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Dwarf Fortress: Knowing no mercy, Toady One destroyed our lives!

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Posts

  • codechinocodechino Registered User regular
    edited April 2009
    Aim wrote: »
    Bartinyou wrote: »
    codechino wrote: »
    alright, this has been driving me nuts. how can i make my dwarves build walls from a certain side to prevent them from locking themselves on the side i dont want them to be on? it seems they always go out of their way to annoy me. restricted traffic zones dont work.

    One tile at a time? May seem like a waste of time, but that's how I always build channels as dwarves love to dump their mining buddies into channels to die. . .

    I think someone suggested creating a wall parallel to the one you want to construct, and suspending construction before a dwarf starts building it. Apparently dwarfs don't like standing where a wall is supposed to be build. After your wall is built, you can cancel the parallel wall.


    this worked, miners be praised

    codechino on
  • HenroidHenroid Mexican kicked from Immigration Thread Centrism is Racism :3Registered User regular
    edited April 2009
    Well this is interesting. A group of apes ran into my fort with the intent to steal. Two died to my small defense of weapon traps, but those traps were jammed. And anyone trying to clear them were scared by the remaining apes. Finally, the apes chased a couple of people and others moved in on the traps. Eventually, all apes were killed by the traps and nobody was hurt.

    I'm not even at 20 dwarves yet so I have no standing military.

    Henroid on
  • BehemothBehemoth Compulsive Seashell Collector Registered User regular
    edited April 2009
    Henroid wrote: »
    Well this is interesting. A group of apes ran into my fort with the intent to steal. Two died to my small defense of weapon traps, but those traps were jammed. And anyone trying to clear them were scared by the remaining apes. Finally, the apes chased a couple of people and others moved in on the traps. Eventually, all apes were killed by the traps and nobody was hurt.

    I'm not even at 20 dwarves yet so I have no standing military.

    This is why you should always bring war dogs. They'll run out and kill things that dwarves are afraid of, it's like having a small military without having to train anyone. I usually assign them to my woodcutter, or put them in restraints by the entrance.

    Behemoth on
    iQbUbQsZXyt8I.png
  • HenroidHenroid Mexican kicked from Immigration Thread Centrism is Racism :3Registered User regular
    edited April 2009
    Behemoth wrote: »
    Henroid wrote: »
    Well this is interesting. A group of apes ran into my fort with the intent to steal. Two died to my small defense of weapon traps, but those traps were jammed. And anyone trying to clear them were scared by the remaining apes. Finally, the apes chased a couple of people and others moved in on the traps. Eventually, all apes were killed by the traps and nobody was hurt.

    I'm not even at 20 dwarves yet so I have no standing military.

    This is why you should always bring war dogs. They'll run out and kill things that dwarves are afraid of, it's like having a small military without having to train anyone. I usually assign them to my woodcutter, or put them in restraints by the entrance.

    I'm certainly gonna be taming a couple to set by the entrance like that. The layout of my Fort has a 5-panel wide tunnel that has the trade depot inside, and then there's a 2-wide hall connected to it that leads to the rest of my fort. Behind the double doors there are where my current traps are. The dogs will be placed at the nearby 4-way junction. Gonna setup a single line of traps inside the wide trade tunnel just to kinda soften a few things up if possible.

    I've already got two towers built for crossbow defense, accessible only from within the fort itself (one sits right atop the middle of the fort). The primary tower is just outside the wide trade tunnel. All I need is a wave of immigrants and I can start training up some crossbow dwarves.

    Henroid on
  • BehemothBehemoth Compulsive Seashell Collector Registered User regular
    edited April 2009
    My current human fort is going incredibly well.

    I started on a tiny island in the middle of an ocean that miraculously didn't have an aquifer. It's a volcanic island, which means I have tons of obsidian, and it's heavily forested. I've been finding tons for gems in the lower z-levels, more than I've ever found before. And I still get caravans and migrants... somehow. There's a huge cliff going out into the ocean near my fort, I think I'm going to build a lighthouse or Evil Lair or something out of obsidian.

    Behemoth on
    iQbUbQsZXyt8I.png
  • HenroidHenroid Mexican kicked from Immigration Thread Centrism is Racism :3Registered User regular
    edited April 2009
    What would this evil lair provide?

    Henroid on
  • Ninja Snarl PNinja Snarl P My helmet is my burden. Ninja Snarl: Gone, but not forgotten.Registered User regular
    edited April 2009
    I always leave war dogs chained up near fortress exits even after I get them properly set up with floodgates. They never really get in the way, they require minimal time to train, and, most importantly, will occasionally foil goblin ambushes which happen during trade sessions or item retrieval sorties. I can't even remember how many fortresses I've seen saved by war dogs discovering an ambush and either driving off the attackers completely or stalling them until I can get some units drafted.

    If only war dogs would level up with kills and could be equipped with armor. Dwarves can get hurled into a wall and explode into gory bits, so why not have war dogs which pounce goblins and sling body body parts all over the place?

    Ninja Snarl P on
  • BehemothBehemoth Compulsive Seashell Collector Registered User regular
    edited April 2009
    Henroid wrote: »
    What would this evil lair provide?

    I'm thinking lots and lots of traps.

    Behemoth on
    iQbUbQsZXyt8I.png
  • BahamutZEROBahamutZERO Registered User regular
    edited April 2009
    Hahaha. I just realized my dwarves' civ must have either conquered or been conquered by a goblin civ during worldgen, since my outpost liasons are always goblins and the only town it showed on the world map during site selection was a goblin tower. Awesome. Too bad no goblins show up in the immigrant waves.

    BahamutZERO on
    BahamutZERO.gif
  • HonkHonk Honk is this poster. Registered User, __BANNED USERS regular
    edited April 2009
    I got my first migrants yesterday, very nice. But my food supply went down FAST! There was mountain goat corpses all over the place so I must've got a hunter, built a butchery + kitchen + farm and it seems to have stabilized somewhat.

    I need barrels for uncooked food right? What kind of stockpile can I store empty barrels on, do I use a 'custom stockpile' for that?

    Honk on
    PSN: Honkalot
  • hmxmosshmxmoss Registered User regular
    edited April 2009
    Honk wrote: »
    What kind of stockpile can I store empty barrels on, do I use a 'custom stockpile' for that?

    Furniture.

    hmxmoss on
    burning.jpg
  • HenroidHenroid Mexican kicked from Immigration Thread Centrism is Racism :3Registered User regular
    edited April 2009
    Honk wrote: »
    I got my first migrants yesterday, very nice. But my food supply went down FAST! There was mountain goat corpses all over the place so I must've got a hunter...

    Yeah, I apparently got a hunter (maybe a dog) myself because there are piles and piles of gopher corpses showing up in my refuse. On top of that, the gophers are now revolting, because they've somehow interrupted my fishermen.

    Henroid on
  • BahamutZEROBahamutZERO Registered User regular
    edited April 2009
    Honk wrote: »
    I got my first migrants yesterday, very nice. But my food supply went down FAST! There was mountain goat corpses all over the place so I must've got a hunter, built a butchery + kitchen + farm and it seems to have stabilized somewhat.

    I need barrels for uncooked food right? What kind of stockpile can I store empty barrels on, do I use a 'custom stockpile' for that?
    Empty barrels go on regular furniture stockpiles. They're used for holding seeds, uncooked food, booze and prepared meals, which are much more space-efficient than uncooked food. I would also suggest reserving a few barrels so you don't run out of them when you need to make some booze. Do that by opening the stockpile designation menu and using the keys it lists down at the bottom of the menu somewhere to set 5-10 or so barrels as "reserved."

    BahamutZERO on
    BahamutZERO.gif
  • DkarrdeDkarrde Registered User regular
    edited April 2009
    Henroid wrote: »
    Honk wrote: »
    I got my first migrants yesterday, very nice. But my food supply went down FAST! There was mountain goat corpses all over the place so I must've got a hunter...

    Yeah, I apparently got a hunter (maybe a dog) myself because there are piles and piles of gopher corpses showing up in my refuse. On top of that, the gophers are now revolting, because they've somehow interrupted my fishermen.

    If you want to make use of those gopher corpses, build a butcher's and tanner's and make sure someone has the Butchering and Tanning labors enabled. The game starts with the "Auto-Butcher" and "Auto-Tan" options enabled, which means if a butcher's shop or tanner's shop is built they will queue jobs for dwarfs to do by themselves when a hunter makes a hunting kill.

    Keep in mind, though, that it might be a good idea to build those shops outside, because they generate a LOT of hauling jobs by themselves -- each hunting kill generates three to five independent item stacks to move around, to food, refuse and bone piles. If you only have a few dwarfs, stuff is likely to rot, and you don't want it ploufing out giant purple clouds.

    Alternatively, if you want to put a stop to the hunting, hit up your [j]obs list, look for "Hunt" (should be near the top along with eat/drink/sleep), zoom to that dwarf, and disable his hunting labor. You should designate a weapons stockpile if you haven't already before you do this so he drops his steel crossbow in the appropriate place instead of just out in bumfuck nowhere.

    Dkarrde on
    [SIGPIC][/SIGPIC]
  • HonkHonk Honk is this poster. Registered User, __BANNED USERS regular
    edited April 2009
    Thanks for the tips everyone! In other news; one of my mines flooded and two dorfs drowned! The fortress is safe though, and it looked pretty hilarious. :)

    Honk on
    PSN: Honkalot
  • HenroidHenroid Mexican kicked from Immigration Thread Centrism is Racism :3Registered User regular
    edited April 2009
    Dkarrde wrote: »
    Henroid wrote: »
    Honk wrote: »
    I got my first migrants yesterday, very nice. But my food supply went down FAST! There was mountain goat corpses all over the place so I must've got a hunter...

    Yeah, I apparently got a hunter (maybe a dog) myself because there are piles and piles of gopher corpses showing up in my refuse. On top of that, the gophers are now revolting, because they've somehow interrupted my fishermen.

    If you want to make use of those gopher corpses, build a butcher's and tanner's and make sure someone has the Butchering and Tanning labors enabled. The game starts with the "Auto-Butcher" and "Auto-Tan" options enabled, which means if a butcher's shop or tanner's shop is built they will queue jobs for dwarfs to do by themselves when a hunter makes a hunting kill.

    Keep in mind, though, that it might be a good idea to build those shops outside, because they generate a LOT of hauling jobs by themselves -- each hunting kill generates three to five independent item stacks to move around, to food, refuse and bone piles. If you only have a few dwarfs, stuff is likely to rot, and you don't want it ploufing out giant purple clouds.

    Alternatively, if you want to put a stop to the hunting, hit up your [j]obs list, look for "Hunt" (should be near the top along with eat/drink/sleep), zoom to that dwarf, and disable his hunting labor. You should designate a weapons stockpile if you haven't already before you do this so he drops his steel crossbow in the appropriate place instead of just out in bumfuck nowhere.

    Oh don't worry, the butcher shop and tannery are already up and functioning. I know what to do with dead animals, I'm just saying that the sudden increase in stockpile has been amazing.

    My standard setup for butcher shops and tanneries is to set them up near my refuse pile. People are gonna haul shit inside anyhow. A good door or two helps keep miasma in check. :P

    Henroid on
  • VicVic Registered User regular
    edited April 2009
    My food industry is so ridiculously overproductive that it is starting to be an issue. My fisherdwarf leaves fish to rot by every river because the stockpiles are full, and half of the crops wilt untouched in the fields.

    I have managed to trade for some Rope reed seeds however, so I will be able to start up my clothing industry. The military is ticking along nicely and I can almost produce iron plate fast enough to equip my recruits. The great outer wall should be complete by the time the first siege arrives. All in all a very successful fortress, which means I will be bored of it in a few days.

    Vic on
  • HenroidHenroid Mexican kicked from Immigration Thread Centrism is Racism :3Registered User regular
    edited April 2009
    Prepared food becomes good trade material.

    Henroid on
  • BahamutZEROBahamutZERO Registered User regular
    edited April 2009
    If you're producing too much food, trade some away, and maybe use smaller fields and less fisherdwarves.

    BahamutZERO on
    BahamutZERO.gif
  • Hotlead JunkieHotlead Junkie Registered User regular
    edited April 2009
    So I did a search for a place with a river and a magma pool. I also got the bonus of the most hilariously named river I've ever seen.

    river.th.png

    The funny thing is that I was origonally planning on tapping a that river to mix with the magma for some steamy fun

    Hotlead Junkie on
    tf2_sig.png
  • BahamutZEROBahamutZERO Registered User regular
    edited April 2009
    You must do something hilarious with this river. Obsidian farm is a start.

    BahamutZERO on
    BahamutZERO.gif
  • HenroidHenroid Mexican kicked from Immigration Thread Centrism is Racism :3Registered User regular
    edited April 2009
    Wow, that is probably the best randomly generated name ever.

    Henroid on
  • Hotlead JunkieHotlead Junkie Registered User regular
    edited April 2009
    Hmm, it's actually a really nice place, there is a huge waterfall in the tight virgin drops into a large poolin a chasm then carries on twsiting through the map. I've been looking around a lot for rock but am having a hard time since there is a lot of water under me/an aquifier. I'm assuming there will be a lot of rock further down/near the magma pool wherever that is?

    I refuse to abandon the site of the tight virgin


    edit: to clarify, i'm fairly new to this game. Will the rock/magma be on the left of this area? I'm kinda huddled at the right side by the river hereatm

    Hotlead Junkie on
    tf2_sig.png
  • ButtcleftButtcleft Registered User regular
    edited April 2009
    You must do something hilarious with this river. Obsidian farm is a start.

    obviously he must put his big black fortress in the tight virgin

    Buttcleft on
  • Hotlead JunkieHotlead Junkie Registered User regular
    edited April 2009
    Buttcleft wrote: »
    You must do something hilarious with this river. Obsidian farm is a start.

    obviously he must put his big black fortress in the tight virgin

    quagmire-3865.jpg

    Hotlead Junkie on
    tf2_sig.png
  • Delicious Toad!Delicious Toad! __BANNED USERS regular
    edited April 2009
    edit: to clarify, i'm fairly new to this game. Will the rock/magma be on the left of this area? I'm kinda huddled at the right side by the river hereatm
    If you used the finder to grab this local, and you had magma pipes or whatever visible, then it will be located in roughly whatever spot it was on the pre-embark map. So like, you had the red tilde in the left column of your local square? Look to the left.

    If the magma is underground, for at least a level above it and around it, there'll be obsidian no matter what kind of layers are there otherwise. If there's an aquifer, you should still be able to dig through the obsidian ... if it crowns above the aquifer layer. Otherwise, there's a trick I use:

    you said you have a chasm, right? To get beneath the aquifer on a map where you have a chasm or a river, designate a stepped staircase parallel to the chasm or river. You'll breach the aquifer, and water will start flowing out, but that water will just pour from the dug-out tile and into the chasm at a pretty constant rate -- you might have to keep redesignating jobs, but you should be able to push through the aquifer layers. On a map I recently did this on, the trick let me punch through three consecutive aquifer layers. Once you get underneath the aquifer, you'll be digging in rock; carve out a room, use the zones menu to make it a meeting hall, and all of your idle Dwarves (should be everyone but your miners at this point of the set-up) will crowd into it. Use the rocks in that room to build doors and floor hatches, and close off the staircase which you used to get down there.

    THE DOWNSIDE: Every time you want to go back up to the surface, your Dwarves need to traverse a treacherous stairway, and every time they open the doors a little bit of water will enter your underground -- not enough to add up to a problem, though.

    THE OTHER DOWNSIDE: Chasms are dangerous, and staying near their opening like this method requires is asking for trouble. On the other hand, dumping pressurized water into a river bugs it out and eventually floods your map to the height of the highest aquifer.

    SO: If you can't find the obsidian, you have two options for breaching the aquifers. 1) Use screw pumps and wood [c]onstructed [w]alls to breach and pass each aquifer layer, or 2) use the chasm and the staircase method. The staircase method is much faster, but much riskier.

    Delicious Toad! on
    frogsig.png
  • ArkanArkan Registered User regular
    edited April 2009
    So in my current fort I was digging around when I found damp stone, presumably around an underwater lake. I dug around and found its outline. Figuring I'd dig above it and dig down to reveal it, I dug an up staircase.

    Turns out I was below it, not above it. Oops. -1 miner. Thankfully that was in a remote corner of my fortress and the only outlet ran past my trash chute (a very long series of channels on top of one another spanning ~10 z-levels ending in a bottomless chasm), so the lake just drained itself down that and no more harm was done. When it finished, I knocked a hole in the wall, grabbed the miner's corpse (for burial) and pick, knocked out the stairs, and walled it back up so the mass of snakemen in the lake wouldn't come out and eat my dwarves.

    Maybe eventually I'll train my archers by stationing them on the higher z-levels around the pool and having them shoot them.

    Arkan on
    Big, honkin' pile of WoW characters
    I think it's hard for someone not to rage at mario kart, while shouting "Fuck you Donkey Kong. Whose dick did you suck to get all those red shells?"
  • ButtcleftButtcleft Registered User regular
    edited April 2009
    Arkan wrote: »
    So in my current fort I was digging around when I found damp stone, presumably around an underwater lake. I dug around and found its outline. Figuring I'd dig above it and dig down to reveal it, I dug an up staircase.

    Turns out I was below it, not above it. Oops. -1 miner. Thankfully that was in a remote corner of my fortress and the only outlet ran past my trash chute (a very long series of channels on top of one another spanning ~10 z-levels ending in a bottomless chasm), so the lake just drained itself down that and no more harm was done. When it finished, I knocked a hole in the wall, grabbed the miner's corpse (for burial) and pick, knocked out the stairs, and walled it back up so the mass of snakemen in the lake wouldn't come out and eat my dwarves.

    Maybe eventually I'll train my archers by stationing them on the higher z-levels around the pool and having them shoot them.

    carving fortifications into the wall you built will also allow them to fire at the snakemen.

    Buttcleft on
  • Tiger BurningTiger Burning Dig if you will, the pictureRegistered User, SolidSaints Tube regular
    edited April 2009
    Man, if I ever start a band, I'm going to use the squad name generator to pick a name. Of the squads in my current fort, The Inky Liberties and Constructive Carnality are A1 choices.

    Tiger Burning on
    Ain't no particular sign I'm more compatible with
  • Curse-TenCurse-Ten Registered User regular
    edited April 2009
    Okay so since I'm away from the computer I that has my LovePeace file on it I started a fortress on my laptop. One problem though, says I need "non-economic" stone to build stuff.

    Curse-Ten on
  • ButtcleftButtcleft Registered User regular
    edited April 2009
    Curse-Ten wrote: »
    Okay so since I'm away from the computer I that has my LovePeace file on it I started a fortress on my laptop. One problem though, says I need "non-economic" stone to build stuff.

    are you using May Green's version?

    If so he has alot of stone marked non-economic.

    Press z, go over to stone and press enter

    then make green the stone you have that you want to use for building

    Buttcleft on
  • Hotlead JunkieHotlead Junkie Registered User regular
    edited April 2009
    Quick question. In the DF wiki, it says magma pools have a limited supply of magma in them. All I want to do with it when I find my pool on my map is use it to forge weapons. I assume the wiki means that if you drain the pool it won't refill and I'm not going to have problems with running out of magma when just forging with it, right?

    Hotlead Junkie on
    tf2_sig.png
  • ButtcleftButtcleft Registered User regular
    edited April 2009
    Quick question. In the DF wiki, it says magma pools have a limited supply of magma in them. All I want to do with it when I find my pool on my map is use it to forge weapons. I assume the wiki means that if you drain the pool it won't refill and I'm not going to have problems with running out of magma when just forging with it, right?

    I don't think they run out just from using magma forges, no.

    Buttcleft on
  • mwoodymwoody Registered User regular
    edited April 2009
    Quick question. In the DF wiki, it says magma pools have a limited supply of magma in them. All I want to do with it when I find my pool on my map is use it to forge weapons. I assume the wiki means that if you drain the pool it won't refill and I'm not going to have problems with running out of magma when just forging with it, right?

    Magma just has to sit there under a hole in the floor of the forge. It isn't consumed. The only danger of running out when setting up magma forges is if you channel out some huge area and there's not enough magma to fill the forge supply tunnel to the required height (probably 4/7, but don't quote me on that); that's generally very hard to do by accident.

    If you're really worried about running out of magma, break into the pipe at a lower z-level. It's considered "chunky" by the game, meaning it won't let itself be pushed up to seek a level with the pipe itself - magma, even "pressurized" magma, can only be raised up z-levels by pumps.

    A quick suggestion when creating your first magma forge, btw: make your magma feed tunnels more than one tile thick, especially if your forges are far from the pipe. That stuff is like red-hot molasses, and spending multiple seasons watching it ooze across the map is the opposite of fun.

    mwoody on
    Steam: mwoody450
  • Curse-TenCurse-Ten Registered User regular
    edited April 2009
    Yeah I am using the Mayday version. So I'll try that when I get back to the Godly City.

    http://www.bay12games.com/forum/index.php?topic=28232.15

    Check out this link! This is probably the most amazing artifact ever!

    But any ways, when I started The Godly City I noticed a herd of four unicorns not too far away from my dwarvs, their numbers are now seven. I see much fun in the future because there is one unicorn for each one of mydwarves.. Also my cat has killed fluffy Warblers and fairies. I like that cat.

    Also I don't seem to have any active water sourves like I do in LovePeace, how can I dig out the water that is below ground so that injured dwarves can drink from it?

    Curse-Ten on
  • BahamutZEROBahamutZERO Registered User regular
    edited April 2009
    If there is an aquifer but no river, just dig down until you reach it for water. If there's not an aquifer either, you may be in trouble.

    BahamutZERO on
    BahamutZERO.gif
  • OhtsamOhtsam Registered User regular
    edited April 2009
    Curse-Ten wrote: »
    Yeah I am using the Mayday version. So I'll try that when I get back to the Godly City.

    http://www.bay12games.com/forum/index.php?topic=28232.15

    Check out this link! This is probably the most amazing artifact ever!

    But any ways, when I started The Godly City I noticed a herd of four unicorns not too far away from my dwarvs, their numbers are now seven. I see much fun in the future because there is one unicorn for each one of mydwarves.. Also my cat has killed fluffy Warblers and fairies. I like that cat.

    Also I don't seem to have any active water sourves like I do in LovePeace, how can I dig out the water that is below ground so that injured dwarves can drink from it?

    Here is the description of the most epic artifact ever

    http://bartabox.banquise.net/df/planepacked.txt

    Was going to copy and paste the text directly but it went over the post limit by 20000 characters

    Ohtsam on
  • Rhesus PositiveRhesus Positive GNU Terry Pratchett Registered User regular
    edited April 2009
    Holy fuckballs - how much was that thing worth?

    Rhesus Positive on
    [Muffled sounds of gorilla violence]
  • ObsObs __BANNED USERS regular
    edited April 2009
    Ohtsam wrote: »
    Curse-Ten wrote: »
    Yeah I am using the Mayday version. So I'll try that when I get back to the Godly City.

    http://www.bay12games.com/forum/index.php?topic=28232.15

    Check out this link! This is probably the most amazing artifact ever!

    But any ways, when I started The Godly City I noticed a herd of four unicorns not too far away from my dwarvs, their numbers are now seven. I see much fun in the future because there is one unicorn for each one of mydwarves.. Also my cat has killed fluffy Warblers and fairies. I like that cat.

    Also I don't seem to have any active water sourves like I do in LovePeace, how can I dig out the water that is below ground so that injured dwarves can drink from it?

    Here is the description of the most epic artifact ever

    http://bartabox.banquise.net/df/planepacked.txt

    Was going to copy and paste the text directly but it went over the post limit by 20000 characters

    HOLY FUCKING SHIT, HOLY FUCKING SHIT

    Obs on
  • Zen VulgarityZen Vulgarity What a lovely day for tea Secret British ThreadRegistered User regular
    edited April 2009
    hahahahaha

    holy fucking shit

    Zen Vulgarity on
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