Jump to content

Dwarf Fortress - Steam Edition 2022 - Dec 6th release date


Flub
 Share

Recommended Posts

9 hours ago, jonamok said:

Been playing on Deck, DF virgin, and this is amazing. Managed to keep dismissing the tutorial boxes and couldn’t get them back, so doing it the hard way, lol. 


Got my fortress up and running, workshop, storage, bedrooms and beds for all. So far, so good. I know it will go horribly wrong any minute.
 

Perfect on Deck. Using a community config called Easy Dwarf Fortress, and just assigned Toggle Magnifier to L4. Otherwise easy enough to learn.

 

Only issue is quitting the game which just hangs the deck indefinitely.

 

What is the left track pad used for in this? As I try to mostly used that to toggle magnification (on touch) for ease of use.

Link to comment
Share on other sites

3 hours ago, Flub said:

Does anyone know how to exclude certain items from being used in crafting? Like I only want plump helmets to be used in brewing and not cooking.

you can make a storage area for just plumps and assign it to deliver to the brewing workshop exclusively. I am not sure you can universally say ALL PLUMPS TO BREWS.

Link to comment
Share on other sites

Loving this so far.  My "standard" fort is up and running.  Lost a couple of dwarfs to giant lorikeets but managed to capture a bunch of those in my cage traps, but they're all the same sex so no breeding pairs yet.  Did manage to get a male and female rhinoceros trapped though so that's leather and meat and bone supplies sorted for forever.

 

Anyone know if there's a way to reverse the mousewheel scroll for going up and down Z levels?  My brain has this mapped in reverse.

 

Also need to find a way to make some of the notifications more intrusive.  I don't care that I struck chrysoberyl, but do care if my fisherdwarf is interrupted by a crocodile!

Link to comment
Share on other sites

I'm having a very bad time. Every single map I start only goes down a few levels before it's wall to wall damp stone. I've got the mod installed to get rid of aquifiers and if it's that why the fuck is almost the entire map wall to wall with them. The players hate them. It's really spoiling things for me.

Link to comment
Share on other sites

 

33 minutes ago, Flub said:

I'm having a very bad time. Every single map I start only goes down a few levels before it's wall to wall damp stone. I've got the mod installed to get rid of aquifiers and if it's that why the fuck is almost the entire map wall to wall with them. The players hate them. It's really spoiling things for me.

You can set it to find a site with no acquirer on the embarkation map!

Link to comment
Share on other sites

My militia decided to pick a fight with a giant kea. It was a long fight and at one point a child got involved, took a major injury and now keeps reliving the trauma.

 

*Edit* The dwarf child was found deceased up a tree. Died of dhydration (Despite there being water right below them). Two other kids have now armed themselves and are kicking the shite out of a dingo.

Link to comment
Share on other sites

I found some disturbing caverns deep underground. Where something was killing the cave crocodiles. I noped out. Next thing I know my militia commander is down there kicking the shite out of ant queens and troglodytes. There's a button that seems to be supposed to undo stairs but it doesn't work. So I figure he'll at least keep the nastys distracted for a while. I'll worry about it when something comes up. I've got bigger problems. A giant krea keeps stealing shoes.

Link to comment
Share on other sites

Top tip. Mining priority. When you have the mining tool selected look to the bottom middle set of menus. There's an "advanced" arrow. Click that and you can set the priority for mining works (It's probably in other parts of the game too). I had problems convincing my dwarfs to mine sometimes until I found that.

Link to comment
Share on other sites

I always dig down to caverns fairly swiftly.  I like making things out of the wood from the cave fungi because they're more interesting colours.  Tunnel tubes for life yo!  But I always put at least one door and a bunch of traps at the entry point, and forbid the door.  I say always.  I haven't this time and now the bat men are giving my dwarfs gip, but I've had a load of "monster hunters" rock up who seem to be fairly handy, so I'm letting them all duke it out.  The caverns really suit the new graphics.

Link to comment
Share on other sites

7 hours ago, bradigor said:

 

What is the left track pad used for in this? As I try to mostly used that to toggle magnification (on touch) for ease of use.


In case you’re still interested it’s set up as a radial menu of keys, as is the right joystick.

Link to comment
Share on other sites

My current fortress is going well. No migrants for over a year but I do have 6 monster hunters in residence. I opened a staircase to the caverns and they were in like Flynn. Doing murders. So time to get a bit spicy. I'm going to colonise part of the cavern.

Link to comment
Share on other sites

1 minute ago, Flub said:

My current fortress is going well. No migrants for over a year but I do have 6 monster hunters in residence. I opened a staircase to the caverns and they were in like Flynn. Doing murders. So time to get a bit spicy. I'm going to colonise part of the cavern.

 

Nigel?

Link to comment
Share on other sites

Started a fresh save. Built my own squad of dwarves and gear then scouted around for a starting point. By jove it's a good un. Elves nearby for future shennanigans. First level down suitable for farming, next level down a lovely selection of gems and rocks.

 

image.thumb.png.e62ec12bde35fd5a68b3c14ea5645071.png

Link to comment
Share on other sites

Yeah like Flub's demonstrated there, build a stockpile (p), then select either gem or stone.  Stone stockpiles you can customise for metal / non-metal, helpful for stockpiles near your smelter versus stoneworker or crafts workshop.  Gems will fit in a bin, so you don't need a very large stockpile for those I find.

Link to comment
Share on other sites

I didn't actually mean to answer the question. I hadn't noticed it when I posted a quick update of my workers level :) I don't think there's actually a way to force them to do any particular thing. They're a bit like cats or parrots. They have an internal idea of what they want to do and it's difficult to influence them otherwise except by them having less to do. The only things I've seen are shifting the priority of work orders and changing mining priorty. The best way I've found to have them tidy up is to have a couple of dwarves dedicated to hauling (If you have the numbers). The only other real way is to have more dwarves or less work.

Link to comment
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
 Share

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...

Important Information

We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue. Use of this website is subject to our Privacy Policy, Terms of Use, and Guidelines.