Responding to both the reblog above, and the tags from dwarvendiaries, I would like to note, I tried to *mostly* cover stuff for the first couple years that a less experienced player may be concerned with. I admit forgetting there's three different fabric types (technically 4, but dwarves never want metal cloth thankfully) was something that slipped my mind and is a good catch.
Yarn comes from animals, Cloth from plants & silk from spiders/monsters, and all three can be requested for moods and are NOT interchangeable with each other. As far as I can tell, this and value are the main differences between them use-wise. Production-wise which is easiest depends on what you have available. I personally find Silk usually the easiest to stockpile, but that is because I captured a Giant Cave Spider in one fort, and a Forgotten Beast in another... That is not necessarily an easy or safe idea, but if done offers a massive amount of silk for free. Likewise animals can be sheared for a large amount of wool fairly regularly. My textile industries personally tend to be capped by clothiers/dyers/dye rather than cloth usually.
As for moods, it is true that the type of workshop a dwarf uses can be semi-easily manipulated. My latest fort shows as much, where 4/6 artifacts made in the fort so far (summer of the 5th year) have all been metal. Part of it is luck (I've gotten lucky metalsmiths have gotten the pick so far), part of it is manipulation... (I've trained approximately 1/3rd of the fort by my estimate in some level of a metalsmithing skill. Mostly armorsmithing, metalsmith's were my second guild to form, forming about a month after farmers & a week before craftsdwarves)
Which I suppose brings up another topic, petitions for locations. *Generally they are always worth pursuing*. I can't think of a reason why you'd want to take the unhappiness hit for denying one, considering that a guild hall can: -Be restricted to only guild members (preventing training of undesired skills by new dwarfs) -Teaches dwarves skills without them needing to do labor -Are a nice and convenient source of happy thoughts
Meanwhile temples offer happy thoughts, and a new method of dwarves venting their issues & clearing their needs for prayer.
You should definitely consider setting up guilds for skills you value, especially a doctor's guild, as it offers a way to keep doctor's skills sharp without dwarven pain.
Also from a prior reblog, there was mention of how elves "could" send nobles to negotiate tree cutting limits. They still do do this, and they start once you have a baron/count/duke, i.e. when Humans typically begin sending their own nobles, and dwarves & humans send wagons. Following the limits results in a positive relationship with the elves, breaking them results in a negative relationship. Ultimately break it too many times and they go to war. Also notably important... they don't become more lenient if you chop down less trees. The number picked seems somewhat random in my experience, and is based off the skill of your mayor? (maybe the ruling noble?) as well as the wildness of the area you settled in... which will be a problem for me with my latest fort unfortunately...
Lastly, I do want to add there was a bit more I wanted to talk about (Like werecreatures) but I don't want to clutter this post up too much, but I do know if DF players enjoy one thing it's reading.
Werecreatures, necromancer experiments, necromancers, and vampires do not show up at worldgen. Certain events in worldgen need to occur to incite them into existing. For Werecreatures & Vampires, a civilization, usually dwarves or humans, need to build a monastery, and then a creature (usually an elf or human, but I just found out from a friend that dwarves can do it too, like as I was typing this. I'll write up what I got from that story elsewhere, but the funny news is your fort's dwarves can profane god too!) has to profane the temple, which is typically done by toppling the altar. Likewise, Necromancers require a race that has a set lifespan (humans or dwarves typically), and one of them needs to decide they fear death, and go on a search for a method to avoid it. This can result in them discovering the secrets of life and death (necromancy) and becoming a necromancer. Afterwards, they typically build a tower somewhere, and other necromancers are welcome to join them. They also may begin experimenting on creatures creating hybrid soldiers for their armies. Unlike the other 3 mentioned prior, necromancers tend to show up in around the first generation of humans or so, so a 100 year world will typically have necromancer towers beginning to sprout up.
The reason I wanted to talk about werecreatures, is werecreature infection containment, which is typically best done by securing the hospital in such a way you can lock down either the whole hospital, or an individual patient during a full moon, to see if an injured dwarf got infected. Since they *usually* are capable of breaking down doors, this requires either a drawbridge or a Cask of Amontillado solution.
Playing Dwarf Fortress, and so are a few of my friends now, so I figured I’d document some common pitfalls I know of, and how to avoid them.
Strange Moods:
-Best way to handle these?
First, build one of each of the following workshops: Craftsdwarfshop, Carpenter’s, Stoneworker’s, forge (either kind), jewelers, glass kiln (any kind), kiln (any kind), bowyers, mechanics, leatherworks, & clothiers. This is all the different types of workshops a dwarf may claim. Don’t worry about fueling a workshop, moods don’t need fuel.
Second, ideally try to keep a supply of at least one of the following items: A boulder, a log, a block, a bone, a cloth, metal bar, an uncut gem, a tanned hide, raw glass, and a cut gem. This is roughly all materials a dwarf may demand for their artifact. Tbh, you *can* cut gems (or polish stones) when a mood occurs, but it’s easier to keep a few on hand prior. Generally they need one item based off the workshop type they claim, then the rest seems to be somewhat random/based on their likes. Each time they collect an item for their artifact, it resets the timer for insanity. Generally in my experience dwarves really tend to grab boulders a LOT. But that’s based off my total experience, my recent experience has been a lot of bars, so it depends on what the dwarf’s workshop chosen is. I’ve been having a lot more metal required because most of my artifacts have come from my metalsmiths
If they’ve been standing at the workshop for a while, bring up their menu and see if they’re crafting the object, or shouting. If they’re shouting, it will cycle through hints or outright stating what the dwarf wants for their artifact. Generally artifacts are WORTH getting a hold of because it gives the dwarf a significant skill boost & a high value item. Worst case you put it in a display case somewhere to boost room value
Animals:
-My animal starved to death!
This only happens to grazers. You need to set up a pasture somewhere with some kind of growth on the soil. At the beginning you’re going to be limited to the green surface grass. If you want to keep them underground, you’re going to have to dig into one of the caverns, which will trigger some sort of fungal growth on underground natural tiles within your fort. Surprisingly as it may seem, this is perfectly safe for your farm animals to eat. Generally a rule of thumb is, if it is egg laying, or smaller than a dog, it is not a grazer, and does not need soil/some grass like substance to survive.
-My animal starved to death in a cage. Why won’t my dwarves move it!
So, going with the above, a pasture zone must be marked, and then animals must be assigned to those areas. After setting up a pasture, click the icon with a plus over a horse to assign animals to it. Any semi-domesticated animal can be assigned to a pasture.
-Why won’t my chickens lay eggs
They need a nest box to lay eggs in. Generally place a pasture somewhere (I like to do it underground as I have yet to find a grazing egg-layer) and build nest boxes there. Dwarves will automatically harvest eggs from the boxes, including fertile ones which may make farming for leather/meat harder. You can seal the room and forbid entry until the eggs hatch, and then forbid them, or have no stockpiles accepting eggs. Then eggs will only be taken by cooks, and only when they’re cooking.
Migrants:
If you are struggling attracting migrants, a major factor is your exports. Basically fortress wealth, and wealth exported are two of the factors that determine your migrant waves, the last factor is the health of your civilization, which is basically just the population. Weirdly enough, migrants are built different, as I’ve played in dying civs (one SURFACE fort with 20 dwarves, this was the only NPC settlement for my Civ) and had migrant waves of 30+ dwarves. Basically the more high value goods you make, and the more you trade them, particularly with the home caravan, the more migrants you’ll get.
Children:
Dwarves only produce children if they’re married, and the parents have time to… get intimate. Fortunately the getting intimate is more “having idle time in a bedroom together” at which point, if it’s a married male/female pair, the female will become pregnant. The game does not display information on pregnancy at all, and all pregnant creatures will just carry on their normal business until they give birth, at which point a dwarf will abandon her current task to “seek infant” at which point they will pop out a baby, you will get a notification of this, and they will pick the child up and go back to doing tasks. Dwarves are capable of having multiples, and I have seen twins, triplets, and even a very weird case of quadruplets… which is its own story.
Trading:
Of the four types of civilizations that exist, you can trade with 3 of them. Elves trade in the spring, humans in the summer, and dwarves in the autumn. Each offer different advantages… mostly… to trading with them.
-Elves:
Generally the most annoying and least useful trading partners. Trading them anything made from wood or an animal product upsets them, instantly ending the trades, and sending them home. If this happens enough, they will declare war and begin sieging your fort. Generally elves are great for selling low-quality stone, (green) glass, or metal objects to. Silk and cloth can be safely traded, but yarn cannot. Generally it’s best practice to only trade rock, green glass, and metal objects to avoid offending them. Due to elves not sending merchant nobles to negotiate, they have no export requests for better trading, and you cannot request imports from them. Despite this, they can make an excellent source of exotic animals, cheap barrels, or offer a way to trade rock crafts for food.
-Humans
Humans know a good deal, and actually care about trade. Humans tend to reach out among the first outsider civs to trade with you. They don’t always send a merchant nobles, but once you have a baron or higher, they tend to much more frequently. Humans are amazing trading partners as they offer unique trading resources from dwarves. They have no offendable rules either, but they actually do defend their goods. They can be reliable for exporting in rare crops, seeds, or other materials, and they will happily trade you pretty much anything they have access to. So while you can’t get steel from them, you can get surface crops, more varied animals, and bladeweed dye and other fabrics.
-Dwarves
Without player intervention, you will only usually receive a Dwarven caravan from your home Civ. You can by contacting other Dwarven civs get other civs to send merchants to your fort as well. Dwarven caravans are much like human caravans, but carry steel. They also only carry crops and items unique to their Civ, which is usually pretty much exactly the same as yours. Dwarves do also send merchants to negotiate import/export deals as well, notably the outpost liaison being your factions representative.
-Getting new trading partners
Send a squad out to an uncontacted Civ and set the mission to “demand one-time tribute” civs either pay the tribute, or reject it, and it seems to have little impact on the civ’s opinion of you/your fort. Once this is done, they can start, and often do, sending caravans your way when the correct season starts.
-Getting better trade goods/merchant nobles
Traders bring more goods the more profitable trading was with you historically. So the more you trade, the more they bring. So if a trader brings nothing of interest to you, you buy nothing, and they leave, next year, they are likely to bring even LESS. So to prevent this, it can be a good idea to buy things even if they aren’t that useful. I commonly try to buy all the food I can from the merchants, as I can usually use it, and it encourages the merchants to take more items, which can end up being items like codexes/scrolls that I really want. Likewise the more successful the trades are, the more likely they are to send a noble for trade agreements. They don’t always send them though, so it is possible to miss them for a few years, even when trading seems to be going fine.
Hospitals:
-You will need a hospital before you think you do. But you do not need a Good one really. A basic hospital is something like a few beds & tables in a room together. You should also have a water source, some buckets, a textile industry, and some splints/canes. The only specialty thing you really need is a single traction bench. Just make a table, rope and mechanism, and combine them for a traction bench at a mechanics. Soap isn’t strictly necessary early on, nor is having security in the hospital. Bleeding out on the hospital floor is a major improvement to bleeding out anywhere else.
-Soap
It reduces infections and will lower mortality rates, but generally a hospital itself will do a more significant job at that. Still if you need to make it, you need at least 5 buildings roughly. Soap needs lye, which needs ash and needs to be made in an Ashery and a wood furnace respectively. Soap also needs either an oil, or a tallow. Oil is made at a screw press from certain plants, tallow is made at a kitchen from roasting fat. Fat is gathered at a butcher from butchering (animal) corpses
This is it for part 1. If there’s other questions or tips, I can do a part 2
Reblogging for future reference
Word Tracking Spreadsheets - These sheets also have sections for character and plot information.
I uh thought of this at 1am last night
I like this. It has my seal of approval
TCGURU (thecraftinguru)
his love for grumpycat, his style for Hawaiian shirts.
Chat Noir from Miraculous Ladybug is making fucking mac and cheese, and nobody can stop him!
Pidge: I don’t know what to say to Lance.
Hunk: Just be yourself. Say something nice.
Pidge: Which one? I can’t do both.
This is interesting coming from a post-expansion perspective. I do feel Space Age in some ways tried to approach this problem, and succeeded in some ways. Ultimately someone else pointed out very well that this isn’t a problem inherent to Factorio. It’s a problem that stems from how humans approach problem solving as a whole. We like to find one-size fits all solutions that we can apply over and over again. Ultimately what the expansion tried to do to solve this problem was to introduce new mechanics to act as new constraints. Spoilage is a constraint, constraining your throughput by time. So is Aquilo’s increase power draw for bots. Likewise Fulgora’s inverted crafting tree and Vulcanus’ lava do force you to rethink how you approach certain problems and they don’t reward a one-size fits all solution. Sure, a bot base WILL WORK for EVERY planet, but…
Spoilage will cause a lot of unnecessary bot work, and bots do NOT take freshness into account, which I think is intentional. Aquilo requires a lot of bots to get anything done in a timely fashion and they drain power like crazy too. Fulgora’s biproducts likewise introduce more jobs for bots. They end up becoming very unscalable on 3 of the worlds, and I think that’s a good thing. Ultimately it won’t stop you from just building huge bot bases on them, but it definitely works to discourage that. Each planet tends to have different optimal solutions, and we’re currently in a time where we’re free to explore those. Admittedly there’s still some of the old problem as the “LDS Shuffle” presents a new endgame homogeneity for solving the Legendary production problem, but something like it would evolve regardless. I admit… I also turned around and went to modded playthroughs after finishing the vanilla game for similar reasons. And I still am doing that, but now it’s less of to explore the fun of the base game, and more to explore new mechanics because I like seeing how people try to create their own challenges for mods. Like I’ve been meaning to do a playthrough of Ultracube myself
there's something kind of amazing about this. that you can take an obviously terrible design approach on purpose as a challenge and then on some level it turns out there's still a one-size-fits-all solution that is... maybe not 'optimal', who knows, but, highly optimised? the whole factory is in large part the same basic building block stamped one time after another. the design constraint prevents the already-existing standard solutions from working but then you find there's a new kind of standard solution, even more uniform.
and on some level you'd think that was an artefact of this run, but no. i've seen this guy's other challenge runs, like the beltless one and the all-burner one. they all end up with 'yeah turns out there's a standard solution i am just going to keep implementing over and over'.
i am reminded of what @definitelynotplanetfall was saying about how the main bus architecture and more broadly the factorio 'meta' of standard arrays for doing things means it's very easy to just take The One Tool That Solves The Problem and implement it and it feels... a bit like drudgery? idk i don't want to put words in their mouth that's the impression i got from what they were saying. and like at the time i pushed back a little because, like, i am having fun playing.
which i am, but. idk. there's something there. it seems easy sometimes to take the tools that simplify your life in this game a little too far and simplify the fun away. but at the same time it's also the case that i hate it when i grow used to a tool and it goes away, like when i started a vanilla playthrough for reasons a while back and noticed how much lacking simple things like module inserter and autodeconstruct was annoying me.
The pros of making your own alcohol:
-It’s fun
-You can make whatever you want
Cons:
-Expensive hobby to get into
-Not all ideas are good ideas
-Waste alcohol/fermentation biproducts
Like I like yeast as much as the next guy, but I don’t want to eat the fermentation sediments. I don’t like Marmite, so I don’t want to eat the DIY marmite. Anyways, the end result of this is a… product I’ve dubbed the “Sewer Brew” named in honor of Dwarf Fortress
It’s all the sediment and a small amount of mead, mixed with sediment from a ginger wine batch. It’s somehow still fermenting, so I have to regularly crack the lid, and it smells like straight alcohol.
I have no idea what to do with it. I don’t even know why I collected it in a jar in the first place.
This hit way to close to home to me (I had a discussion with a friend of mine where I pointed out a small flaw in a headcannon with evidence from a single episode, but when called didn’t want to have to go searching and prove I was right like an asshole).
Being overly-familiar with a series is such a weird burden sometimes because like
you’ll see some theory being passed around that you instantly know is wrong. Like it’s surprising to see people supporting it because the flaws in its logic are so glaringly obvious. Until it hits you that, yeah it’s wrong, but only because you were able to immediately remember the 5 second conversation between two background characters 17 minutes through s2e13 that definitively disproves it. And no casual fan would have any reason to remember that off the top of their head and it’s you who’s the weird human encyclopedia with a shot-for-shot memory the entire damn series.
Like at that point you don’t even know anymore whether to argue your point or just…maybe go outside for a little bit.
A blog about colony management simulators apparently nowadays. Used to do some fan stuff back in the day, but haven't in a long time. Mostly about Dwarf Fortress right now. Might also feature Oxygen Not Included or Deep Rock Galactic
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