Granite 15th, 500 We've arrived at Paddleglens to establish our outpost, and I'm... pleased with the surroundings. The hills are decent, as we've settled along the foothills of our home mountain range. We've got dolomite, chalk and mudstone exposed along the surface of our new home. In addition we've got a decent supply of trees along our northern area, though much of our new outpost lacks any greenery along the southern portion. It's all a rolling grass plain around the river. The river itself is a small thing, barely deep enough to provoke a risk of drowning. I'm happy to report one of the hills is decently large and tall to support our initial outpost and I've begun laying out our plans to delve into the hill to carve out our lodgings. I've already begun to plan how to carve secure entrances on the hill for access to the fort for ourselves, traders, and potential invaders. We look to have a bright future ahead of ourselves... though my cohorts have admitted their skills are... lackluster in many of the departments we will need. We have no miners, woodcutters, or farmers. Just 2 bards, a noble, a carpenter, a soldier, and a cook. One of the bards is a fisherdwarf at least, and before I could talk with them, they were already running to the river... As for the other bard, they have skill with thread, but in the meantime, I've set them to work with an axe. Our cook likewise has been given an axe and set to work, and the pickaxes were given to our noble and soldier.
Granite 17th, 500 First major incident in the fort... one of our bards got into a tussle with a kingsnake. Both seemed to have run away mostly fine, but I admit this is not a promising beginning.
Felsite 4th, 500 Wow, Slate just blew right past huh. We've begun to carve out our lodgings and such out for our initial home. We've established offices for our nobility, and I've begun work as a manager. Our lone soldier is operating as the town sheriff, and the last noble should be sitting down to count all our stocks any day now. Without a mason of any kind, we're relying on our carpenter for most of our furniture right now. Tables, chairs, beds, doors and blocks. I'd prefer stone blocks for our workshops, but we're going to have to make due with birch blocks. The little stone we have that isn't economic stone is going to have to be saved for building some furnaces and such, in case one of the other leaders needs them before we reach magma. Regardless, on this fine day, I'm optimistic for where we're heading.
Galena 3rd, 500 We got our first batch of immigrants in! Two miners, a glazer, an administrator, and 2 peasants. The miners and glazers are both ironically better administrators than the noble, so the glazer's got the job as our broker now, taking that responsibility off me. The miners will join those we'd been having mine prior. The peasants & admin are going to work our fields for now. As well we're putting one of them to work as our stonemason for the time being.
Limestone 1st, 500 Well Autumn has come, and I feel rather poor on the outpost's condition. We have an internal storage area, but so little has been carved out from what I planned, and the outpost liaison will be here soon. I fear we have little impressive here, and while I sent one of the miners off to begin an exploratory delve below us, we have yet to find much aside from a small amount of cassiterite.
Limestone 13th, 500 I don't know what the next leader is going to want, so I'm requesting imports of materials we either don't currently have, or may not have at all. A few stones, copper bars and ore, as well as some crops, as it might be a nice supplement. I don't care if they buy what I asked to import, but I will try to produce the exports asked, which are primarily amulets and scepters. For my remaining time as the head of our fort, I'm going to be trying to set up some manufacturing of those goods, so we might have something to sell next autumn.
Sandstone 20th, 500 Well we got our final migrant wave this year, I'm pleased about that. Trading could have gone better, and in the mean time, I've sent our miners to go prospecting for gems along the hillsides. Our cook has made his first masterpiece, and I don't know if I should be concerned or not. I think he got inspired by the rumor of planepacked, and decided to planeroast some apples. He's shoved so many different ingredients into his apple roast, I suspect he actually was just grabbing individual apples and shoving them in. He put in almost every piece of fruit we had lying around, considering he made 255 servings of the thing. Why he decided to do this AFTER the traders left, I'll never know. I guess he wanted to eat his roast all by himself, but I could have bought some real nice flour and dyes with that kind of money...
Granite 1st, 501 Well... the years over. I managed to delve deep enough to get us some gold with some prospective mining to the west. I smelted the gold and had a set of coins forged to celebrate our first year. 500 gold coins, minted by our cook funnily enough. He chose to put a rendition of The Tin Rock, a finely designed image of a jug on one side, and an image of a millstone on the back. I'd also set up connecting our trading depot by tunnel to our lodgings, and carving a more defensive entrance into our outpost. I'd used the rock we had from mining to get our mechanics to work making mechanisms and set out to build as many rock fall traps as I could on a zig-zagging little path. Likewise, I had a bowyer make us 10 crossbows to get us started defensively. I know metal would be superior, but we don't have any military grade metal to work with at the moment. I'd also managed to set up some production of trade goods like goblets and amulets. Hopefully whoever follows me can find some metal we can use to create a few weapons to wield, otherwise we're limited to the wooden crossbows, and a bronze sword I bought off the caravan...
Dwarf Fortress is riduculous. a world I generated contains a manual on adhesives called "It Is Glue". it's 103 pages long and the game describes the writing as "completely serious, yes overflowing with sadness".
Imagine Adrien’s horror when he wakes up the next day and realizes SOMEHOW a picture of him blepping was put in the media.
As a college student in computer science, fuck generative AI. I’ve watched it suck the brains right out of peers, to the point they’re incapable of doing basic tasks. It’s mindnumbingly frustrating to be explaining something to them, just to get a “Oh let me just ask ChatGPT”. Like… if you didn’t get the explanation I JUST gave you, just tell me what part! I was teaching them how to set up a unity project for our SENIOR PROJECT, they said “I’m just going to ask ChatGPT,” and then did, in front of me. And then, ChatGPT gave them the wrong answer, and I had to correct them AND the AI and restate my original point. And this was for the install process for modules… I’d even linked the manual for it
Hey, you reblogged that AI post and I was surprised to see something so mean on your blog. "If you cant write unassisted, fuck you, youre a disgrace to the community." Is that really something you want on your blog?
Just in case this isn't a spam message:
Posting AI-generated content to a platform intended to be an archive for writers is not appropriate use of the platform. On a platform intended for human creation, it is rude and inappropriate to clog search results with AI-produced content which often plagiarizes the work of human authors.
Use of generative AI is also horrible for our environment, leading to massive waste of fossil fuel energy and water. We should not be doing damage to our planet for the sake of generating (robot-produced, often plagiarized) fiction, especially when the joy of fiction comes from the creation and emotion of real people.
Rather than giving a prompt to a generative AI, people should consider attempting to write their own work, or asking another writer from the fandom if they would be interested in writing it. Anyone who is capable of typing a prompt into ChatGPT is capable of writing a story. The first attempts may not be amazing, but that is true of any skill, and anyone can improve with time and practice - and while ChatGPT may give you big returns in your time, it doesn't give you practice, growth, or creativity, which is where the joy of writing should come from.
At least the Mayor cares about some people's medical needs. Though a crutch might be more helpful
Limb-destroying sock
Too long for a reply, but I hope you don’t mind the answer to it:
So actually the difference is kinda straightforward ironically enough. Engraving is skill regarding engraving images into walls and floors. Stone carving is carving of stone into objects, particularly trade goods. Stone cutting is cutting stone into furniture or blocks. The easy way to tell is which station they do it at. Engravers only engrave things through the engrave command. Stone cutters are those who smooth floors, carve fortifications or minecart tracks, and work at the stone mason’s workshop. Stone carvers work at a craftsdwarfshop.
Masons btw are those that build the walls, drawbridges and other structures that need to be assembled if they’re made out of stone blocks or stones
Edit: Stone Carvers carve fortifications & mine cart tracks. Stone crafters work at a craftsdwarfshop. There’s also a recipe on the stone mason’s table that uses stone carving instead of cutting, but I don’t know which one it is. Stone cutters still smooth floors, so that information is accurate. Tbh, just cross-train your stone workers imo, excluding stone crafting. You’d rather have a strange mood on a stone cutter than a stone crafter
Dwarf Fortress is truly the game of all time.
These are all distinct skills. How in gods name am i meant to intuit the difference between Stone Carving and Stone Engraving
Come to think of it, asking a dwarf a question like that is liable to attract some strange looks. In dwarf culture you'd have to be a special kind of idiot to not know the difference between carving and engraving, after all. This is just Dwarf Fortress providing the authentic culture shock experience
OH!
I WAS WONDERING WHAT WAS CAUSING THIS. THANKS DFHACK FOR THE ANSWER
Yes actually! That was part of 51.08 I think? It was a very recent change like 2-3 minor updates ago, I think it was 2 months now? It’s significantly more balanced, and I’ve got a 5 year fort and find it really isn’t that profitable to sell food anymore. Like the only meals that sell well are masterworks with huge serving numbers, and my cooks don’t make many of those. They make plenty of masterworks, and even use stuff like flour & cheese, which used to guarantee expensive meals, and my typical prepared food barrel is like 300-500 value. A far cry from the 3000-5000 days. I still make the meals and occasionally sell 1-2 of them, but you can no longer just buy out a caravan from meals alone. As much as it hurt my early game economy, it rewards diversifying your economy, and ironically I find it’s much easier to manage my forts when I can’t use food to explode the fort’s value for huge migrant waves. It took 5 years to grow to a duchy, and I still only have a population of 140 or so dwarves, and the goblin sieges are much smaller too. Granted I do get more titans and semi-mega beast attacks, but I feel a lot less strain on my military and fort. I still only really have one squad of half-competent axedwarves defending the fort, and they’re clad in a mishmash of junk. Too busy actually building the fort than having to focus on building a strong army to defend… fancy food.
It’s ironic how much I like that change despite having definitely abused the system historically. Nowadays I run like five different industries for my economy, chief among them a “distressed” clothing chain. I just really like setting up the whole tailoring and dyeing chains
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
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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