Dwarf Fortress you sick temptress, you!

Had my first ever wipeout of a fort.
Only an hour or two in with 35 dorfs making their start. Hadn't really gotten any military other than 5 monster hunters that had showed up. I was grabbing some gems on Cavern level 1 and released a dark monster. Only 4 dwarfs were left when he finally went down.

Maybe the monster hunters knew something was up which is why they showed up instead of entertainers.

Impressive! The only time I actually lost a fort rather than get distracted by another game was when one of my Immigrants turned out to be a vampire and started murdering my whole crew.

Arise werebeasties!

Finally got DF steam on the holiday sale, after completing BG3 last month I needed a palate cleanser and have been slowly but firmly reeled into the cage trap by the new, sleek UI and "simplified" game experience. I really like most of it, I can see the player base increasing significantly with this more approachable DF.

And yet...some things never change, werebeasts are a still a pervasive nuisance that honestly ruin part of the fun for me, I don't want to turn off enemies to be able to enjoy the game, but it's an exercise in buddhist patience to witness your hard-developed fortress get wiped out by a wave of wereracoons, starting a new fortress with a sigh and repeating the losing is fun mantra to yourself, only to have the new game inmediately invaded by the same freaking wereracoons.

Edit: I'd also would love to see an update with a ## x ## read out for when you are mining and planning expantions, some of us like to keep our fortresses symetricall and consistent throughout whenever possible.

First point: turn off (or lower the occurrence of or change when they appear at your fort) werebeasts in the detailed worldgen. Can also do the same for necromancers.

Second point: Use DF Hack. It's on Steam for free. I use gui/design module to lay things out (sometimes).

I have been telling myself no more never-ending games without a plot. Buy it is so tempting to just dip my toes in with a new fort once in a while just to see the changes.

Is there a way to use DF hack to facilitate issuing large amount of "similar" orders? I lost my save yesterday to a power fluctuation that turned off my pc, I don't want to issue again 40 orders for cloth and silk bags, capes, coats, mittens, trousers, etc etc.

Edit: Oh, and thanks Tboon, the mining grid #x# works like a charm

I know there is but couldn't find. I tried looking at some must have lists but didn't see it. Unfortunately I don't remember the name of the app.

Shouldn't the built in labor manager take care of that kind of thing? j-m i think. You say "create X things of type Y" and your manager dorf figures it out.

Baron Of Hell wrote:

I know there is but couldn't find. I tried looking at some must have lists but didn't see it. Unfortunately I don't remember the name of the app.

Thanks Baron, I found this but it doesn't seem to cover what I'm looking for

Mixolyde wrote:

Shouldn't the built in labor manager take care of that kind of thing? j-m i think. You say "create X things of type Y" and your manager dorf figures it out.

You can do that but when it comes to producing clothing it becomes quite cumbersome. I don't want to issue / program a bunch of different orders for the same material, I'd rather be able to issue a general "make cloth clothes", a hundred each for example, and then fine tune each individual work order if needed, like I need double the amount of shoes or socks, and do the same thing with Leather or Silk, between those three materials you have to program like 60 different tasks, if you want to cover all the gamut of clothing items (and bags....and ropes...)

I guess I'll have to take the boring route, but It was worth to enquire about it.

Do you mean like autoclothing?

IMAGE(https://cdn.discordapp.com/attachments/653336559763980296/1215836079937032312/image.png?ex=65fe3296&is=65ebbd96&hm=0d6697da45305a9dc7b2b8c56ac4ac636de630bec9e86ff94016c248562558c5&)

I've never used these.

Norfair wrote:

Do you mean like autoclothing?

IMAGE(https://cdn.discordapp.com/attachments/653336559763980296/1215836079937032312/image.png?ex=65fe3296&is=65ebbd96&hm=0d6697da45305a9dc7b2b8c56ac4ac636de630bec9e86ff94016c248562558c5&)

I've never used these.

That gets fairly close to what I want to do, thanks Norfair!

I feel like I'm missing something really obvious here.

I have caged goblins that I want to use to train my soldiers but I can't find a way to let them out of the cage.
What do I do?

I know it is possible because I use to take caged hostiles and throw them down a hole that was just deep enough to seriously break them but not kill them. Then I let the dwarves kill them.

Maybe see if you can assign the cage goblin to a location. Then make sure you have a free transport dwarf that can take the goblin where it needs to be. Or you might have to make a location for the goblin. I don't remember how I did it. Funny as hell though. Every now and then one would break free before getting tossed down the hole.

Oh wait a minute. I think I just thought of easy way I'm sure will work. Move the cage to one of your training rooms and then just open it while some dwarves are in the same room. Maybe just keep some cages in the training room for that purpose.

If I remember right, place the cage, then build a lever, then link that lever to the placed cage. On the lever, create a task to pull it, then eventually a dwarf should do so, and that should open the cage.

Quintin_Stone wrote:

If I remember right, place the cage, then build a lever, then link that lever to the placed cage. On the lever, create a task to pull it, then eventually a dwarf should do so, and that should open the cage.

This is the way

You could also try to train the goblin like a regular wildlife creature, then you could pasture them, which could be somehow easier when you have dozens of goblins in cages, imagine having to go through all those steps QS pointed out for each goblin you want to release.

Thanks guys - I'll give that a go.

According to my news feed, the beta for graphical Adventure Mode dropped on Steam a day or two ago. I have never put any time in it, but might take a look when I get some free time back in 2025, maybe.