I rationalize the 3 mugs vs 4 blocks from a single boulder by visualizing how large a brick is versus what would be an acceptable single serving of booze for a dwarf. If you don't have to lift the cup with two hands, you might as well not drink at all.
That's a bit short sighted, how will you grab two mugs if they're both requiring two hands? Or if you lose both limbs, Uristmcslaughterface deserves a drink too...If only because we all fear his ability to rip people in half with his biting power.
Here are a few of mine: 1. Disable cooking with plump helmets. While you are at it, set Only Farmers Harvest. 2. Don't be afraid to make small dedicated stockpiles that feed a specific workshop. 3. Always cut down trees before digging in the layer below, otherwise you'll have holes in your roof. 4. Get a few pieces of every cloth type plus leather when you embark. This will cut down on mood-related insanity a lot. 5. You need to process your rope weed and pig tails in the farmer's workshop for them to be usable. 6. Edit your military schedules to require less than a full squad to follow an order. Otherwise nothing will ever get done.
@@ae3qe27u3helps a lot with organization - let the farmers doing their job on the farm and keeps other dwarf more focused on other stuff. And while working your farmers will become better at their job what will allows them to plant seeds at a faster rate, and seeds planted with higher skill will produce larger stacks of plants at harvest
@@ae3qe27u3It is all about specialization and skill training. A Profficient planter is a lot more effective than several dwarves with no experience, producing larger harvest and speeding up booze production. If you leave the setting on Everybody Harvests, all dwarves will end up with Dabbling Planter skill, and your actual planter will not level up quickly. Additionally, low-skill dwarves will start planting crops, reducing your yield, which can be crucial in the beginning, when you only have a very small stock of food.
I simply never dig the first layer. Lost a fort to those damn trees. . The farmer's workshop is confusing: "Process Plants" could say "TO THREAD" "Process to barrel" could very well say something about sweet pods or syrup, since its the ony thing possible. Same with "Process to bag", rock bushes. Maybe this was done with modding in mind? Making these reactions have other possible uses?
For my first fortress I decided to settle in a "good" biome becauseI thought that would be easier. Like any good dwarf I started by chopping down the forest. Next thing I know a bunch of unicorns rush into my fortress and kill everyone :D
@@BlindiRLI’m literally here prototyping a baseball cap with *horse blinders* hanging from the sides to keep me focused when my meds aren’t cutting it. Bro, I feel you.
"God put me on this Earth to accomplish a certain number of things. Right now I'm so far behind that I'll never die." -Calvin (to Hobbes) This book contains the secrets...
It took me a whole evening to find out why my military dwarves wouldn't wear steel high boots. Turns out that, for one, dwarves have trouble picking up boots from bins. So, always make a armour + weapon stockpile without bins to avoid this problem. The next problem was that they should be forced to wear this equipment, otherwise they won't take of their shoes for boots. Thirdly, dwarves have trouble picking up boots if there are not enough boots in stock. Multiple dwarves picking up the same boots cancels the command. I hope this helps, took me hours to figure it all out on forums.
Coming in from Rimworld... just how little dwarves eat. A normal dorf, according to the wiki atleast, consumes 2 units of food per season. All my earliest forts stockpiled 10 000+ food, with massive caverns of storerooms to hold it all, and most of my fort infrastructure dedicated to the procurment of food. As it turns out, food really isn't that big an issue in this game, atleast in "normal" biomes you can pretty easily feed a fort with a fisherdwarf and a herbalist. Farming is super-easy, assuming you have the seeds which is really the only hurdle, and you just need tiny fields.
The headless child bug freaked me out when the steam edition came out! I think I got unlucky and didn't notice any until I had over 200 dwarves and then I saw like 5 of them scurrying about
Wow. 600+ hours in and I did not realize mugs are a 3:1 build ratio! I recall a few times auditing my work orders to make sure I didn't have a weird faulty job making them. Thanks for the insight great list. One of my big learns was keeping my guilds near or incorporated into the area they serve (learned from you I think); I originally built a "Guild Hall" Z level out of the way. I started doing this first with my hospital and the associated guilds and it really helped. I also think setting outside visitors to guildhalls is important. I know many frown on enabling visitors, due to crime and spying, etc. You can always toggle it off once you build up some citizen membership in that guild who can begin sharing/teaching internally. Tavern visitors is for riff raff, I say leave off, guilds are different, you want to capitalize on some of that outside knowledge to use within your fort.
same, I got stuck for so long because I couldn't find "iron ore" and then I finally went to the wiki and realized how I've had stockpiles of it just sitting around.
@@HansLemurson Whatever is available and gets the fewest dwarves killed at the moment :) I've never tried using raw ores as blocks/walls, I wonder if they'd look nice...
@@MatthewBlevins Ha! Yeah, that added some confusion too. IIRC I was already in the wiki at that point so it was more of "I have to do what to make steel?! Pig iron? I don't even have any pigs!"
Took me forever to realize boots, shoes, gloves, gauntlets, socks, use the single word but will craft two of them. Didn't know the goblets thing either.
Great tips. I loved the section on "what qualities make dwarves best for the army". I'd love to see a series on what professions are best for a wide array of characteristics dwarves can have, if that's a doable idea.
A friend of mine really wants me to get into Dwarf Fortress, and I do too. But it's such a difficult task to wrap my head around just... Everything! Your channel does help but I would still need to do some trial-and-error in order to learn, and of course have the Wiki open as I play. Thank you for these videos.
yes and no , a lot of dificulty of DF was due wraping your head about visuals , that is gone as steam relese as you can clearly see what is what , now game plays a bit like rimworld but still has some caviots as some things are not easy to do if in doupt krugsmash for great tutorials recent quality of life and interface reworks also made game much more aproachable then it ever was and ou can limit your population now , only thing i advise is not dig down in your fortress , if you do , do it away in seperate mineshaft , preferably outside. also devs themself posted few tutorials too im not even joking about rimworld , rimworld was inspired by DF , who now DF takes inspiration from rim , new music for instance very reminds me of rimworld:)
@@VarenvelDarakus It is actually easier to play dwarf fortress than rimworld once you get the hang of it. You have to struggle to survive in rimworld even in optimal starting conditions, but in dwarf fortress, you can just chill after adding a few farms and a kitchen.
It rly helped me when I i realized that I could manually set my fort's soft population cap to 30-50, because I kept getting to 150+ dwarves before I had enough infrastructure bc of how much stuff I buy from caravans
yeah limiting expansion is great , same as reducing or incresing embark points , customalization of dificulty or convinience is what i love about it , and CDDA too
12:08 I'm not a master at this game by far, but setting up a burrow that your marksdwarves report to for fighting will also prevent them from suicidally jumping down on enemies.
Calm doesn't mean safe. Calm, with a stream AND is Temperate or hotter? You might as well have embarked somewhere dangerous, because Hippos don't care how peaceful of a game you want to have. They are only interested in getting to the delicious red jam inside your dwarves.
@BlindiRL Not out of agitation, no. I've had them wander into forts I've started by rivers and on the unlucky ones, I've had animals or dwarves react poorly, resulting in some spectacular deaths.
One thing that seemed to happen to me quite a lot. Is a dwarf in full tantrum would punch someone in the throat and then the victim would suffocate, but the law page never stated that it was murder, just assault. So the criminal would always get off with just a beating and no Hammering. It happened at least five times in one fortress for me, I think I might be condemning Dwarves too quickly for the justice system to catch up which in turn causes some extreme cases to be brought down to misdemeanour beatings. Great video as always Blind!
I know you said you don't enjoy making this type of video, but I appreciate them. This type of video being infrequent makes me want to watch it more than if it was frequent.
oh speaking of uniforms - woodcutters dont seem to use their axe if they have to defend themselves, and military dwarves with axes cant use them to cut trees. also, quivers. JFC quivers. The axe thing also applies to miners/picks
There is simple solution for marks dwarf. Make burrows where you want them to stand and fire and order them to defend it. And build roofs over fortifications. That way they won't be able to jump over.
I have no mouth an i must scream. The archery tip will definitely come in handy in the spring. I created a new world for 50.10 and the random fort (?) name was Arrowmaze. A sign from Armok. I even had a bowyer get a strange mood and...a blow gun. Almost saved scumned there but I press on. Currently the target practice is halted as I'm battling a winter brook. The miners never stood a chance.
I thought I was doing a good deed for my dwarves by assigning a tavern keeper, ha! Nope, apparently they’ve never heard of over-serving. Many drunken brawls, deaths, and jail sentences later, the tavern became self-service only.
I wish I knew how to remove the tedium when it comes to cleaning up body parts and corpses after sieges, and how to make trading more efficient. 1. Regarding clean up time, it seems like when I get to the point of 2 sieges per year (early summer and early winter), once the siege is over there are a ton of body parts and corpses to clean up on the map. If there was a way to make this easier and less tedious than by clicking each individual one in the stock menu, or on the map menu designating each one to be dumped, preferably even not dumping so as to not lower the moods of the dwarves that happens every time clean up arrives, that would be great. 2. Trading more efficiently with less clicks would be awesome, but I unfortunately still struggle with this especially when you get to the point where you have multiple caravans per year in summer and fall, and have multiples hundreds of items to be hauled to the trade depot.
I'm with you on #1 I haven't figured that out. They way I handle #2 is with bins and stockpiles. I create craft stockpiles for "Exceptional" and "Masterwork" and then a separate stockpile for "Superior" and lower crafts. Then when trading happens, I know which stockpiles to pull from for maximum bucks, if you click the "Coins" sort in upper right of the Trade screen you get high dollar items ordered first. This usually makes my Exceptional/Masterwork bin goods easy to find. I also divide those craft stockpiles between rock (metal, etc) and then shell/bone. I can sell either to dwarves or humans, but I can safely sell the rock crafts (minus the bin) to elves. If you Shift-click the Bin in the Trade menu it selects the contents minus the bin. Early game I do something similar with Gems have a rough gem stockpile and a cut gem stockpile. I'm only ever bringing 6 or 7 bins to the depot for trading once the fort gets going. I can usually easily cover the cost of trade goods and then have some additional goods to gift to keep the mercantile palms greased.
I have to admit, this is one thing that irks me a bit. My Dwarves usually are too busy to clean up gore, so the fortress ends up being a sty full of psychopaths and depressives.
If you make a stockpile for corpses, your dwarves will haul all the gore THERE, then you can mass-designate everything in the pile for dumping. I'm not one million percent sure how the stockpile settings work; you might have to include a couple of refuse categories too (like "refuse>teeth")? The only hostiles near my current fort are goblins, so I specifically have ONLY goblin corpses / body parts allowed in mine, so the dwarven dead can be entombed right away & I can still throw out the stuff in the stockpile with wild abandon. The exact parameters are up to you, but this general idea REALLY helps; I don't find random loose teeth and arm bones halfway across my map anymore.
My big advice for trading is start mass producing fanciest meals you can. (Can't remember the name). One your cook becomes a master they sell for 1000 dwarf bucks per meal. So I just move the 3-8 barrels of prepared food to the trading post and I've got enough value to buy everything I want from the caravan. Some times I even buy everything just because it takes less clicks. I don't have anything for the gore, I leave it there. Which may go some of the way to explaining why my dorfs are so sad.
I think my biggest one is that if you go into the settings YOU CAN INCREASE the period of time in between demands and mandates, as well as the number of raids (thief / snatcher events) that happen between sieges! I like those mechanics just fine, but the game often feels way too fast-paced for me if I leave them on the defaults. I've had a great time learning everything else I've learned, but that one was more of an "oh. duh. give me that!"
I am quite the opposite of that, I will literally just tunnel vision into one project and generally miss half or more of the stuff that's happening o the fort, not only on DF other games I'm like this too
I almost lost one fort because I just forgot to take care of some designations that were using seeds and only realized when my dorfs were starving, but the magma elevator was worth it maybe
I wish i knew how to disarm prisoners, that you cant drown a cage creature, you can throw prisoner in a pit and that goblins are immortal and do not need to eat. I have designed my fort trying to deal with goblin prisoner like 30 times so annoying.
One thing that annoyed me is manually unforbidding goblin loot after siege, turns out you can go to the labour menu and change it so the corpses stay forbidden, but the loot isnt
Thank you, I just started playing a couple weeks ago and it's been quite the struggle. Your tutorial videos have been an immense help. Being terrible at this game is quite fun.
Thanks for the goblets thing. I was wondering why I always ended up with so much cups. Thought I must have mistyped the number or something. Now I know...
Back to mugs... saw another youtuber who uses them as the basis of his trading/economy, decided to try that out myself. Stone is plentiful, mugs are pretty quick to craft... now I have a good stock of masterwork obsidian mugs, plenty for trade. Went through a whole year with no deaths. No strange moods, though. Not much in the way of migrants, either, so I guess I didn't pick a suitably large civilization at the beginning. I have my original 7 (all friends or close friends with each other, except for the expedition leader and my stonecrafter, who are lovers). Got 7 more dwarves the first wave - make that 2 adult dwarves with one of them bringing her 5 children along. Then I got 2 more migrants. And that's all who has come in almost 2 years...
How do I make dwarfs to use goblets for drinking? Even when I craft bunch of them They are just drinking with their hands and they get unhappy thoughts.
A 1x1 stockpile in the dining room/tavern, with the drinks stockpile close, set to only accept goblets, and taking from your main stockpile or wherever you tend to store finished goods. You can fit enough goblets in a single bin even for a large fortress. Keeps them close. Dorfs dont want to walk too far for their goblet, and if it is on the other side of the fortress they wont go over to get it.
I wish I knew about difficulty, marksdwarves being broken and tamed flying creatures never flying before I settled in untamed wilds with mostly flying enemies, building my defenses with ranged combat in mind and trying to have a giant bird army flying around to defend the fort.
I've played about 60 hours across 4 forts. My most recent fort became a barony with about 150 population and I could not for the life of me get corpses buried in a tomb and it went south really fast. I wish slabs and engraving had been easier to work out. Its all fun though always feels like learning. Love your educational fortress vids
blind> re guild halls, is it counting just the population who have the task assigned/activated/whatever, or does it count any dwarf with the skill, regardless of whether they are be assigned to use it or not Often once I get past maybe 3 people in some skills (metal based, gem/jewelry based especially) then the extras will be assigned to general labour, without those particular crafting skills active, should I be counting them for guild hall purposes? yeah I know its asking the same question twice, the second one is my tired brains idea of an example ;)
I'm curious about that too. I often give all the peasants at least dabbling skill in weapon smith (churning out copper bolts) so that their highest moodable skill is weaponsmith.
my first several forts I refused to make pig iron.... thinking it was like minecraft and a different iron ingot, not that it was needed to make steal as one would make by infusing iron with coal.
"Certain dwarves just have a messy trait where they will just leave stuff strewn about without a care, and feel free to just throw those in the trash bin." You talking about the clothing or the dwarf?
Glad I to hear about the outfit thing. My military had to be disbanded because they just kept running around and getting angry for having no time to themselves. Makes a lot more sense now
I wish I knew that movement into a diagonal space is not blocked by walls in cardinal directions and that to seal off, say, a cavern full of angry beasts you need to make sure they can't cut corners.
Much like portal, you start thinking in urists. Having silly lil dwarves on your mind most of the day once you get drawn in by the game is an interesting experience.
I had 19 dwarves for around 2 years Then I had 60, thankfully due to mostly not having much for 19 dwarves to do over 2 years other than make room for the eventual migrant wave i legitimately had 60 bedrooms already prepared with cabinets and chests lol
I wish i knew how to make the minecarts work properly, i was watching WanderingkidDF on his one pick challenge and i think i got the jist of the ramp run, but they kept getting stuck somewhere on the path up. oh well, I guess I'll have to figure it out from the Wiki or some other minecart video.
iirc Dastactic did a very thorough tutorial a few years ago on the pre-steam version. It should all be still relevant, just the commands will be a bit different.
Idk if this is 'something to know' but I have a problem making all my rooms too small. A temple doesn't need like any furniture so you can make a tiny cubby but it'll be impossible to add any wealth to it. I also only ever make things by a single z-level so there's no verticality to my fortress - but once you break the 'z-level seal' and start making larger rooms with taller roofs things get out of control really fast so I still usually just keep everything flat
I have had the buggy children age perfectly fine, when they reach a positive number age you can just save and reload and the game should get their sprites worked out.
I had no issues with migrants starting from a civilization of 8 dwarves and 0 sites, I hit 200 population pretty quickly, so IDK why people say that small civs are an issue
I wish I knew windows were easilly destroyed, I wish I knew how werebeast infections spread and I wish I wish i knew traps don't affect forgotten beasts.
I wish that I knew how easy farming was. I always avoided it because it seemed like a hassle or not worth it. That was back in 47.5 Of course, now in 50.X I keep needing to remind myself how necessary cave farming is.
Does somebody know why my deserves ignore the requirement set for booze being? When I only allow them too brew if I have LESS than 300, they still keep doing
Honestly, the biggest problem I have with DF is, trying to give dwarfs down time, so I try to make them happy in other ways to deal with the constant grind of work.
I wish I knew how slow it's being developed. It gives a promise of an absolutely perfect game if it gets somewhat finished. But it's just blue ball torture to know that it would take decades to reach that state. I unironically wish they would release dlcs, microtransactions, season passes - just whatever that would speed up the development
nothing can speed up development :/ Even if they had more money, it would still take a long time to get where their going... Bit like Elderscrolls 6.... it will be worth it... just gotta wait another decade XD
wait wait wait wait wait wait WAIT, wait, wait. WAIT. Stop. Everything you're saying, I didn't know, and I've managed to kinda sorta keep a handful of dwarves alive for like, a year, maybe two. What the fuck? What is all this information? How have I got anything done at all without knowing this? It's an analog for real life, where I am so profoundly dumbstruck by my own stupidity that I'm not sure how I ever held down a job.
It used to be you couldn't enable both mining and wood cutting labors on the same dwarf - did that change in the Steam release? That at least avoids the mining/wood cutting conflict, though I do recall the occasional issue with hunters.
All of this goes into "Dwarf fortress UX is shit" column. Game should explain these things to the player. I've been playimg df sinnce 2017 and I still don't understand civilisations. God this game is frustrating sometimes...
I rationalize the 3 mugs vs 4 blocks from a single boulder by visualizing how large a brick is versus what would be an acceptable single serving of booze for a dwarf.
If you don't have to lift the cup with two hands, you might as well not drink at all.
armok bless you
That's a bit short sighted, how will you grab two mugs if they're both requiring two hands?
Or if you lose both limbs, Uristmcslaughterface deserves a drink too...If only because we all fear his ability to rip people in half with his biting power.
@@nonya1366Did you just say “short”? Get the axedwarves, this one needs cutting down to size!
@@atlander4204 AYE, AMOK BE PRAISED THERE'S A FIGHT ABOUT.
LET HIM WEEP BLOODY TEARS OF *JOY!*
FINALLY, A FIGHT WORTH REMEMBERING!
Here are a few of mine:
1. Disable cooking with plump helmets. While you are at it, set Only Farmers Harvest.
2. Don't be afraid to make small dedicated stockpiles that feed a specific workshop.
3. Always cut down trees before digging in the layer below, otherwise you'll have holes in your roof.
4. Get a few pieces of every cloth type plus leather when you embark. This will cut down on mood-related insanity a lot.
5. You need to process your rope weed and pig tails in the farmer's workshop for them to be usable.
6. Edit your military schedules to require less than a full squad to follow an order. Otherwise nothing will ever get done.
Why Only Farmers Harvest?
@@ae3qe27u3helps a lot with organization - let the farmers doing their job on the farm and keeps other dwarf more focused on other stuff.
And while working your farmers will become better at their job what will allows them to plant seeds at a faster rate, and seeds planted with higher skill will produce larger stacks of plants at harvest
@@ae3qe27u3and sometimes your farm can be relatively far, so less dwarfs walking back and forth
@@ae3qe27u3It is all about specialization and skill training. A Profficient planter is a lot more effective than several dwarves with no experience, producing larger harvest and speeding up booze production. If you leave the setting on Everybody Harvests, all dwarves will end up with Dabbling Planter skill, and your actual planter will not level up quickly. Additionally, low-skill dwarves will start planting crops, reducing your yield, which can be crucial in the beginning, when you only have a very small stock of food.
I simply never dig the first layer. Lost a fort to those damn trees.
.
The farmer's workshop is confusing:
"Process Plants" could say "TO THREAD"
"Process to barrel" could very well say something about sweet pods or syrup, since its the ony thing possible.
Same with "Process to bag", rock bushes.
Maybe this was done with modding in mind? Making these reactions have other possible uses?
For my first fortress I decided to settle in a "good" biome becauseI thought that would be easier. Like any good dwarf I started by chopping down the forest. Next thing I know a bunch of unicorns rush into my fortress and kill everyone :D
Nobody messes with freking Twilight Sparkle and her friends
@@DarkWolper XDD u right
So what you're saying is I don't have ADHD, someone just assigned too many jobs to me.
Armok has assigned too many jobs to a lot of us it seems.. shit..
@@BlindiRLI’m literally here prototyping a baseball cap with *horse blinders* hanging from the sides to keep me focused when my meds aren’t cutting it. Bro, I feel you.
"God put me on this Earth to accomplish a certain number of things. Right now I'm so far behind that I'll never die." -Calvin (to Hobbes)
This book contains the secrets...
oh that explains some things for me too
It took me a whole evening to find out why my military dwarves wouldn't wear steel high boots. Turns out that, for one, dwarves have trouble picking up boots from bins. So, always make a armour + weapon stockpile without bins to avoid this problem. The next problem was that they should be forced to wear this equipment, otherwise they won't take of their shoes for boots. Thirdly, dwarves have trouble picking up boots if there are not enough boots in stock. Multiple dwarves picking up the same boots cancels the command. I hope this helps, took me hours to figure it all out on forums.
For me the issues was that they wear socks and shoes instead of heir boots. So i had to make them only wear military uniform and no civilians clothes
Coming in from Rimworld... just how little dwarves eat. A normal dorf, according to the wiki atleast, consumes 2 units of food per season. All my earliest forts stockpiled 10 000+ food, with massive caverns of storerooms to hold it all, and most of my fort infrastructure dedicated to the procurment of food.
As it turns out, food really isn't that big an issue in this game, atleast in "normal" biomes you can pretty easily feed a fort with a fisherdwarf and a herbalist. Farming is super-easy, assuming you have the seeds which is really the only hurdle, and you just need tiny fields.
Drawves live more on alcohol than anything else 😂
yea but if u have a good cook food is really profitable tho
The headless child bug freaked me out when the steam edition came out! I think I got unlucky and didn't notice any until I had over 200 dwarves and then I saw like 5 of them scurrying about
Wow. 600+ hours in and I did not realize mugs are a 3:1 build ratio! I recall a few times auditing my work orders to make sure I didn't have a weird faulty job making them. Thanks for the insight great list. One of my big learns was keeping my guilds near or incorporated into the area they serve (learned from you I think); I originally built a "Guild Hall" Z level out of the way. I started doing this first with my hospital and the associated guilds and it really helped. I also think setting outside visitors to guildhalls is important. I know many frown on enabling visitors, due to crime and spying, etc. You can always toggle it off once you build up some citizen membership in that guild who can begin sharing/teaching internally. Tavern visitors is for riff raff, I say leave off, guilds are different, you want to capitalize on some of that outside knowledge to use within your fort.
Yeah, no wonder I would set a build order for 10 mugs and would realize I have 30 or them 😂
When I was first playing I wish I knew that iron ore wasn't called 'iron ore', though figuring that out got me to learn the actual names of iron ores.
same, I got stuck for so long because I couldn't find "iron ore" and then I finally went to the wiki and realized how I've had stockpiles of it just sitting around.
What's your favorite ore of iron?
Hematite?
Magnetite?
Limonite?
Goblinite?
"Are you kidding? What is a Flux stone? Where do I find that?"
@@HansLemurson Whatever is available and gets the fewest dwarves killed at the moment :) I've never tried using raw ores as blocks/walls, I wonder if they'd look nice...
@@MatthewBlevins Ha! Yeah, that added some confusion too. IIRC I was already in the wiki at that point so it was more of "I have to do what to make steel?! Pig iron? I don't even have any pigs!"
Took me forever to realize boots, shoes, gloves, gauntlets, socks, use the single word but will craft two of them. Didn't know the goblets thing either.
I just learned that from you! HAH!
wait, so your saying i dont need to craft a iron gauntlet 2 times???????
Great tips. I loved the section on "what qualities make dwarves best for the army". I'd love to see a series on what professions are best for a wide array of characteristics dwarves can have, if that's a doable idea.
A friend of mine really wants me to get into Dwarf Fortress, and I do too. But it's such a difficult task to wrap my head around just... Everything! Your channel does help but I would still need to do some trial-and-error in order to learn, and of course have the Wiki open as I play.
Thank you for these videos.
yes and no , a lot of dificulty of DF was due wraping your head about visuals , that is gone as steam relese as you can clearly see what is what , now game plays a bit like rimworld but still has some caviots as some things are not easy to do
if in doupt krugsmash for great tutorials
recent quality of life and interface reworks also made game much more aproachable then it ever was and ou can limit your population now , only thing i advise is not dig down in your fortress , if you do , do it away in seperate mineshaft , preferably outside.
also devs themself posted few tutorials too
im not even joking about rimworld , rimworld was inspired by DF , who now DF takes inspiration from rim , new music for instance very reminds me of rimworld:)
@@VarenvelDarakus It is actually easier to play dwarf fortress than rimworld once you get the hang of it. You have to struggle to survive in rimworld even in optimal starting conditions, but in dwarf fortress, you can just chill after adding a few farms and a kitchen.
It rly helped me when I i realized that I could manually set my fort's soft population cap to 30-50, because I kept getting to 150+ dwarves before I had enough infrastructure bc of how much stuff I buy from caravans
yeah limiting expansion is great , same as reducing or incresing embark points , customalization of dificulty or convinience is what i love about it , and CDDA too
How do you do that?
@@SirDebest it's in the in-game settings menu under Game I believe, you have to scroll down a bit
12:08 I'm not a master at this game by far, but setting up a burrow that your marksdwarves report to for fighting will also prevent them from suicidally jumping down on enemies.
Calm doesn't mean safe. Calm, with a stream AND is Temperate or hotter? You might as well have embarked somewhere dangerous, because Hippos don't care how peaceful of a game you want to have. They are only interested in getting to the delicious red jam inside your dwarves.
Sure, but they won't invade you out of agitation.
@BlindiRL Not out of agitation, no. I've had them wander into forts I've started by rivers and on the unlucky ones, I've had animals or dwarves react poorly, resulting in some spectacular deaths.
@@MartyrPandaGaming Spectacular deaths !!!! delicious red jam !!!
sounds fun :D
hmmm... I may be playing it to safe. hotter biome it is :D
One thing that seemed to happen to me quite a lot. Is a dwarf in full tantrum would punch someone in the throat and then the victim would suffocate, but the law page never stated that it was murder, just assault. So the criminal would always get off with just a beating and no Hammering. It happened at least five times in one fortress for me, I think I might be condemning Dwarves too quickly for the justice system to catch up which in turn causes some extreme cases to be brought down to misdemeanour beatings. Great video as always Blind!
I know you said you don't enjoy making this type of video, but I appreciate them. This type of video being infrequent makes me want to watch it more than if it was frequent.
I don't cause it feels cheap. But I get that people like them.
oh speaking of uniforms - woodcutters dont seem to use their axe if they have to defend themselves, and military dwarves with axes cant use them to cut trees. also, quivers. JFC quivers. The axe thing also applies to miners/picks
There is simple solution for marks dwarf. Make burrows where you want them to stand and fire and order them to defend it. And build roofs over fortifications. That way they won't be able to jump over.
I have no mouth an i must scream. The archery tip will definitely come in handy in the spring. I created a new world for 50.10 and the random fort (?) name was Arrowmaze. A sign from Armok. I even had a bowyer get a strange mood and...a blow gun. Almost saved scumned there but I press on. Currently the target practice is halted as I'm battling a winter brook. The miners never stood a chance.
I mean you can make masterwork wood crossbows at least.
I thought I was doing a good deed for my dwarves by assigning a tavern keeper, ha! Nope, apparently they’ve never heard of over-serving. Many drunken brawls, deaths, and jail sentences later, the tavern became self-service only.
I wish I knew how to remove the tedium when it comes to cleaning up body parts and corpses after sieges, and how to make trading more efficient.
1. Regarding clean up time, it seems like when I get to the point of 2 sieges per year (early summer and early winter), once the siege is over there are a ton of body parts and corpses to clean up on the map. If there was a way to make this easier and less tedious than by clicking each individual one in the stock menu, or on the map menu designating each one to be dumped, preferably even not dumping so as to not lower the moods of the dwarves that happens every time clean up arrives, that would be great.
2. Trading more efficiently with less clicks would be awesome, but I unfortunately still struggle with this especially when you get to the point where you have multiple caravans per year in summer and fall, and have multiples hundreds of items to be hauled to the trade depot.
I'm with you on #1 I haven't figured that out. They way I handle #2 is with bins and stockpiles. I create craft stockpiles for "Exceptional" and "Masterwork" and then a separate stockpile for "Superior" and lower crafts. Then when trading happens, I know which stockpiles to pull from for maximum bucks, if you click the "Coins" sort in upper right of the Trade screen you get high dollar items ordered first. This usually makes my Exceptional/Masterwork bin goods easy to find. I also divide those craft stockpiles between rock (metal, etc) and then shell/bone. I can sell either to dwarves or humans, but I can safely sell the rock crafts (minus the bin) to elves. If you Shift-click the Bin in the Trade menu it selects the contents minus the bin. Early game I do something similar with Gems have a rough gem stockpile and a cut gem stockpile. I'm only ever bringing 6 or 7 bins to the depot for trading once the fort gets going. I can usually easily cover the cost of trade goods and then have some additional goods to gift to keep the mercantile palms greased.
I have to admit, this is one thing that irks me a bit. My Dwarves usually are too busy to clean up gore, so the fortress ends up being a sty full of psychopaths and depressives.
yeah... there's a problem with the hauling/cleaning/burial priorities...@@henrisummers6694
If you make a stockpile for corpses, your dwarves will haul all the gore THERE, then you can mass-designate everything in the pile for dumping.
I'm not one million percent sure how the stockpile settings work; you might have to include a couple of refuse categories too (like "refuse>teeth")?
The only hostiles near my current fort are goblins, so I specifically have ONLY goblin corpses / body parts allowed in mine, so the dwarven dead can be entombed right away & I can still throw out the stuff in the stockpile with wild abandon.
The exact parameters are up to you, but this general idea REALLY helps; I don't find random loose teeth and arm bones halfway across my map anymore.
My big advice for trading is start mass producing fanciest meals you can. (Can't remember the name). One your cook becomes a master they sell for 1000 dwarf bucks per meal. So I just move the 3-8 barrels of prepared food to the trading post and I've got enough value to buy everything I want from the caravan. Some times I even buy everything just because it takes less clicks.
I don't have anything for the gore, I leave it there. Which may go some of the way to explaining why my dorfs are so sad.
Pro tip: understand the concept of Z-levels, or were-cavies will climb down into your “secure” “underground” animal pens and bite all your dwarves.
I think my biggest one is that if you go into the settings YOU CAN INCREASE the period of time in between demands and mandates, as well as the number of raids (thief / snatcher events) that happen between sieges!
I like those mechanics just fine, but the game often feels way too fast-paced for me if I leave them on the defaults. I've had a great time learning everything else I've learned, but that one was more of an "oh. duh. give me that!"
I wish I knew how to prioritize an important project instead of getting sidetracked by starting some other build or designation.
I am quite the opposite of that, I will literally just tunnel vision into one project and generally miss half or more of the stuff that's happening o the fort, not only on DF other games I'm like this too
I almost lost one fort because I just forgot to take care of some designations that were using seeds and only realized when my dorfs were starving, but the magma elevator was worth it maybe
I had same problem...
If you want to start working on bigger projects, start small...
just build a small tower... then add to it over time :D
I wish i knew how to disarm prisoners, that you cant drown a cage creature, you can throw prisoner in a pit and that goblins are immortal and do not need to eat.
I have designed my fort trying to deal with goblin prisoner like 30 times so annoying.
If you release them in the barracks it's easy training for your squads.
One thing that annoyed me is manually unforbidding goblin loot after siege, turns out you can go to the labour menu and change it so the corpses stay forbidden, but the loot isnt
GHOSTS CAN OPEN FORBIDDEN DOORS!!! Like the ones stopping forgotten beasts from entering your fortress :0
Thank you, I just started playing a couple weeks ago and it's been quite the struggle. Your tutorial videos have been an immense help.
Being terrible at this game is quite fun.
Yay
Thanks for the goblets thing. I was wondering why I always ended up with so much cups. Thought I must have mistyped the number or something. Now I know...
Back to mugs... saw another youtuber who uses them as the basis of his trading/economy, decided to try that out myself. Stone is plentiful, mugs are pretty quick to craft... now I have a good stock of masterwork obsidian mugs, plenty for trade.
Went through a whole year with no deaths. No strange moods, though. Not much in the way of migrants, either, so I guess I didn't pick a suitably large civilization at the beginning. I have my original 7 (all friends or close friends with each other, except for the expedition leader and my stonecrafter, who are lovers). Got 7 more dwarves the first wave - make that 2 adult dwarves with one of them bringing her 5 children along. Then I got 2 more migrants. And that's all who has come in almost 2 years...
And now my mayor has banned the trading of mugs. I guess the game figured that things weren't difficult enough.
How do I make dwarfs to use goblets for drinking? Even when I craft bunch of them They are just drinking with their hands and they get unhappy thoughts.
A 1x1 stockpile in the dining room/tavern, with the drinks stockpile close, set to only accept goblets, and taking from your main stockpile or wherever you tend to store finished goods. You can fit enough goblets in a single bin even for a large fortress.
Keeps them close. Dorfs dont want to walk too far for their goblet, and if it is on the other side of the fortress they wont go over to get it.
I wish I knew about difficulty, marksdwarves being broken and tamed flying creatures never flying before I settled in untamed wilds with mostly flying enemies, building my defenses with ranged combat in mind and trying to have a giant bird army flying around to defend the fort.
I've played about 60 hours across 4 forts. My most recent fort became a barony with about 150 population and I could not for the life of me get corpses buried in a tomb and it went south really fast. I wish slabs and engraving had been easier to work out. Its all fun though always feels like learning. Love your educational fortress vids
blind> re guild halls, is it counting just the population who have the task assigned/activated/whatever, or does it count any dwarf with the skill, regardless of whether they are be assigned to use it or not
Often once I get past maybe 3 people in some skills (metal based, gem/jewelry based especially) then the extras will be assigned to general labour, without those particular crafting skills active, should I be counting them for guild hall purposes?
yeah I know its asking the same question twice, the second one is my tired brains idea of an example ;)
I'm curious about that too.
I often give all the peasants at least dabbling skill in weapon smith (churning out copper bolts) so that their highest moodable skill is weaponsmith.
I only learned about the fact that there were different dwarf civs from your streams. Pre-steam - I never knew about them.
That this shit was gonna take up a substantial permanent residence in my brain
welcome to DORF
my first several forts I refused to make pig iron.... thinking it was like minecraft and a different iron ingot, not that it was needed to make steal as one would make by infusing iron with coal.
Here's some engagement for the algorithm. I could feel your soul leaving your body as you asked us to drop a like.
maybe don't drop it.. just place it kindly where it belongs.
Same…like dropped 😊
"Certain dwarves just have a messy trait where they will just leave stuff strewn about without a care, and feel free to just throw those in the trash bin."
You talking about the clothing or the dwarf?
Yes?
Honestly a tough game to do this with, and still one of the best ""x" things I wish I knew" videos I've seen.
Glad I to hear about the outfit thing. My military had to be disbanded because they just kept running around and getting angry for having no time to themselves. Makes a lot more sense now
I wish I knew that movement into a diagonal space is not blocked by walls in cardinal directions and that to seal off, say, a cavern full of angry beasts you need to make sure they can't cut corners.
I wish I knew about seeds being cooked early on. I was always so confused why my Plump Helmet seeds went missing very quickly.
Much like portal, you start thinking in urists. Having silly lil dwarves on your mind most of the day once you get drawn in by the game is an interesting experience.
I had 19 dwarves for around 2 years
Then I had 60, thankfully due to mostly not having much for 19 dwarves to do over 2 years other than make room for the eventual migrant wave i legitimately had 60 bedrooms already prepared with cabinets and chests lol
I wish i knew how to make the minecarts work properly, i was watching WanderingkidDF on his one pick challenge and i think i got the jist of the ramp run, but they kept getting stuck somewhere on the path up.
oh well, I guess I'll have to figure it out from the Wiki or some other minecart video.
iirc Dastactic did a very thorough tutorial a few years ago on the pre-steam version. It should all be still relevant, just the commands will be a bit different.
Finally!, I love list videos!
Idk if this is 'something to know' but I have a problem making all my rooms too small. A temple doesn't need like any furniture so you can make a tiny cubby but it'll be impossible to add any wealth to it. I also only ever make things by a single z-level so there's no verticality to my fortress - but once you break the 'z-level seal' and start making larger rooms with taller roofs things get out of control really fast so I still usually just keep everything flat
wow I've never seen those faceless kids, I know its a bug but I kinda like it.
I have had the buggy children age perfectly fine, when they reach a positive number age you can just save and reload and the game should get their sprites worked out.
I had no issues with migrants starting from a civilization of 8 dwarves and 0 sites, I hit 200 population pretty quickly, so IDK why people say that small civs are an issue
I wish I knew windows were easilly destroyed, I wish I knew how werebeast infections spread and I wish I wish i knew traps don't affect forgotten beasts.
Urist McNoFace is an ordinary Dwarf just like you and me.
I wish I knew what a seed cake was...
I got so excited about making cake :D
Apparently its not a pudding XD
Thanks Blind!
No problem mate.
how frustrating military and mood is
making blocks is much better than just rocks
Thanks for the video. ^^
I wish that I knew how easy farming was. I always avoided it because it seemed like a hassle or not worth it. That was back in 47.5
Of course, now in 50.X I keep needing to remind myself how necessary cave farming is.
Good dorf fort video!
Good video blind!
Does somebody know why my deserves ignore the requirement set for booze being? When I only allow them too brew if I have LESS than 300, they still keep doing
Do you have enough barrels?
Yes I do @@BlindiRL
The problem is not that they don't brew, the problem is that they wont stop
Honestly, the biggest problem I have with DF is, trying to give dwarfs down time, so I try to make them happy in other ways to deal with the constant grind of work.
water is more dangerous than forbidden beast
exept metal golem
Ahhhhh! That's where the no face ones come from. Had a family come in with two no faces.
It's technically a dwarven genetic disorder.
The first time I played DF I choose a starting location near a river and a lot of alligators just attacks and kill all my dwarfs
I laughed so hard on 7th. Never happened to me though
Don't remember any thing from the top of my head, that you didn't already mention.
Great video though.
Its ok if a dwarf is a little legless
Not so much when a child looses their head XD
saves on hats and haircuts!
That the knife-ears exist to be raided
Or traded with to get giant animals.
Blind's avatar must be one of those no skin dwarves.
👌
I wish I knew how slow it's being developed. It gives a promise of an absolutely perfect game if it gets somewhat finished. But it's just blue ball torture to know that it would take decades to reach that state. I unironically wish they would release dlcs, microtransactions, season passes - just whatever that would speed up the development
nothing can speed up development :/
Even if they had more money, it would still take a long time to get where their going...
Bit like Elderscrolls 6.... it will be worth it... just gotta wait another decade XD
wait wait wait wait wait wait WAIT, wait, wait. WAIT. Stop. Everything you're saying, I didn't know, and I've managed to kinda sorta keep a handful of dwarves alive for like, a year, maybe two. What the fuck? What is all this information? How have I got anything done at all without knowing this? It's an analog for real life, where I am so profoundly dumbstruck by my own stupidity that I'm not sure how I ever held down a job.
Note to self. Buy notepad! Just sent my mayor and brooker on a raid. 😅 Shit
Are you Steve Carell?
3th
2st
First
👏
.
Boatmurdered
It used to be you couldn't enable both mining and wood cutting labors on the same dwarf - did that change in the Steam release? That at least avoids the mining/wood cutting conflict, though I do recall the occasional issue with hunters.
You could force it with df hack so lots of folks did. But by default yeah you could only set one at a time.
@@BlindiRLah, well yeah if they shoot themselves in the foot with the foot gun i guess that's on them :D
All of this goes into "Dwarf fortress UX is shit" column. Game should explain these things to the player. I've been playimg df sinnce 2017 and I still don't understand civilisations. God this game is frustrating sometimes...