Dwarf Fortress

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cross-posted from: https://lemm.ee/post/43709590

Should I get started with the Classic or the Steam version? What are the pros and cons of both versions?

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Finally a new fortress mode update! Hopefully dfhack will follow soon.

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So. I caught a couple of giant cave spiders in cage traps. Fuckin' sweet. I couldn't wait to play with these dudes.

I put them in a cage which I would pop open to greet invading armies, which was quite a bit of fun, although their longevity in those encounters was limited. It was also sometimes a hassle to recapture them when they did survive. When their numbers dwindled to 2, I decided to set up a little shop to make giant cave spider silk, so all my dwarves could have super fancy clothes.

I wasn't real clear on the details of how to set this type of farm up, although I knew the general idea. I decided to train one of the spiders and have it friendly, and leave the other one as an enemy, in case it turned out to be useful to have it shooting webs at one of my fortress dwarves. It went okay. I had a moment of very bad fright when I was flipping through the fortress and suddenly realized there was a giant cave spider walking down the dorm area's fucking hallway like he belonged there. Once I recovered a bit, I learned that it was the tame one, and I watched him all the way through as he navigated purposefully through my fortress, not causing a single problem or upsetting even a single dwarf, and arrived at the animal training area, which I guess had been his destination. What the fuck man. You gotta tell me if you're going to do stuff like that. His trainer arrived shortly after and they got to work, calm as a millpond.

Anyway, after quite a few failed experiments, I set up what was going to be the spider silk generation area: There was a little platform for the spider to be on, and then an 8-foot chasm, and then on the other side of the chasm was going to go a goblin. Behind the goblin were some fortifications through which the silk could shoot, and on the other side of that was the silk collection room. Flawless.

I selected a captured goblin, took his clothes and weapons away, and placed him naked on the goblin platform. I selected a goblin priest, assuming that this would give me a pretty wimpy goblin for this purpose, and he'd be a terrified spiderweb recipient and it would all go smoothly.

I don't know what kind of things go on in goblin seminaries, but apparently they're pretty hardcore. Everything went smoothly until I released the naked goblin, at which point he leapt across the chasm, grabbed onto the spider and started wildly assaulting him with bare hands and teeth, they fell together down into the chasm, and then the goblin killed the spider. What the fuck. Then the goblin died of his injuries, both of their corpses resting together at the bottom of the trench. Like lovers at Pompeii.

Welp. That was the end of the giant cave spiders. I actually never did anything else with the room, since it had no conceivable other purpose, and so the two corpses are still down there. I hope they reconciled in the afterlife and figured out that I had been the real enemy. Anyway, I set up a massive room down in the cavern-adjacent part of the fortress, managed to entice some normal-sized spiders into it, and did the whole runaround required to keep the cats out of there and harvest some regular spider silk from it from time to time, until I finally said you know what, fuck this, my dwarves can wear pigtail cloth; it is fine.

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Canvas (lemmy.world)
submitted 4 months ago* (last edited 4 months ago) by [email protected] to c/[email protected]
 
 

Mostly done by [email protected] (I was unable to contact them). Location 579, 147. https://canvas.fediverse.events/#x=585&y=154&zoom=49

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submitted 4 months ago* (last edited 4 months ago) by [email protected] to c/[email protected]
 
 

I lose interest in DF when, after some lucky military dwarfs die in glorious combat, I have to micro manage re-adding dwarfs to squads. Is there a mod to automate adding dwarfs to squads?

I'd love it if the commander/captains would have meetings to choose a new member out of some pool of dwarfs that want to join. And also kick out unhappy, trouble-makers from the military.

+Wood mug+ engraving unrelated.

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DF Tales: The Zombies (mbin.grits.dev)
submitted 4 months ago* (last edited 4 months ago) by [email protected] to c/[email protected]
 
 

Since I had literally hundreds of mostly unwanted random creatures in cages for various reasons, I at one point decided to make an effort to make a setup that would pop them out of the cage via a distant lever to greet invading armies. This was, in the end, a totally useless endeavor. The logical place for the cages was inside the water trap, where anything unwelcome was marked for death anyway, and it was a huge hassle every time to set it up, and there was in general no useful effect in any capacity except to add some additional steps before everything drowned. It was sometimes entertaining, of course, which probably is why I kept doing it.

(I also, for some ridiculous reason, became convinced at one point that I could use bugbats in pop-open cages to induce invading armies into chasing the bugbats around up on surface level, so I could manipulate them into going where I wanted them to be. This was incredibly time-consuming to set up, and never worked, not even a little bit, even though I tried it several times. All it did was spread more bugbats around and introduce them in new places. For some reason, though, I kept being convinced that it would work and kept trying. I think by then I was self-deluded by the half-mad desire to make worthwhile the massive sunk costs that had been invested, against my will, into the goddamned bugbats, back before the point I finally decided to exterminate them once and for all.)

So as I said, it was a complete waste of time. There was, however, one of these surprise cage-openings that had an interesting product.

I had captured some kind of powerful enchantress and her assistants, all guilty of some offense against my fortress, and left them in cages for quite some time before deciding that they would make a good pop-out-and-greet-the-goblins squad. I installed them, and when the time came, I popped them out to share a hallway with a forgotten beast, a giant spider, some random cavern riffraff, and a small band of attacking goblins, just to see what would happen.

The result was fairly spectacular. A big magical fog popped into place, and it was like a fight in a Looney Tunes cartoon, all obscured with blood and chunks and spiderwebs arcing out of it periodically, and occasional glimpses of something incredibly unpleasant happening to everything inside. After a short time, the dust cleared, and the only thing that still remained that was any version of alive was:

Four zombies, aligned as friendly to the fortress.

I have no idea how this happened. Nothing that went into the melee had been friendly to the fortress, and none of it was zombies. I'm still to this day not clear on the basics of zombies, to be honest. Were they going to stay friendly? If I turned them loose on an army, would they do anything? Would they maybe turn that invasion into a hundred zombies, all friendly? Or not friendly anymore? Or would that zombie army start out friendly, but then one day turn against my now outnumbered dwarves in a mass, and form a horrifyingly vivid Shakespearean end to the entire fortress?

I had no idea the answers to these questions, and to be honest I still don't. All I knew is that they were zombies, they were friendly, and they were endearingly energetic, sometimes running around pointlessly at tremendous speed inside the water trap in random directions. I have, however, learned to be deeply paranoid about letting anything weird interact with my fortress in any way until I understand it.

I put them in a kind of separated channel / escape tunnel, spending quite a long time attempting (with eventual success) to wash them up and into it with long slow gouts of flood-water, and then locked them in, unsure of what to do with them. I left them there for quite a while, more or less forgotten, while they capered around happily and from time to time freaked me out a little when I saw them and remembered they existed.

As an experiment, I decided to allow one dwarf into the water trap, shut the door, and let one zombie out from captivity, and let them interact with each other, and just see what happened. The answer was: Nothing. Nothing at all. The dwarf wandered aimlessly, the zombie capered around and ignored him, and all was fine.

I genuinely considered just letting them run around in the fortress and be mascots, and actually left the one in the water trap to let him run around freely, sharing the space with fortress dwarves whenever they had business inside the trap, and it went fine. But I could never relax about it. I decided that that insistent voice of caution was there for a reason. I honestly don't remember for sure, but I think I found a way to kill them.

Poor little guys. I really did feel bad about being so suspicious of them; they hadn't shown even a single sign of hostility, and something about their madly pointless sprinting around really was kind of cute. But the other shoe waiting to drop was just too glaringly telegraphed.

I have never seen even a single zombie movie where it turns out at the end it was all a misunderstanding and the zombies just wanted to be friends.

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submitted 4 months ago* (last edited 4 months ago) by [email protected] to c/[email protected]
 
 

I don't know how I managed it, but somehow when I was constructing a staircase, I left a big hole in the floor that opened up into the top of a cavern, and didn't notice. The only real impact was that from time to time a bugbat would fly up and wander in, and I would find a loose bugbat mucking around in the lower levels of my fortress.

They were down in the wild and wooly cavern-adjacent part of the fort, with the metal shop and animal cages, and they didn't even seem hostile, but I still didn't want them pestering my dwarves. I set up some cage traps, and by the time I'd figured out what the staircase issue was and fixed the hole, I had a bunch of bugbats in cages.

So, what's good to do when you have some stuff on hand you're not familiar with? Start playing with it and see what it can do. I set up a room for the bugbats, started taming and training them, and learned that apparently what they can do is fuck, because in very short order I had an absolute shitload of bugbats.

A little while after that, I had more than that. Way too many. If I had had sense, I would have just opened another hole into the cavern for them and let them rejoin their natural habitat at this point, but I guess I felt responsible for them or something, because I kept training and breeding them long after it had become clear that (a) they were useless, and (b) I had more of them than I could ever conceivably need for any purpose, even if they had had a purpose. I started slaughtering them, trying to get a handle on things. All that happened then was they got loose. They would escape when some dwarf that was hauling them for slaughter would get distracted, or one would leave the room when the door opened to take out another. They started fucking and making unsupervised pups out in the main fortress. Bugbat pups became a frequent feature of my halls and stairwells.

Things were busy and they were slippery and numerous, and it was hard to make time for the level of attention it would have taken to really address the issue, and they were pretty much harmless, so they stayed as unwelcome but tolerated guests. But over time they became a menace. One of them had an altercation with one of the fortress dogs and injured him, which pissed me off. And then, there was an incident when the poor bastard who was assigned to train the goddamned things had some sort of bad interaction with one of them, and tried to abandon his task and leave the bugbat room, but the room was so stuffed full with upper and lower case "b"s that he couldn't manage to push his way through them to the door, and I thought through the screen I could feel his rising panic as he realized how badly outnumbered he was, and that some of them were barely trained, half wild, and that the tenor of the room had changed and he was totally alone, and tried to control his terror as he struggled harder and harder to reach the door through the crush, before they all fell on him at once.

I decided to kill them all. It took -- no joke -- many years between the firm decision, to when it actually came true. The issue was that there were so many that it was impossible to give an order that would apply to all of them, which could be carried out in full before they had made more pups and created a population to which the order didn't apply. It was tedious and difficult to almost a mind-numbing level to even find them all, or issue any order on all of them, never mind the time involved in actually carrying it out, or the new ones that would arrive in the meantime. I built two butcher shops and assigned multiple dwarves to full time bugbat-killing duty, severely annoyed that my labor force was having to make this a full-on fortress priority instead of some more productive thing they could have been working on, but the time for taking the bugbat issue lightly had come to an end.

As with so many things, the end came a little anticlimactically. I morosely went to pore over the list of bugbats and re-designate the new pups for slaughter as I had done so, so many times before, and found no bugbats. I found myself like a prisoner who's been set free, disoriented and blinking in the sun. What do you mean, no bugbats? My dwarves can get back to work now? No rotting bugbat corpses in the butcher shop because someone was too busy to take care of it in time? No lower case "b"s blocking the door I need to close? What the fuck do you mean there aren't any bugbats?

It didn't even make me happy. I think I was still too irritated about the whole debacle to even reassign their keepers to any other duties right away. I simply didn't want to deal with it. No bugbats. Great. Thanks. Wonderful. Can I go now?

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So. It was in the early hungry days of my fortress, when the military is half a dozen guys with wood crossbows who can't shoot, when everything is big mining and grand plans and challenges of lacking basic infrastructure, and no unpleasant memories walled off forever in some secret corner of the fort. That, and realizing there's some shit you're out of now, that you forgot to worry about. Great days.

So in those heady times, the arrival of migrants is something to be celebrated, back when it's vital work force and before it turns into "Jesus Christ where am I gonna put you guys." So when a little band turned up I was happy to have them. They were a little family, I think 3-4 adult dwarves and one little girl, and they were all weird.

I have never before, or since, encountered a dwarf that on their personality sheet "dreams of bathing the world in chaos." No creating a great work of art, no raising a happy family, just chaos. Another one dreamed of ruling the world. They also, some of them, had incredibly impressive stats in some unusual areas. Well... dwarfs are odd. Whatever. Here's your tools, you're a carpenter now, make some bookcases, I hope you won't be a problem.

I cannot remember if they did anything alarming before the incident, or if the general unease I felt about them was just because of the chaos thing, but I definitely had a feeling of unease about them. And then, out of nowhere, there was combat.

What the fuck. Why is there combat? I paused, began flipping around, and was met with a confusion at the entrance to the fort, and eventually pieced it together: A hunter had killed a monkey, and was bringing it back to the fort to turn into monkey roast, when one of these fuckin guys brought the monkey back to life. The reanimated monkey corpse then bit the hunter, which had made him alarmed and unhappy, and the mere fact that it was back alive again was horrifying several bystanders.

Once I figured it out, re-killing the monkey was easy enough, but after that point the new guys were solidly on the shit list. I tried to evict them from the fort, which for some reason didn't work, and lacking the mental bandwidth to put proper attention to it I just put one of those little mental I-don't-like-this asterisks on their names and hoped they wouldn't do anything else weird.

Then, their little leader got himself elected mayor.

Fuck this. This guy has to die. I don't know what their plans are but they are not aligned with success for my fortress.

I had learned by this point that the obvious solution, just taking any weapons away from him and putting him in a room with a bunch of axe guys and hitting "K", was likely to lead to strife in the future, especially if he was mayor. But. I had a brand new water trap. It was a massive cylindrical tank, about 120 feet in diameter and several stories high, with a long corridor winding around its circumference, and a big gate that could click open and connect full tank A to enemy laden hallway B, and other gates that could slam shut at both ends. This thing stayed as the main defensive feature of my fortress for decades, and rarely let me down, but at this point it was absolutely brand new, and untested.

Well, guess what your new role is, monkey guy.

I put a desk and chair at the midpoint of the hallway, and told the new mayor that that was his office now. In pretty short order, he went and sat down, eager to get to some work I guess.

Soon after he sat down, the gates, far far away at each end of the long hallway, slammed shut. He would have heard an eerie, total silence for a while, in the empty closed off hallway, and then in the distance a rumble like a distant train, but getting louder...

The remainder of the band I was able to evict or kill. I hesitated when I got to the little girl. She, too, dreamed of bathing the world in chaos. But she also was 9 years old, and she clearly hadn't done anything. I decided to simply let her be to make her way in the fortress. I have to admit I was a little bit curious what if anything the chaos thing would turn into.

This was the close of the first chapter of my fort. It was the beginnings of decent infrastructure and effective defensive works, and the end of innocence and hopeful plans unmarred by DF's chaotic reality. I do not know if anything bad would have happened if I had let the little necromancer run my city, but I had a pretty good guess and no interest in finding out if it was accurate.

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submitted 4 months ago* (last edited 4 months ago) by [email protected] to c/[email protected]
 
 

So I found out, Ogres are able to breach doors. Yes, I didn't knew that... Fortunately, I had a dragon. I caught him and was preparing to build him a golden Chamber. He now roams free again. I lost all but two survivors. Wish them luck.

aka. The Massacre of Kinsack.


Edit

Some migrants came to visit. The bad news hadn't spread yet. Together they tried to slay the seriously injured dragon. They all died.

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A story I love sharing from an older version of the game and unfortunately the only one that I kept track of as I was left stunned at the result.

A forgotten beast Cyclops decided to pay my dwarven city a visit, so I sound the call to seal the city as I let the hunters act as a vanguard to get my dwarves inside. Unfortunately, the cyclops makes quick work of them and I only just started getting my military in order after getting my iron production started.

So here I quickly assign one of the early recruits to the role of Captain of the Guard, in the role of delaying the foul beast while I scramble to get a militia going to drive it off.

Little did I expect for this single dwarf to not only stand up to the cyclops in single combat but brutally kill it too.

I know cylcops are fairly low on the danger scale, but still to watch and read the logs as this greenbeard dwarf digs into a forgotten beast like I am reading a God of War fanfic was glorious.

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Hi, on a regularly basis I start a new game and leave my old site abondoned. They annoying part was always to redo the most basic work orders. Finally, I wrote a primitive bash script, which uses xdotool to add those work orders. It does have some drawbacks, it can only handle the first 17 items with conditions. After that, only adding new ones is possible, xdotool is not able to scroll down the window. One is able to change the coordinates of the buttons to be clicked, simply inside the script. Also it works in Linux only.

Maybe it is of use for someone else.

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I've had some really weird artifacts made in the past, but I think this one takes the cake just by the choice of item alone.

Bonus artifact description:

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This is the coolest corpse/refuse disposal system I've built yet. A couple stockpiles collect the garbage, and the mine cart pulls from those. When it's full, a citizen pushes it down the track to be dumped in a nearby lava lake!

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Wait What?! (lemmy.world)
submitted 6 months ago* (last edited 6 months ago) by [email protected] to c/[email protected]
 
 

Not your average goblin thief

aaand maze minny

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In the year 131, King Pangolin Ushrirvod the 1st of that name, of the Kingdom of Paperprice of the Hoary Channels, decreed the making of two figurines and a wooden crossbow. King Pangolin loved figurines and crossbows, as the storeroom was full of decreed figurines and crossbows, and the king also banned the export of said figurines and crossbows. He went to the stores every day, counting figurines and crossbows.

It so happened that Prince Akumunol Caughtmountains, eldest of King Pangolin's sons, was at that time completing his apprenticeship in Figuremaking under the craftsdwarf Master Katumrith Speakerbells. The prince had a love for stork leather, and leatherworking was his passion from a young age. However, due to his father having an unhealthy interest in figurines, was pressed into learning Figuremaking, as all dwarves (even Princes) is required to learn a proper dwarvish craft.

Due to some underhanded political maneuvering by the Kings political enemies, spearheaded by Vole Titlethsigun, Mayor of Paperprice, the mandated time of completion for this batch of figurines was missed, and the King had no choice but to incarcerate his son in the dungeon. Tied with the Legendary Silver Chain "Voldiksis", in the presence of 20 caged goblins, the prince spent his nights singing softly to himself enduring the taunts of the goblins.

It so happened, in that same year, the goblins laid seige to Paperprice, and demanded release of the goblins caught cruelly in traps by the clever dwarves. The King denied this request, and war broke out. In the first wave of attacks on the city, King Pangolin was slain, and his son, Prince Akumunol became king. He had to complete a further 27 days in the dungeon before he could be officially crowned king, so from his dungeon he successfully orchestrated the defeat of the goblins, even though it cost the lives of over 100 dwarves, more than half the population of Paperprice.

King Pangolin was laid to rest, with a exceptional gabbro stone memorial, reading: "In Memory of Pangolin Ushrirvod, Born 71, Bled to death, slain by the Goblin Stasost Juiceseduced in Kok Ukas, "The Assaults of Cremating" in the year 131, king of the Hoary Channels, 110 to 131, Loving Father and Husband, United with Giant white stork leather."

And King Akumunol banned figurines, immediately decreeing the construction of Leather ornamental bags and hoods.

#DwarfFortress #dwarventales #dwarves

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As the title states. I don't want him to get into the fortress so I have to painstakingly lock the doors to keep him from entering. I don't care if he's locked up in the fortress I just don't him around my dwarves.

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So yeah, this actually happened to me. I have still to continue on this save file.

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I mean check this shit out. This is prase!

And this is Prase Opal!

And this (above) is Prase Opal!

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Title really says it all. I am a new player. Every time I try starting a fortress and I get to an underlying cave.

I start a farming plot. Set them to plant plump helmets only for all seasons. I make sure they (my dwarves) don't use the spawn as cooking material. And still they seem to be harvesting them without getting any new or extra seeds back in return.

What gives? Am I forgetting something here?

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Here's a little video for folks new to adventure mode by Blind!

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just that, I was wandering :)

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So, I just dealt with a kobold thief and of course he escaped.
I read somewhere that to avoid thieves best thing is to "chain a tamed animal" to the entrance... only problem is I have no idea how to do that.
Any advice?
Thanks!

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