@@armintor2826 Yeah Language is a interesting thing. Quick tip from the internet: The spelling rule (Singular to Plural): The spelling rule is: when the word has a vowel (a, e, i, o, u) before the letter ‘y’, you add the letter ‘s’ and when the word has a consonant (b, c, d, f, g, h, j, k, l, m, n, p, q, r, s, t, v, w, x, y, z) before the letter ‘y’, you remove the ‘y’ and replace it with ‘ies’. like Babies, Accompanies, Emergencies. But Key -> Keys, Holiday -> Holidays
Some quick tips: Corpses that have been mangled can't come back to life. When that yak got its head split open, it was permanently solved. Severed body parts can come back, so make blunt weapons like maces to crush the undead, rather than cut off an arm which will then come for you after it is reanimated. You can make your dwarfs wear breastplates over their mail shirts, because mail is on the "over" layer, and breastplates are on the "armor" level. You can make your dwarfs wear a shirt (under), mail (over), breastplate (armor), and a cloak (cover) to maximize their defense. Same thing for caps (over), helms (armor), hoods (cover); gloves (u), gauntlets (a), mittens (c); loincloth (u), trousers (o), greaves/leggings (a); and socks (u), shoes (o), low/high boots (a). High boots are better than low boots because they have "UPSTEP 1" which mean high boots will protect the foot, as well as the lower leg. Greaves have a higher armor level than leggings. If armor level is still calculated, you'll want to make greaves. Shields are better than bucklers. Shields have "UPSTEP 2" and bucklers are only "UPSTEP 1"
helm/mail shirt/gauntlets/highboot covers everything and doesn't encumber. Speed is very important in combat, since it controls how many attacks you can do.
Your fortress is filling up with cave fungus, which can sustain grazing animals inside as long as the floor is soil! No need to lock them away now. And the best way to make an atom smasher is to make a small dumping zone in the tile where the bridge comes crashing down. You can then mark every item you want for dumping and they’ll stack there, so you control what gets smashed and you can do it in one go
Yes, wanted to say this too. Grazing animals will eat what grows everywhere after you breach the caverns, even if they don't eat lichen or mushroom in the real world.
@@hueylong7989 It sounded like Lime said "Adam Smasher" which is a cyborg mercenary from cyberpunk. ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-bgWtpp_c69w.html
lime ilu dude but grazers can eat cavefloor moss. you are sentencing people's pets to death which will impact their moodles (tho idk, if they're just perpetually missing idk if it causes a negative moodle)
Generally when a zombie "dies" its because its head or torso were mangled, there is no revival from that. Severed limbs can sometimes revive if its not too damaged. Silver is a pretty good material for making maces which have good properties for smashing body parts of Undead, warhammers have less contact area which makes them great vs armor but less efficient at mangling. Silver is good in this case because it has high density, too soft for using with sharp weapons though. Digging pits takes good planning to avoid collapses. But if you want some science on fall damage, it is not the dwarf impacting the floor... but the floor that impacts into the dwarf. So, lead being very very dense can be used to tile the floor. I like to make a narrow 1 wide hallway with another 1 wide channel hall next to it, staircase along the "entrance" so your workers can channel 1 layer at a time, once done a layer queue the next. Then along the hallway I set up weapon traps, if something dodges them they are likely to dodge to the side and fall down. The lead floor will impact them for some SERIOUS damage. =P
>reindeer corpse enter the area >Bury the Light begins playing in the distance >Sworddwarf teleports across the tunnel and strikes down the corpse with one attack "You're wasting my time." >Opens a hole in the fabric of reality with a single sword swing and then uses it to teleport just a few feet away, just to flex
A little tip, when digging big pits, you can click the advanced mining tab to give certain digging orders priority. If you give the top most layer the highest priority then drop it down a level each bit of the pit you can safely automate pit digging!
@@Pr1vateLime oh and if you want to make an airlock on your front gate when the bridge is up at the front build a new bridge on the other side of the trading post and link it when you flip the switch it should lower one and raise the other was what I did in old DF should still work
I would have been worried if the traders didn't leave. Last I checked, trader guards have a habit of going berserk if they are unable to leave for some reason such as being locked inside with no open pathways to the outside.
if you want to seal dead body there are other options besides trying to place them in the walls. One is just build new walls around it, or surround in locked doors, although locked doors would only last until a building destroyer shows up
Every streamer on 6th of dec: let's play new dwarf fortress game starting with colourful and peaceful underground city Pr1vateLime on 6th of dec: RAINING BLOOD EVIL BIOME AND ZOMBIE CREATURES!!!! Awesome work bruh keep doing what you are doing. such a greate entertainment ;)
You can set a general labor order to restrict dwarves from hauling outdoor refuse. That should prevent them from hauling random animal bits from the other side of the map.
When digging a square pit, I recommend digging the channels in a line from one side to the other. One line of tiles at a time. That way, they don't create unsupported sections of floor that collapse. Traders will hang around your fort longer than you'd think. It usually seems to be a couple in-game months before they decide to leave. There should be an alert that pops up saying something along the lines of "the caravan from ___ has departed". But I haven't played since the Steam release so, I don't know for sure.
Even better, just designate a large multilayer of stairs for however big & tall you want the pit and set each layer to be channeled 1 layer at a time from top to bottom which prevents any chance of caveins
Another thing to note: I'm not sure if this has been changed, but digging up/down stairs all the way down the center of your fort can rarely have unconscious/dodging dwarves slip *all the way down* and slam into the bottom floor. They also have full line of sight straight down, so if something happens to be visible at the very bottom, it can lock your whole fortress up with fearful interruptions. Also, channel one level at a time lol. Edit 2: A well can reach water below it from any z-level, so you can pretty safely dig over cavern water and then channel a spot to put a well at to always have water for your hospitals.
when the broken leg series is over (and hopefully shocklord escapes at the mall!) heres a idea: the event challenge, in sandbox do normal survivor or apocalypse, but make meta events and helicopter events, and sleeping events (if im missing any, set those!) to the maximum, so theres events all the time
For the body parts, you need to forbid/unforbid the body parts outside (last button in the bottom bar), you can automatize it via the "standing orders" menu :)
@@mdb45424 That's the better idea. You would still have stuff like "The skin of the animal" came back to live... Traumatizing = yes, but it's also some of the weakest enemies in the game and a great source for leather and meat.
19:35 You definitely want to stipulate uniformed while off duty from the squad settings. Otherwise it will be a mad scramble for random Xtroll fur sockXs and -iron left gauntlet-s across the map when you activate the squad.
The DF wiki has a lot of good tutorials and designs for projects, though uses the ASCII graphics from earlier editions. It should still help you out pretty well.
First thing I do is find water and grow things. Once I have food dealt with. All dwarves on deck smelting ores into iron and steel and crafting it all into weapons shields and suits of armor. Then we train! I micro manage one dwarf while the rest train for combat. Mandatory service for all citizens. We are a warlike culture.
You beat me in PZ, but I beat you in DF. When building a pit, there's two ways to do so safely. Dig a channel 1 layer deep at a time, or let a collapse do most of the job for your dwarves by leaving 1 channel undug so you can finish it at your leisure. You should also look into the "Dwarven Danger Room", and if you REALLY need supersoldiers (which you might), it is time-consuming, but a Dwarven Daycare Center with a cat-chute. Dwarves without emotion nor personal connection outside of their squads trained in a danger room are unstoppable.
I love this style of edited playthroughs. Please keep em coming for the steam version. As a newbie I've learned more through this series than through actual guides. Got yourself a new sub!
When you give the trader over 2,000 in profit instead of just lowering it so you don't lose so much. What Dwarf school did Lime even graduate from? The school of rocks?
If merchants die on your map, or you deconstruct the trade depot so they leave without their items is gonna cause it so their civilization will come back and show you !!FUN!! :D
Unmet Need:Being with friends. Oof dwarf in the pit. That's some harsh last words. Also if you butcher the animals wouldn't you get food and seperate the pieces that can reanimate out? Normally that stops them from rising as undead if they can be butchered.
If the bits aren't mangled, they WILL reanimate, so you gotta process the goods as soon as you butcher it, if you don't want to be attacked by reanimated tufts of fur, unless they changed it up since last I saw.
my very first ogre encounter in DF it appeared right next to a trader and his guard, they both were killed immediately but it was so weak my unarmed militia unit could kill it despite me not even having weapons for them
A bit too late to help Pr1vateLime but for future/new watchers- you cannot put stockpiles under atom smashers but you CAN put the refuse pile zone, I forget what it's called exactly. But the actual dump/refuse zone can be put under an atom smasher.
@Pr1vateLime, I think their is a chance to save the injured dwarf and animals. You can make a well and make a doctor's office. Animal can be pastured in the caverns they will live if there is cave flora.
Please let @Pr1vateLime know that you can butcher fresh animals to prevent reanimation, or tan process them to end it. And loot the dead caravan corpses after they clear the zonies for you. Unless it is too risky.
The traders not leaving is actually a bug in the game right now, you have to deconstruct your trading post for them to leave. Or you can keep them as guards. ;)