Dwarf Fortress - Despite the multiple let's sperg threads, we never had a general

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Zach Adams calls himself a co-creator of DF. But what does he actually do? Apart from drawing with crayons. Is he like a designer?
Basically. He does (or did) write stories that they would then break down into elements that the game would need to be able to have happen. Stuff like “the dwarf married the elf and became king” requires dwarves, that they can marry, that they can marry elves, which means they can meet them, and that they can become king.

More complicated, but basically that.

And someone to bounce ideas off of.
 
Basically. He does (or did) write stories that they would then break down into elements that the game would need to be able to have happen. Stuff like “the dwarf married the elf and became king” requires dwarves, that they can marry, that they can marry elves, which means they can meet them, and that they can become king.

More complicated, but basically that.

And someone to bounce ideas off of.
He just comes across as a loser sucking life from his brother, who just lets him. It doesn't seem to be anywhere near enough work to appear in the credits as "Created by Tarn and Zach Adams".

He graduated in ancient history and only ever got a job in an Amazon warehouse I believe. I think he used to do programming with Tarn before and maybe in the early days of DF, so why can't he help his brother finish the game in their lifetimes?
 
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I used to play this game a lot but haven't touched it in years. What the actual fuck happened I thought the steam release was supposed to be a good thing. Guess troons don't allow anything good. We got tranny dwarves, a desire to not allow players to be evil, pragmatic, and racist (ELF-HATE is BANNED in their gay discord. That's like bread and butter fucking dwarf culture).

Just play RimWorld at this point it's not as complex but it lets you do war crimes. Is any of this gay shit in the classic you can get off the site or is it all Steam?
 
We got tranny dwarves, a desire to not allow players to be evil, pragmatic, and racist (ELF-HATE is BANNED in their gay discord. That's like bread and butter fucking dwarf culture).
Tranny dwarves aren't a thing in the current builds, just a feature that's been requested, and who knows if/when Toady will even bother with implementing them. As for everything else, that's exclusive to Kitfox's Discord server, so if you avoid that like the plague that it is, then the game is otherwise unaffected. You can commit just as many war crimes as you could before.
 
Tranny dwarves aren't a thing in the current builds, just a feature that's been requested, and who knows if/when Toady will even bother with implementing them. As for everything else, that's exclusive to Kitfox's Discord server, so if you avoid that like the plague that it is, then the game is otherwise unaffected. You can commit just as many war crimes as you could before.

That's kinda funny that the tweet was from 2019 and 5 years later there are no trannies yet. Guess they aren't that high a priority.

If I ever get around to trying to run a fort again I guess I'll try a pre and post v50 version just to give it a fair shake and see how different it is for myself.
 

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Screenshot 2025-01-23 at 11-55-14 Dwarf Fortress on Steam.png
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That's kinda funny that the tweet was from 2019 and 5 years later there are no trannies yet. Guess they aren't that high a priority.

If I ever get around to trying to run a fort again I guess I'll try a pre and post v50 version just to give it a fair shake and see how different it is for myself.
Can dwarfs kill themselves?
 
Can dwarfs kill themselves?
Kind of the game won't directly say suicide but dwarfs that get to stressed can snap and throw a tantrum there are a few ways this can go but one of them is they become numb and wander around aimlessly, if they don't snap out of this they can die of all kinds of environmental hazard like falling in to a well and drowning.
 
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Can dwarfs kill themselves?
Yes. Dwarves who become exposed to high degrees of stress become more and more depressed and eventually decide that life isn't worth living anymore. The methods they choose to go out vary but they are as follows:
  • "Stark Raving Mad." The Dwarf removes all their clothing, running around the halls screeching like a madman, refusing all food and drink and ignoring hostile entities.
  • "Melancholy." The Dwarf has become so depressed that they meander throughout the halls moping. If they come across a cliff or a body of water or lava, they will plunge themselves into it. Otherwise, they will simply starve themselves to death.
  • "Berserk." The Dwarf becomes enraged and will attack members of your fort, with their rampage only ending with their death. Essentially becoming a fantasy version of a mass shooter.
  • "Catatonic." The Dwarf gains a thousand-yard-stare and refuses to respond to anyone or anything going on around them, refusing all food and drink until they die.
 
Beware of necromancy towers. Ghouls can go invisible and slice you up good in one tic.

Wrestling is incredibly overpowered. You can throat choke someone to death in three or so actions.
*Choose a BIG race and you can pop heads in one action.

Pacifist? Go to a castle. Piss off everyone via dialogue. Watch as the military falls into a civil war over low quality compliments.

Use stacks of coins people carry for throwing ammo. Broken legs and punctured lungs from tiny bronze chunks.

Still crashing a ton when entering buildings. Still no purpose beyond Fallout 4 tier radiant quests and book collecting.

Adventure btw.
 
Kind of the game won't directly say suicide but dwarfs that get to stressed can snap and throw a tantrum there are a few ways this can go but one of them is they become numb and wander around aimlessly, if they don't snap out of this they can die of all kinds of environmental hazard like falling in to a well and drowning.
Not quite. There are four kinds of dwarf insanity, all of them in effect fatal. There's stark raving mad, berserk, catatonic, and melancholy. Melancholy dwarves will in fact deliberately seek out their own deaths, either by jumping off a cliff or into magma or water, if they can find it. Stark raving mad don't intentionally kill themselves, but they drop all their items including clothes and go around babbling and doing dangerous things to themselves or others. They also don't eat so they inevitably starve or die of thirst. Similarly, catatonic dwarves inevitably starve or die of thirst.

Finally, berserk dwarves insanely attack anything they see. This is in effect a death sentence as they will seek out and attack military too. And finally, as with all forms of insanity, they can neither eat, drink, sleep, follow orders, nor do any job at all, so they also inevitably starve or die of thirst even if you manage to restrain or contain them.

Since insane dwarves also stress out other dwarves having to interact with them, either by attacking them or getting killed in front of them, or even just finding their starved corpse, I usually build a "therapy bridge" in high stress forts, i.e. a raising bridge that launches them into magma. But you have to get them to the bridge before they go insane. I also usually put the lever that operates it somewhere remote so nobody has to watch it.

Fun fact: if you chuck a dwarf into magma, you sometimes discover new cavern layers as they sink. You can also do this with a cat (or something else), iirc.
 
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Anyone have any tips on where to go if you've mastered the basic "green fields" embark point, and want something more challenging, but not so challenging that the dead come back to life?
 
Anyone have any tips on where to go if you've mastered the basic "green fields" embark point, and want something more challenging, but not so challenging that the dead come back to life?
Start tweaking the advanced worldgen parameters. Read a guide or two on how to do it first or see if there's a specific guide for the kind of world you want. It takes a fair amount of time and care because a lot of settings have the possibility to make it so you can't generate a viable world.

Try embarking on challenging terrain. Some examples are near the sea with full or partial aquifers. Aquifers can actually be helpful and not just a nuisance since they're an underground source of water. Other tricky embarks are with only salt water. Although you can use screw pumps to purify water by pumping from the saltwater source into a cistern, if salt water ever touches it it's permanently ruined.

Other tricky ones are extremely hot deserts, the arctic, areas with high savagery. The worst of these are evil and called "Terrifying." These often have thralling rains or other terrible rains, like raining elf blood. You probably want to avoid these, but the good and neutral variants (Joyous/Untamed Wilds) have a profusion of giant variants of animals that are harmless or merely annoying in normal surroundings but deadly in giant forms.

If you want to play around with the Terrifying biomes, I'd suggest if you're doing a 2x2 or 3x3 embark, pick one where only one of the squares is the ridiculously evil kind. That way you can get a taste of what they're like without ending up in a 7 dwarf zombie apocalypse 10 minutes in.

For really bad terrain you want to get underground as soon as possible.

Since this is a little tricky I'll give a quick guide. Deconstruct the wagon and dig down at least 1 z-layer adjacent to the 3x3 pile of crap that will erupt out of it (including the wagon logs). Pause. Use the standing orders menu to set "Workers gather outside refuse." Create a Dump zone on the hole you just dug and the adjacent part of your stuff heap. Designate everything in the heap for dumping. Make sure nobody's on the square below. Now unpause and dump everything.

Once that's done, get rid of the dump zone and turn off "Workers gather outside refuse" because you do not want them going outside for no good reason. Replace the designation on the single square as a stockpile (so the food in it doesn't rot). Now cap the hole, dig into the area with the stockpile (this one square containing everything stockpile is sometimes called a "quantum stockpile"), and start expanding it out, and build a wall closing off the outside entry.

Now you can do your further expansion in peace, safely underground. I'd start with a dorm, a few workshops, and dig out floorspace for stockpiles to separate your junk into different categories instead of all just in one square.

Also the "make sure nobody's on the square below" thing is kind of important. I once dropped an anvil on the head of the expedition leader and he exploded into gibs, which then came back to life and killed the rest of the expedition.

Also if you use worldgen to tweak things into being really dangerous, consider embarking on a volcano. They're huge fun and while you're going to get attacked a lot, having magma forges early means you can build up your military to cope.

Warning: sometimes if you embark on a volcano, you're instantly attacked by magma crabs and they can generally wreck your starting party.

My usual preferred worldgens involve LOTS of volcanoes, minerals everywhere, lots of megabeasts and any other nasty thing I can throw in, lots of mountains and cliffs, lots of savagery, and I also like to set the percentage of megabeasts/powers that need to die to be right between the Age of Myth and Age of Legends, so I can trigger the change of the Age sometimes personally by killing the right megabeast. (That's right before 1/3 of the megabeasts/powers that ever existed die so slightly above 2/3 are still there.)
Try embarking in the Arctic.
Arctic volcano embarks are fun.
 
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Once you’ve got the basic deploy under control the next big puzzle is the aquifer. They’re not terribly hard to breach, you just have to learn how. And almost all non-enemy starts are easy enough if you know how to dig down and grow plump helmets.

I find the next level of difficulty is reducing trade and focusing on military.
 
Also you should read some of our DF threads on KF fortresses. Not because they're particularly helpful since we're all goddamn retards, but some of them are fun.

Here's an example from one of our early forts, in a Terrifying biome, I believe.
Screenshot 2025-02-08 192643.png
 
Things I've wanted for years that Tarn Refuses to add.

Different entry points for invasions and Caravans IE: Dwarf and Kobold Caravans and Invasions should be able to come through your first cavern layer

Cavern Starts

A working economy (Seriously why HAVEN'T they done this already)

More 'misc' rooms: Let us have more than just a statue garden or a temple add some shit like zoo's for caged animals or musems for display cases

Knowledge to matter: If my Dorfs have figured out how the fuck crop rotation works in the library have it do something like increase yeild from harvests.

Just a better civ screen over all, sending people on missions and then waiting is a retarded system have it be closer to rimworld

Religious rituals and benifits. If the dwarves worship say a god of fire let them have a ritual burning, hell have it do stuff like raise the tempreture

Roads should have a use: If you link up a trade area to the edge of a map via a road caravans should spawn on said road

A working marksdwarf system.
 
Anyone have any tips on where to go if you've mastered the basic "green fields" embark point, and want something more challenging, but not so challenging that the dead come back to life?
Wanna have fun? Try Untamed/Joyous Wilds.
Giant keas might become a problem. And giant mandrils.
Make sure to disable all the hunting jobs your migrants might have on them - nature doesn't fuck around there.

There are some really good benefits, however - having an army of tame giant elephants is really fun! Especially if you don't mind editing the raws to curb their appetites, so that you can pasture them.
And if you don't want to wait 10 years of the first calves to mature, butchering just one adult giant elephant will feed your fort for a long time.
 
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