas?

DudleySmith wrote:

I chose a No Combat game so I could get eased in, and I know I shouldn't be surprised, but Werekoalas?

I didn't know that was an option, I think that's new. Might have to try that sometime.

When making beds place the beds and doors and click multi then drag over all the bedrooms! It makes it so much easier and it turns out you want the zone to include one block of the surrounding walls too!

I saw someone including surrounding walls in a tutorial, but didn't understand why. Is that also new? What is the reason?

It includes the smooth walls/engravings in the calculation of your rooms worth.

Hockosi wrote:

It includes the smooth walls/engravings in the calculation of your rooms worth.

Good to know! DF needs a to-do list mod like Factorio.

IMAGE(https://cdn.discordapp.com/attachments/653336559763980296/1056019834850263050/image.png)

Classic mode is back!

My eyes! The goggles, they do nothing!

Even though it's been years since I played that way, in my mind that's how I always picture Dwarf Fortress

Probably best to make sure your squad has things to equip before having them attack a cave crocodile. So anyways, I learned how to make a tomb(s).

So I've had two fortresses end the same way.

I get attacked by a were-animal and they get defeated but afterwards all my surviving dwarfs refuse to work. They sit there all marked with no job despite I've got digging assigned and cleaning needs to be done.

Can't figure out why nobody is working.

What's their mental state like? After the fight.

Norfair wrote:

So I've had two fortresses end the same way.

I get attacked by a were-animal and they get defeated but afterwards all my surviving dwarfs refuse to work. They sit there all marked with no job despite I've got digging assigned and cleaning needs to be done.

Can't figure out why nobody is working.

Did you set up an alarm/order because of the were attack? if you did you have to disable it or else your dorfs will stay inside the designated order area. By your description it doesn't sound like that's the case but just in...case I ask

Are cats still a problem? Back in the day their population would explode causing the game to crawl to its knees.

Hockosi wrote:

Probably best to make sure your squad has things to equip before having them attack a cave crocodile. So anyways, I learned how to make a tomb(s).

One of the high points of DF to me is the time a dragon attacked my fortress and it got past the soldiers so every dwarf, soldier or otherwise, hurled themselves on it and tore it apart with their bare hands.

(Then wounded dwarves tried to recover in beds that were on fire.)

Start a new game with a pop cap set to much lower number. Only 30. I built a quite solid fort and figured I was due to get attacked by the neighboring goblins sooner or later. As I had a bunch of artifacts. But no, apparently the bar I made is so good that the goblins decided to be friends instead.

So there was harmony and peace except for that one human who tried to rob me. Honestly was trying for more of a challenge but I found a cave structure with so much wealth I literally got a message saying I found the treasure hoard of the gods. With the only danger being a troll who got torn apart by my miner before the military could even get there. And a few visiting monsters hunters did the rest.

Although I swear the visiting scribes were stealing my books.