That's the coward way. Everyone knows true dorfs throw several levers in the same area, with no label, and with some not even connected so you can't even tell what does what, and having at least two of those rigged to destroy the fortress entirely. *IF IT'S GOOD ENOUGH FOR BOATMURDERED, IT'S GOOD ENOUGH FOR YOU.*
Three tips: Make a trash compactor by putting a bridge at the bottom of a 4x3 hole with a 3x3 overhang (so you can conceal the unmoving mechanism part of the bridge and not have stuff get stuck on it). You can then link it to a lever (preferably named 'trash compactor' to avoid confusion) and simply atomize any undead giblets (found out yesterday that butchered skin and fur reanimate???) that end up in your pit, freeing up frames per second AND peace of mind if someone accidentally falls down (assuming you keep it relatively clean). Second piece of advice is try disallowing movement into other locations. All of your burrows have motion between stations outside of their range enabled. Click the blue lined button to the left of the pause button and they should hopefully all drop everything to scramble into place next time. Third: Never put your dumping space Over a pit. Just designate the garbage dump to the side and they'll throw everything they want to get rid of over the side. Otherwise they'll jump in sometimes lol.
On skin and fur reanimating: My understanding is that it was originally a bug, but they kept it in because "It makes as much sense as skeletons reanimating"
The code reason for it is that organic items that have the tag for grasping (aka you can use skin and hairs to grab the same way you can use rope, string, cloth, etc to grab) if you can tan the skin fast enough it won't reanimate, so put the tanner near the butcher, and a stockpile for skin there too.
Engraving is a quality based* skilled labor. Assign one dwarf to smoothing only, then when they become a master have them Engraving everything. Your fort value as well as other dwarfs will love seeing the engravings!
@@SWA81 From observations: Stonecutter replaced Stone Smoothing, Stone Carving replaced Masonry (Masonry now is Architect I believe, which doesn't make sense to me), and Stone Engraving happens to be the same.
@Lexyvil the only good news is they didn't get rid of architecture labor. I really like making 'fine bridges' and seeing it in the thoughts! Thanks for the reply. I'm currently observing people play 50.03, and playing and editing 47.05.
@@Fallout3131 You can also make a legendary dwarf by dropping him onto a sword from a high height and getting him to parry the stab, thus cementing his name as the dwarf who parried a strike from a planet
@@Fallout3131 Certain books can teach Dwarves about the art of necromancy, or certain dwarves will already be necromancers. After that, easy enough to position them in a leadership role!
I wonder if it would be feasible to construct archery towers near the entrance of your base, with a staircase leading from underground and no aboveground entrances. Hazardous during construction, but then you'd finally be able to potentially clear out the undead milling around outside and leave a safe path for travelers.
Bolts arn't the greatest at killing undead. They could if you got a very heavy bolt, by studding it with stone or lead I think? There is also a great amount of risk that the archers would try to climb down the wall to melee when out of ammo unless you know how to build to prevent that.
@@PerfectDeath4 ya make it have a roof and have the arrow slitted walls up top so they can shoot out. once its roofed ya just dropt he scafolding down and prep for the gun show
Bolts generally won't pulp zombies so they'd just get right back up. Minecart gatling cannons on the other hand are extremely effective if you can manage to build them without killing your whole fort in the process
It'd be nice, but archers are pretty buggy with this version. Can almost never get them to equip bolts. I think BlindiRL figured out a way to make it work, but I forgor 💀
I am glad you found out shrooms can be grazed and channeling. Props for the difficulty level. The fact you always allows the possibility of getting whelmed is why I love this channel.
Just wanted to say that I am tremendously invested and bide my time until the continuation of this beautiful series. Please, keep up the wonderful work.
At this point, your best hope is to train the hell out of your remaining dwarves for like a year straight. Seriously, assign everybody you can to the squad and have them do nothing except train... obviously keep your Brewers and farmers and such, but otherwise just run a military outpost for now. Once you feel prepared, send everyone out through the stairwell and have them clear out the zombies. Then, once all the zombies are gone, have them bring the gear in from the bounty hunters. I think this is really your only shot. Good luck!
Build tunnels out to the sides like your map borders then put a door and 3 tiles away another door. Zombies take a min to break down doors. They are pretty usefull for slowing down enemy’s sometimes ill put a door in front of a draw bridge. But yeah if you build tunnels to the borders your migrants will have a better chance of getting under ground.
You know, when I eventually get around to playing dwarf fortress, I suspect it will go about as smoothly as my first zomboid games: atrociously. Good luck with the zombie hordes!
You should really make a large drawbridge that crushes zombies as they enter .... well a single flick of a switch they be sent to oblivion.... like Gate = > Airlock with large drawbridge inside (center) = > Gate ... so if any stupid monsters enter that area they be sent to oblivion...
I haven't read all the comments so I dunno if it's been mentioned already, but if you open the dig menu, and look to the right, there's a yellow arrow icon which opens up a sub-menu that allows you to set a number priority on your digging tasks. It's also there for engraving menu and maybe other functions too.
Start small. Keep the wikis handy. Tons of good tutorials on YT atm too. Don't be afraid to start a new fort after the current one descends into a dumpster fire; each one gets easier/farther/better. Remember, losing is fun! :D
deconstructing that wagon might help. if you take it down and put a meeting zone by your trade depot, it could encourage your migrants to make better choices. a very !fun! fortress, all around. i at least am enjoying it!
oh also the sheep probably came with a migrant wave. no idea how it died, though. if you're in the mood for an extremely goofy horror movie, check out "black sheep" (the 2006 one, not the 1996 one with Chris Farley). and i think you might need to put a dumping zone at the top of your pit to have them toss stuff down it? not as much of an expert on that though
As you were talking about the goblin settlement there was a tooltip underneath it that said the diplomatic status of their civilization towards yours. It was peace, so the goblin was freely moving about as normal.
Goblins at peace shouldn't be possible. They're supposed to be hard coded to be at war with every other culture besides the clowns (if you're not familiar with the clowns, you'll find them at some point and its best not to spoil it by looking them up)
@@stephenchurch1784 Oh, I’ve seen the clowns, alright. And, I don’t think they’re necessarily supposed to be constantly at war with everyone. It’s just that their ethics are so screwed that they find it okay to raid and kill people and thus end up in a lot of wars. In my latest game, I haven’t been at war with the goblins at all, though considering how many rumors existed of them marching on my civ at game start, I think a peace may have been negotiated immediately before my embark.
@@bookpenguin8818 They've got the [babysnatcher] tag which is supposed to make anyone without the tag hate them regardless of any other diplomatic factors. People are understandably not very happy when you steal their children
@@stephenchurch1784 Apparently it doesn’t. I honestly have no clue as to why they weren’t at war here or in my save. I don’t know the specifics, but maybe they only snatch from civs they’re at war with or consider a hard target? It’s possible that, considering the Goblin War ended almost immediately before my save (and possibly his), they haven’t had the time to snatch enough children for people to get tired of them again and start another war.
@@AtomicBoom227 the easy way is to dig a channel, or whatever the option furthest right in the mine menu is. Shortcut m+u in the steam version. Why does everyone on this channel have to make it weirdly complicated to dig a hole when there's literally a 'dig a hole one level down' button?
"the animals can actually graze on the floor fungus" Oh nooo it's too late the poor camel and ox are dead Now I remember why I stopped playing the ASCII version, cos I would get sad and restart when anyone/anything died ...That and it hurt my eyes plus it hurt my computer to run
You could dig a big 1x1 hole using the shovel button. With adjacent staircase (for construction purposes). Do this directly over your water, and you can build a well and ever level above the water can have water, per pit, per well. You can start with one shovel square on your top floor, then 2 square pit , 3, 4 ect. As long as it's over water then all wells would end up in the same general area on each floor.
i really love that you decided to do a series on the steam release of dwarf fortress. its a good refresh from zomboid. and a very welcome one in my eyes. as im getting into that game myself finally. i waited for the steam release for 3 or 4 years. always wanted to play dwarf fortress but the ascii and horrendous ui never convinced me. or rather, just the horrible ui.
A few ways to "safe" access the water source: - If you dig a small 1 square channel next to a stair case that goes from your fort to the open space of the caverns above the water, wells can access that water. Super long ropes bro. Has a risk of flying creatures coming up. - Dig next to the water, leaving about 2 squares or 1 depending on if you want the safe or risky method. This lower area can become your pool, you can make a room above it with a channeled area for a well and also fishing. To get the water in, the risky method is to smooth and then cut a fortification into the wall between the water and your pool. Put a staircase on the other side so the flood water that pushes the dwarf away pushes him to the stairs. The safer way is to cut fortification into the wall but leave another layer of wall between your pool and the water. Then on the upper layer you can mine out to that spot and mine a channel which will remove the wall below. Then wall up your upper spot. Fortifications are relatively safe for filtering out large creatures, though the fishing doesn't seem as productive. While you can always have an open access to the water with the ground routes blocked off, swimming creatures are still a risk. =P Silver as a material for blunt weapons is comparable to steel, better than iron. Children do suck, they love ignoring burrow orders to play make believe. By default, the wagon acts as a meeting hall, if you deconstruct it migrants and visitors won't go there, they will stand at the map edge until they can path to one.
You should try setting both of your airlock doors to the same lever but have one up and one down, that way when you pull the lever one will lower and one will raise automatically
This is actually a common enough tactic to have its own page on the wiki. Liquids teleport to the top of plugs dropped into them so carving out a cube of dirt with a single support over a pool of magma can be really effective when the difficulty begins spiking
dunno if this is even worth commenting at this point, but here’s a concept: As a hard anti-idiocy measure for the drawbridge, place each lever behind a small barrier (like another drawbridge, or perhaps something less dangerous if one exists) that is connected to the *other* lever. When one lever is pulled to lower its end of the airlock, it also blocks off the other lever. Thus, it is physically impossible for you to open both airlock bridges at once
Unsolicited advice, feel free to ignore. but it's often more efficient to make stone blocks in a Stone worker's and make big walls like in your cavern project out of that. Stone blocks are lighter so your dwarves can carry them faster. Additionally, you can make enough for several walls from one stone, so it's cheaper.
Nether-cap ( the cave fungus) has a weird property of having a fixed temperature at the freezing point of water. You can't actually freeze water with it because it doesn't transmit heat but you can totally fill a barrel made with nether-cap wood with magma no problem
YESSSS ANOTHER LIME VID!!! Keep checking every day and I spot another dwarf fortress video! Next start a new cryogenic winter series my guy, I’m 3 months into mine.
Maybe dig a relief tunnel towards the edge of the map where the migrants come from might make it to where the can join without provoking the zombies unless monster autotrack to opening in the fortress.
@Pri1vateLime, For the memes sake it is amazing but, Oh lord why haven't you removed your cart wagon, it is the default meeting spot for the dwarfs. Since you haven't created a new meeting spot inside your fortress migrants will simply stand there idle and will be mauled by the undead. Also, one more thing some cave creatures like trolls etc. will break any door.
Could carve out dome fortifications and have your military change to archers and then just make bone bolts and crossbows for easy shooting and help clean up the undead
You should make a custom work order just for hauling refuse and have one or two dwarves who just haul corpses (you could even just enable it when you need to
Maybe in future draft migrants to allow better movement controls. Dump zones/stockpiles need to be pathfindable to. To make a pit where you can dump corpses/things into is a minecart route with the dump in direction of pit designation. Loving the emergent story telling though
Pretty sure Armok has abandoned Room Lucid to it's fate. But perhaps there is hope yet. Maybe. XD At least if a siege shows up the locals will maul them. Before the siege stands back up as zombies. XD But hey,at least there aren't clouds spawning thralls.
Hey man, if you dig out a silt layer you can create a semi reliable source of wild fungus mushroom growths without having to enter the caverns. Just an idea if you start losing too many people. Cheers!
I think you might of forgot to assign stockpile zones without corpses of animals and people, it might explain why they didn't bother putting the corpses in the pit
You can designate a dumping zone in the corner of a stockpile and it'll let them stack an infinite amount of things on that single tile zone. The name the DF community has given it is a "Quantum Stockpile" Maybe watch a video or something about it, hard to explain things over text.