two drawbridges used as an airlock is probably your safest option. treat your fort like a spacestation, and the undead filled blood fields like the dark void of space.
@@callmefox630 Don't give Tarn Adams any ideas. I could totally imagine him implementing atmospheric simulations into the game so that we have to deal with ventilating our fortresses. 😭
I remember an old devlog when 'evil weather' was first being implemented. They made a mistake with the material indexing, so instead of raining blood, they got dandruff snow instead.
there's a mod for old DF that adds more body parts & potential interactions (example, for grappling, throwing & wielding as a weapon), during an attack from a giantess, she grabbed one of my militia by the penis and used him to club another dwarf, after this she "felt sick" (most likely from a stab to the gut but i like to think it was from her simple giant brain catching up to what she was holding onto), and threw him 10 tiles into a tree (about 40 meters), the dwarf was fine and "felt exhilarated". What a great game.
I read one signature on bay12 forums, telling the story of a modder that accidentally added the capacity of grasp to dwarven penises. They wielded two shields with the hands and fought using the ax wielding dicks.
Just started this vid but if you can get a run to survive out here it would be the sickest D&D stronghold inspiration ever. “Yeah 7 dwarves immigrated to the tundra where it rains blood and every dead instantly becomes undead and made it a city, now they don’t get raiders because can you imagine?”
@@Pr1vateLime isn’t there also an Adventure mode? Like where you take a single character to adventure through a pregenerated world? I’d love to see a challenge in that mode where you see how long it takes to slay a Dragon or something similar! If you’d like
@@Pr1vateLime I love how even with how big your channel is and how many comments you get you do your best to reply to as many as possible. Definitely subscribing after this video, and I hope to see more like it. I personally recommend you try more utterly insane ideas out in Dwarf Fortress and see how far you can get with them before your fortress either rises to incredible success or falls to terrible ruin. Keep up the great work, I'm proud of you man!!! 👍💪🔥
I'm beyond happy that this game is getting so much well deserved attention after the steam release. Despite inspiring some many others there's really nothing else quite like it.
@@Gigi-zr6hp I actually quite like rimworld as well, it's even my most played game on steam, and for good reason. I'm simply saying that dwarf fortress is a very unique game. Please don't take offense.
@@Gigi-zr6hp He means how complex dwarf fortress is. Even with a thousand mods you couldn’t even come close to the amount of simulation dwarf fortress does.
Welcome to dwarf fortress! Prepare to die a lot while the game throws "fun" at you, and probably a few thousand comments telling you how you're doing it wrong.... like growing dimple cups instead of plump helmets. It's a great experience, and hope it becomes a regular on the channel!
I haven't seen the video yet, but, regarding that Dimple Cup vs Plump Helmets thing, it depends what a new player needs more for a fort that's still getting established: Food you can eat or brew into alcohol (Plump Helmets), or plants you need to process in order to turn them into a dye that you can use with the textiles industry to make the clothing items you produce worth more. Early fortresses usually already have a bit of a rough time avoiding a starving population, so food/booze production is a very high priority.
@Thalanox I hear yah. I was just making a joke referencing how several comments were telling him the diffrence between plum helmets and dimple cups because he grew them in his video. He later does grow plump helmets in the video.
Evil biome was my most fun fortress with best stories but also the shortest as the caves got quickly filled with undead creatures slaughtering everything and creating more undead causing fps death.
One thing nice that I've noticed in the Steam version that's different to the original version is coal is MUCH more common. A lot of the time in the past you'd be lucky to ever see any coal at all, now it seems to be on every embark. This does make the game 'easier' in a way, but also much smoother to play (and is more realistic - coal is abundant in comparison to gold deposits).
You're trying to grow dimple cups instead of plump helmets. Also, the trade depot should be on the other side of the drawbridge. When traders come they won't have access to it and will leave.
I grow plump helmets just left it cut out, but you can see the seed count decrease and plant number increase. The reason why I have the trade depot on the inside is so that once they get in zombies wont roll up and murder them. Them leaving is a better outcome than being murdered and becoming more zombies on the surface
@@Pr1vateLime at 7:20 we see you putting Plump Helmet as a growable crops for Spring, but for some reason you made the rest of the season grow Dimple Cup
@@Pr1vateLime I hope you don't have plump helmets set to cook btw, that destroys the seed. Brew them into wine to get the seed back + chance for extra seed based on brewer skill. Can cook with the wine later. Early game raw eatin' gets the seed back so that is always fine. You can also harvest wild underground stuff in the caves.
Expedition Leader: This looks like a fine place to found a new settlement. 6 dwarfs are now nervously looking at each other. EDIT: oops I didn't mean to post this here.
played many hundreds of hours of this years ago. nice to see it develop to this point. I remember having to install labor, squad equipment, and other management add-ons just to keep up with having 150+ dwarves to a fort.
The only complaint I've got so far is that the classic menu is so ingrained in my brain at this point that I'll sit there hitting a key combo that doesn't do anything anymore for way too long before noticing I'm not actually placing nest boxes, for example. The growing pains are worth it though if they let more people enjoy the true insanity this game has to offer
@@stephenchurch1784 I always wanted to try DF but the interface was too much of a hurdle for me and I could never get into it. This Steam version is a blessing. 42 hours played in 5 days.
Imagine playing a adventure game in a dark and grim dead world. You arrive in an area that actually seems to be doing better than the rest of the world considering it was already horrible before death claimed the world. You find a large squared staircase leading into a blood rain flooded chasm below. You chance wading through the viscous semi-liquid because you notice a slight flow leading into one of the stone brick walls. At the center of the wall you discover a rather large crack that you can barely manage to squeeze through sideways, but not without dipping your head below the hellish goop for a few moments too long. You note after crawling through that going any deeper than this level will be impossible, because the place has been slowly flooding. You spot the tip of a large lever installed in the floor. Whatever it once operated will likely be useless considering the amount of damage time and the blood has inflicted. You sense that you are being detected by something sinister, just beyond the lever. A brick has been dislodged from the wall and you can see an eye glowing dimly from the hole... Basically, imagine splunking in a long abandoned Dwarven ruin and you discover that they sealed a camel behind a wall. Seeing as it would be nothing but bone at that point the reasoning behind why would be unclear.
Fun tip for evil biome starts: pickaxes make decent weapons and weapon proficiency with a pickaxe is based off a dwarf's mining skill. So embarking with everyone as a miner with some dodge and fighting skill ranks goes a long way.
Back in my zomboid phase I watched you a ton. Now that I'm getting into Dwarf Fortress I was looking around youtube for playthroughs but none seemed to scratch that itch, but you uploaded just in time. Cheers! Love your style of content.
Have you yried Kruggsmash? He's the one who got me into Dwarf Fortress. He creates illustrated stories of his various dwarf forts. I advise starting with his Scorchfountain series.
You should have a bridge behind the trade depo also. Leave the first bridge always open and close it once the merchants enter, then you open the internal bridge
if you assign a dorf as a manager, you can set work orders to create the exact amount of beds you need instead of setting the build order to 'loop'. fun video though, because i'd never go to that biome. lol
Years ago the original Dwarf Fortress had a legendary let's play called Roomcarnage, taking place on a haunted glaciar volcano where it rains frozen elf blood.
Great fun, not seen many other 'tubers covering this game yet in a biome like this. Nice to see you be able to chill a little bit (aside from, y'know, the bull) after how tense your zomboid plays usually are. Good stuff man, looking forward to more in this series!
You can automine ores by expanding the mining menu and clicking the little arrows on the right, which expands it further (can also set priorities for mining labors)
Wood and fuel on these sort of biomes is going to be scarce, so some good long term goals may be to get some magma forges set up (they eliminate the need for fuel so long as they have magma underneath) and dig out a big area with some empty space above to start letting underground trees to grow, just make sure dwarfs aren't running through it alot to let plants grow.
He can find wood in the caverns, but more importantly he has both bituminous coal and lignite in the first layer. He'll have plenty of fuel for kitting out a couple squads in steel
6:40 Wow, that's a terribly enormous field size. For refence, these seven dwarfs can be sustained by one efficiently farmed tile of plump helmets. 3x3 plot can sustain 95 dwarfs, 5x5 - 265. That's the old wiki info at least. I don't know if the farming is changed
One of my favorite OG DF bases had a start similar to this and ended up defending itself with full iron long-beard squads and a draw bridge that dropped intruders into a pit full of zombie bears lol. As with many forts, eventually my civilization enjoyed a very fun tantrum spiral and collapsed from within :D Thumbs up for wall camels!
The decision of "deep city, near magma, being near cave resources" vs "close to surface, close to trade and surface farming" is almost like two different games for me.
I never got to properly play dwarf fortress, but I've been in love with the game and it's community for years, and it made me so, SO happy to see you playing it! You're such an enjoyable person to watch!
More of this please. I love Dwarf Fortress and have been playing it for years. I haven't checked out the steam release, but this is a good way to see how it has developed.
Your best option might be to dig down to find the first cavern. You'd have some wood and some plants to forrage. As long at no forgotten beasts show up
My current fort is in a haunted forest. First Embark was wiped out immediately by zombie elephants. Second through fifth as well, and the yaks and horses of each caravan got added to the map's zombies. Sixth caravan made it into a sealed underground. Anvil was stranded on the surface. Not enough seeds made it, so we farmed what we could while piercing the aquifer and making it down to the caverns to gather plants there. All the while I had to carve slabs for all the 35 dwarves who died in previous caravans, or all the dwarves dying as migrants, visitors, and traders on the surface. By 3 years in, I was stable enough with my 7 dwarves (one baby was born) to set up a giant drawbridge/trap hallway, open the surface up, and let a dozen zombies come in to be trapped. The surface was now safe enough to grab the anvil before the elephants arrived, which were a lot slower than the yaks and horses. I started making metal weapons. By year 8 or so, I had 2x Axelords and 2x Macelords clad in steel, who were able to take down zombie elephants, and fully reconquer the surface. By year 10, the first Dwarf Caravan in 7ish years arrived. Humans and elves have since joined the rotation. We have an open tavern that attracts visitors, 75 dwarves, and are a county. People still occasionally get murked by zombie fauna. I just had a diplomat die to zombie eagle attack. But standingshovels is alive.
you got something wrong, dwarft fortress isn't *one* of the most complex simulation games ever created, it IS the most complex simulation game ever created, not just the most complex simulation game but the most complex game there is in general.
unless you bring animals which don't have a grazing need Dogs, cats, and Turkeys are all fine to bring inside in an undead biome and they are decently useful Dogs can be made war dogs (but thats iffy prefer to not bring any) Cats can hunt down mice and prevent them from leaving refuse and eating your food stockpiles(Though with how fast they populate it can be very bad) Turkeys are amazing and if kept safe basically are infinite food ( all they need is nestboxes underneath the ground and they'll provide you eggs which don't count for raising undead and the population can be controlled by cooking them) any other animals are all risky and probably need to graze so avoid like the plague
So this happened to the seven dwarves from Snow White, when she kicked them out of the house. Not sure what is worse - what lurks on the surface or what lurks beneath.
The joy of evil biomes. You're guaranteed to start with at least one grazing animal, you cannot possibly feed it (outdoor grass is a no-go and even tunneling straight to the caverns on embark won't seed your fort fast enough) and it will absolutely wreck your dwarves in combat when it revives
Of man I’ve been wanting to try this out and now both you and Ambiguous Amphibian are doing a series for it. Talk about a great way for me to learn how to play! ❤
As far as i understand. You can safely butcher animals as long as meat and stuff remains in workshop inventory, and cooking meat right away prevents zombification ( at least it is how it works in ASCII version)
queues dimple cups on all his farms xD Butchering animals will save you from a corpse, but the skin and hairs will revive, unless you have a tanner nearby to quickly turn the skin into leather. But zombie skin isn't strong, just scares the dwarf who had to punch it. You can't turn platinum into a weapon unless a weaponsmith tries to make an artifact, they claim a forge, and you forbid the other types of metals. If he decided to do a mace or hammer then yes, very good mace. Cage traps btw, very effective vs zombies. You could have also built a cage, put the animals into it, then you don't need to worry. They can graze on underground "fungal grass", which grows on any growable soil/mud once you breach a cavern layer. So a wide area of sand, clay, soil, or mud can become a future pasture. If you make the area have a few Z levels in height then fungal trees can grow too for wood.
Y’know, if it wasn’t for the blood rain, the zombies, and the existential threat of any of your coworkers kicking the bucket and immediately trying to bite your face off, this wouldn’t be a terrible place to visit. Certainly disconcerting hearing scratching and camel noises from the walls, but at least there’s food. It’ll be so nice, you’d never want to leave! (Mostly due to the zombie bull you likely narrowly avoided on the way in.)
Could set up the trade depot like an airlock with 2 drawbridges. Open the outer bridge so merchants can reach the depot, once they do, close the outer bridge and open the inner one, giving them access to the fort. Also works nicely for letting migrants in or sending warriors out.
A severed hand that's "resurrected" by an evil biome: think "Thing from Hell"! For those who don't know, Thing is a character from "The Addams Family" who is literally an animated disembodied human hand.
last night all my dwarves were murdered by a pack of agitated yak bulls. The only survivor was a 1 year old dwarf who was then tormented for months by ghosts of the colony that was murdered by the yak. Eventually the 1 year old ran around to avoid the ghosts, ending up outside and eventually another victim to the yak bulls. so sad
a strategy i think could have been done is self sacrifice, making a room to draw zombies in with a drawbridge entrance , one person goes in and draws zombies in, one dwarf is behind a wall with the lever, thus trapping all zombies outside preventing future snowballing.
For shits and giggles I tried out a terrifying fortress with 0 knowledge on undead except they’re some of the worst enemies and goddamn. First fort lasted a whopping 5 minutes before getting torn apart by giant flying squirrel corpses. The next one lasted around 8 min with Giant Condor Corpses wrecking shop. So yeah big strategy is probably to embark with the supplies to make an instant drawbridge and lever to lock down an entrance ASAP. You don’t really have time to deal with aquifers and move around livestock.
Suggestion: Build two bridges/gates and line the hall with 4/6 ballistae, with a couple of more pointing towards the entrance from inside your base. Also you could make like 3 loop tracks for minecarts in the tunnel and make the minecarts automatic with wind turbines and just use the carts as meat grinders. Just space them out by one tile and make sure your dwarves dont wonder in close and just turn them off for caravans coupled with the ballistae you got a high layered defence.
You should make small corridors along side the main trader entrance, so you could carve out fortification and let your markdwarves shoot at enemies if they try to enter or destroy the bridge. This should be an easy way of dealing with the yak.
zombies are insanely tough and only die when you pulp/sever their torso or head. Even steel bolts are incredibly unlikely to do that. luckily the merchant guard had their head caved in ("mangled corpse") so he won't be getting back up
Cage traps are efficient against the vast majority of zombies. Heck, against most enemies. Cage traps are so OP that some people consider overusing them an exploit.
A bridge is an indestructible object when raised and enemies won't path towards you unless there is an open way they can actually get into the fort. You can exploit this by having a path to your fort through the caverns when you close the main gate. The zombies will head into the caverns and you can seal them in there to let forgotten beasts deal with them for you
@@arthurbarros5189 Very true but it kicks the can down the road until you can get your feet under you. Using the fact that hatches can't be destroyed from below allows you to have fool proof protection against cavern dwellers until you've got a militia that can actually handle clearing them out
Dwarf fortress, being as realistic and complex as it is, should incorporate suffocation from blocking off access to fresh air. If you create a hole and block off the entrance, there's a limited supply of oxygen in there.
two drawbridges used as an airlock is probably your safest option. treat your fort like a spacestation, and the undead filled blood fields like the dark void of space.
... are we playing Oxygen not included now?
@@callmefox630 you have it backwards. all other games, oxygen not included included, are simplified versions of dwarf fortress.
@@hvarthtonn6870 It seems like Oxygen was indeed... Included.
@@callmefox630
Don't give Tarn Adams any ideas. I could totally imagine him implementing atmospheric simulations into the game so that we have to deal with ventilating our fortresses. 😭
It's called SS13.
I remember an old devlog when 'evil weather' was first being implemented. They made a mistake with the material indexing, so instead of raining blood, they got dandruff snow instead.
I mean still just as cursed to be fair
I think its still possible to rain beer so it's not all bad.
That sounds worse than blood rain somehow.
@@benhamster IS IT? I was so happy with elf blood, never considered other possibilities
They should add that back as an option
there's a mod for old DF that adds more body parts & potential interactions (example, for grappling, throwing & wielding as a weapon), during an attack from a giantess, she grabbed one of my militia by the penis and used him to club another dwarf, after this she "felt sick" (most likely from a stab to the gut but i like to think it was from her simple giant brain catching up to what she was holding onto), and threw him 10 tiles into a tree (about 40 meters), the dwarf was fine and "felt exhilarated". What a great game.
New fetish unlocked
I read one signature on bay12 forums, telling the story of a modder that accidentally added the capacity of grasp to dwarven penises.
They wielded two shields with the hands and fought using the ax wielding dicks.
Times like that you have to remember that dorf fort has RPG stats, including defence: and every body part has hit points.
@@KopperNeoman I don't think it is exactly like that.
Gelding strike!
Just started this vid but if you can get a run to survive out here it would be the sickest D&D stronghold inspiration ever. “Yeah 7 dwarves immigrated to the tundra where it rains blood and every dead instantly becomes undead and made it a city, now they don’t get raiders because can you imagine?”
yea! This game is great inspiration for stories
@@Pr1vateLime isn’t there also an Adventure mode? Like where you take a single character to adventure through a pregenerated world? I’d love to see a challenge in that mode where you see how long it takes to slay a Dragon or something similar! If you’d like
@@logans.7932 Not available in Premium yet! Will take a long while for that to be finished.
@@logans.7932 Adventure is coming later to the Steam release, it wasn't quite ready (some functions would crash the game lol)
@@Pr1vateLime I love how even with how big your channel is and how many comments you get you do your best to reply to as many as possible. Definitely subscribing after this video, and I hope to see more like it. I personally recommend you try more utterly insane ideas out in Dwarf Fortress and see how far you can get with them before your fortress either rises to incredible success or falls to terrible ruin. Keep up the great work, I'm proud of you man!!! 👍💪🔥
I'm beyond happy that this game is getting so much well deserved attention after the steam release. Despite inspiring some many others there's really nothing else quite like it.
Always had potential just that old UI was horrendous for most normal people like me lol
I mean Rimworld exists and with mods and expansions it is as great as DF. Don't be a blind fanboy
@@Gigi-zr6hp I actually quite like rimworld as well, it's even my most played game on steam, and for good reason.
I'm simply saying that dwarf fortress is a very unique game. Please don't take offense.
@@Gigi-zr6hp He means how complex dwarf fortress is. Even with a thousand mods you couldn’t even come close to the amount of simulation dwarf fortress does.
@@Gigi-zr6hp Not even fucking close man
Welcome to dwarf fortress! Prepare to die a lot while the game throws "fun" at you, and probably a few thousand comments telling you how you're doing it wrong.... like growing dimple cups instead of plump helmets. It's a great experience, and hope it becomes a regular on the channel!
yeppers! Thanks for watchin
Lol
A game where interface killed more of your Dwarves when anything else
I haven't seen the video yet, but, regarding that Dimple Cup vs Plump Helmets thing, it depends what a new player needs more for a fort that's still getting established: Food you can eat or brew into alcohol (Plump Helmets), or plants you need to process in order to turn them into a dye that you can use with the textiles industry to make the clothing items you produce worth more. Early fortresses usually already have a bit of a rough time avoiding a starving population, so food/booze production is a very high priority.
@Thalanox I hear yah. I was just making a joke referencing how several comments were telling him the diffrence between plum helmets and dimple cups because he grew them in his video. He later does grow plump helmets in the video.
Evil biome was my most fun fortress with best stories but also the shortest as the caves got quickly filled with undead creatures slaughtering everything and creating more undead causing fps death.
FPS death is how every "successful" fortress eventually fails.
One thing nice that I've noticed in the Steam version that's different to the original version is coal is MUCH more common. A lot of the time in the past you'd be lucky to ever see any coal at all, now it seems to be on every embark. This does make the game 'easier' in a way, but also much smoother to play (and is more realistic - coal is abundant in comparison to gold deposits).
This is the original version.. actually update 0.47 so even still alpha?.. mr Adams said he problaby needs 20 more years to get it to 1.0
@@machielschreuders2256 the free version did not get updated yet so for now this is the Steam version
7:25 - I'm ganna designate Plump Helmets to be grown inside this farm at ALL times...
Clicks "Spring = Plump Helmets", "Summer = Dimple Cups", "Autumn = Dimple Cups" & "Winter = Dimple Cups"
I noticed too lol
You will eat the dye and you will like it! Or do you prefer to take your food complaints to the zombies outside?
Make a lot of dye and Cook the seeds!
You're trying to grow dimple cups instead of plump helmets. Also, the trade depot should be on the other side of the drawbridge. When traders come they won't have access to it and will leave.
I grow plump helmets just left it cut out, but you can see the seed count decrease and plant number increase. The reason why I have the trade depot on the inside is so that once they get in zombies wont roll up and murder them. Them leaving is a better outcome than being murdered and becoming more zombies on the surface
@@Pr1vateLime at 7:20 we see you putting Plump Helmet as a growable crops for Spring, but for some reason you made the rest of the season grow Dimple Cup
@@theseamoon2180 My man Private Lime doesn't know Dimple cups from Plump Helmets. tsk tsk. What Dwarf doesn't know the difference?
@@Pr1vateLime I hope you don't have plump helmets set to cook btw, that destroys the seed. Brew them into wine to get the seed back + chance for extra seed based on brewer skill. Can cook with the wine later. Early game raw eatin' gets the seed back so that is always fine.
You can also harvest wild underground stuff in the caves.
Expedition Leader: This looks like a fine place to found a new settlement.
6 dwarfs are now nervously looking at each other.
EDIT: oops I didn't mean to post this here.
played many hundreds of hours of this years ago. nice to see it develop to this point. I remember having to install labor, squad equipment, and other management add-ons just to keep up with having 150+ dwarves to a fort.
I last played Dwarf Fortress 5 years ago. This looks hundreds of times more accessible. They really did a good job on the Steam version.
The only complaint I've got so far is that the classic menu is so ingrained in my brain at this point that I'll sit there hitting a key combo that doesn't do anything anymore for way too long before noticing I'm not actually placing nest boxes, for example. The growing pains are worth it though if they let more people enjoy the true insanity this game has to offer
@@stephenchurch1784 I always wanted to try DF but the interface was too much of a hurdle for me and I could never get into it. This Steam version is a blessing. 42 hours played in 5 days.
Imagine playing a adventure game in a dark and grim dead world.
You arrive in an area that actually seems to be doing better than the rest of the world considering it was already horrible before death claimed the world.
You find a large squared staircase leading into a blood rain flooded chasm below. You chance wading through the viscous semi-liquid because you notice a slight flow leading into one of the stone brick walls.
At the center of the wall you discover a rather large crack that you can barely manage to squeeze through sideways, but not without dipping your head below the hellish goop for a few moments too long.
You note after crawling through that going any deeper than this level will be impossible, because the place has been slowly flooding.
You spot the tip of a large lever installed in the floor. Whatever it once operated will likely be useless considering the amount of damage time and the blood has inflicted.
You sense that you are being detected by something sinister, just beyond the lever. A brick has been dislodged from the wall and you can see an eye glowing dimly from the hole...
Basically, imagine splunking in a long abandoned Dwarven ruin and you discover that they sealed a camel behind a wall. Seeing as it would be nothing but bone at that point the reasoning behind why would be unclear.
Fun tip for evil biome starts: pickaxes make decent weapons and weapon proficiency with a pickaxe is based off a dwarf's mining skill. So embarking with everyone as a miner with some dodge and fighting skill ranks goes a long way.
The practiced frustration and disappointment of the Project Zomboid player transitions seamlessly into Dwarf Fortress.
Back in my zomboid phase I watched you a ton. Now that I'm getting into Dwarf Fortress I was looking around youtube for playthroughs but none seemed to scratch that itch, but you uploaded just in time. Cheers! Love your style of content.
Have you yried Kruggsmash? He's the one who got me into Dwarf Fortress. He creates illustrated stories of his various dwarf forts. I advise starting with his Scorchfountain series.
@@PotatoPatatoVonSpudsworth Same! But for me it was Honeystoker.
Can we talk to you about our lord savior kruggsmash?
You should have a bridge behind the trade depo also. Leave the first bridge always open and close it once the merchants enter, then you open the internal bridge
Yep. Airlock.
if you assign a dorf as a manager, you can set work orders to create the exact amount of beds you need instead of setting the build order to 'loop'. fun video though, because i'd never go to that biome. lol
Years ago the original Dwarf Fortress had a legendary let's play called Roomcarnage, taking place on a haunted glaciar volcano where it rains frozen elf blood.
Is this the new PZ update? Didn't know it would have dwarfs and moose zombies! WOW!
I love the explosion of content that dwarf fortress is experiencing on youtube
Great fun, not seen many other 'tubers covering this game yet in a biome like this. Nice to see you be able to chill a little bit (aside from, y'know, the bull) after how tense your zomboid plays usually are. Good stuff man, looking forward to more in this series!
the fact you are covering this game makes me so glad I started fallowing this channel.
awe thanks :)
In these blood rain times, it’s nice to take pleasure in the simple things (a fine door)
You can automine ores by expanding the mining menu and clicking the little arrows on the right, which expands it further (can also set priorities for mining labors)
Wood and fuel on these sort of biomes is going to be scarce, so some good long term goals may be to get some magma forges set up (they eliminate the need for fuel so long as they have magma underneath) and dig out a big area with some empty space above to start letting underground trees to grow, just make sure dwarfs aren't running through it alot to let plants grow.
He can find wood in the caverns, but more importantly he has both bituminous coal and lignite in the first layer. He'll have plenty of fuel for kitting out a couple squads in steel
Lime, you set the dimple cups, a dye producing mushroom instead of plump helmets. I haven't gotten Steam DF yet, the UI is so wonderful now I love it.
I grow plump helmets just left it cut out, but you can see the seed count increase and plant number increase.
@@Pr1vateLime Yes it does increase because you've set Spring as Plump Helmet season but all other seasons as planting Dimple Cups
The user interface is one of the worst I've seen in a game; especially for a colony management one!
@@ianalvord3903 Then you haven't seen the original interface of DF. This already is the improved version.
@@Phoenix0092 There was no interface before. It was just keyboard shortcuts.
you really Cask of Amontillado that camel. also, you should have 2 drawbridges, not one, like an airlock
Man, this reminds me a lot of Roomcarnage.
A haunted glacial volcano. I'd encourage you to give it a read. It's a lot of fun.
It reminds me of Nist Akath, which was also built on a terrifying glacier. Nist Akath had a heavy aquifer, too.
6:40
Wow, that's a terribly enormous field size. For refence, these seven dwarfs can be sustained by one efficiently farmed tile of plump helmets. 3x3 plot can sustain 95 dwarfs, 5x5 - 265. That's the old wiki info at least. I don't know if the farming is changed
Underground farming is nerfed now except in cavern soil, you get stacks of like 1-2 plants per tile
would love to see more so i can learn how to play the game lol. you are the reason why i play zomboid and why iv survived for so long
Might have to! The game has been a blast!
One of my favorite OG DF bases had a start similar to this and ended up defending itself with full iron long-beard squads and a draw bridge that dropped intruders into a pit full of zombie bears lol. As with many forts, eventually my civilization enjoyed a very fun tantrum spiral and collapsed from within :D
Thumbs up for wall camels!
I really like the DF aspect of just digging down and making your fort deep in the mountain!
Z-levels are real nice :D
The decision of "deep city, near magma, being near cave resources" vs "close to surface, close to trade and surface farming" is almost like two different games for me.
I never got to properly play dwarf fortress, but I've been in love with the game and it's community for years, and it made me so, SO happy to see you playing it! You're such an enjoyable person to watch!
I love watching Privatelime play games that I'm super intrigued by but too stupid to play lol
More of this please. I love Dwarf Fortress and have been playing it for years. I haven't checked out the steam release, but this is a good way to see how it has developed.
Your best option might be to dig down to find the first cavern. You'd have some wood and some plants to forrage. As long at no forgotten beasts show up
Literally selected dimple cups 🤣🤣
My current fort is in a haunted forest. First Embark was wiped out immediately by zombie elephants. Second through fifth as well, and the yaks and horses of each caravan got added to the map's zombies.
Sixth caravan made it into a sealed underground. Anvil was stranded on the surface. Not enough seeds made it, so we farmed what we could while piercing the aquifer and making it down to the caverns to gather plants there.
All the while I had to carve slabs for all the 35 dwarves who died in previous caravans, or all the dwarves dying as migrants, visitors, and traders on the surface.
By 3 years in, I was stable enough with my 7 dwarves (one baby was born) to set up a giant drawbridge/trap hallway, open the surface up, and let a dozen zombies come in to be trapped.
The surface was now safe enough to grab the anvil before the elephants arrived, which were a lot slower than the yaks and horses. I started making metal weapons. By year 8 or so, I had 2x Axelords and 2x Macelords clad in steel, who were able to take down zombie elephants, and fully reconquer the surface.
By year 10, the first Dwarf Caravan in 7ish years arrived. Humans and elves have since joined the rotation. We have an open tavern that attracts visitors, 75 dwarves, and are a county. People still occasionally get murked by zombie fauna. I just had a diplomat die to zombie eagle attack. But standingshovels is alive.
you got something wrong, dwarft fortress isn't *one* of the most complex simulation games ever created, it IS the most complex simulation game ever created, not just the most complex simulation game but the most complex game there is in general.
Please do more of this, it would be nice to see the kind of stories you craft with this game.
You're walking on the honored path of many Dwarves before you, among them the Dwarves of Nist Akath. Good luck!
More CDDA and Dwarf Fortress vids pls, they're the vids I like from you the most :)
This series could decide if I buy it or not
Note to self... when in an undead biome, entomb all your animals, don't leave them outside.
unless you bring animals which don't have a grazing need
Dogs, cats, and Turkeys are all fine to bring inside in an undead biome and they are decently useful
Dogs can be made war dogs (but thats iffy prefer to not bring any)
Cats can hunt down mice and prevent them from leaving refuse and eating your food stockpiles(Though with how fast they populate it can be very bad)
Turkeys are amazing and if kept safe basically are infinite food
( all they need is nestboxes underneath the ground and they'll provide you eggs which don't count for raising undead and the population can be controlled by cooking them)
any other animals are all risky and probably need to graze so avoid like the plague
I love how accessible the game is right now...
I tried like 20 times with the "original" DF but it's just too much for me :)
So, terrifying tundra? Isn't that Finland?
“Raining blooooood!! From a lacerated sky!! Building a dwarf hold!”
So this happened to the seven dwarves from Snow White, when she kicked them out of the house.
Not sure what is worse - what lurks on the surface or what lurks beneath.
I love how you just Cask of Amontillado'd your camel because you didn't wanna feed it. Live burials must be common in this colony.
The joy of evil biomes. You're guaranteed to start with at least one grazing animal, you cannot possibly feed it (outdoor grass is a no-go and even tunneling straight to the caverns on embark won't seed your fort fast enough) and it will absolutely wreck your dwarves in combat when it revives
There's no "right" way to play Dwarf Fortress.
Of man I’ve been wanting to try this out and now both you and Ambiguous Amphibian are doing a series for it. Talk about a great way for me to learn how to play! ❤
honestly thought this was pretty cool, would love too see more of this.
As far as i understand. You can safely butcher animals as long as meat and stuff remains in workshop inventory, and cooking meat right away prevents zombification ( at least it is how it works in ASCII version)
fella sets plump helmets for spring and dimple cups for the rest of the year, the absolute madman.
"Oh no the caravan guard died!... there's his pile of.... Sweet sweet equipment!"
"Welcome to f**king Roomlucid! Hope you like miasma!"
PLEASE More of these videos! ive been trying to learn how to play Dwarf Fortress, and it's fucking COMPLEX man! lol
*STRIKE THE EARTH!*
After killing 20,000 zombies in zomboid, never thought I'd see so much fear for one Yak.
queues dimple cups on all his farms xD
Butchering animals will save you from a corpse, but the skin and hairs will revive, unless you have a tanner nearby to quickly turn the skin into leather. But zombie skin isn't strong, just scares the dwarf who had to punch it.
You can't turn platinum into a weapon unless a weaponsmith tries to make an artifact, they claim a forge, and you forbid the other types of metals. If he decided to do a mace or hammer then yes, very good mace.
Cage traps btw, very effective vs zombies. You could have also built a cage, put the animals into it, then you don't need to worry.
They can graze on underground "fungal grass", which grows on any growable soil/mud once you breach a cavern layer. So a wide area of sand, clay, soil, or mud can become a future pasture. If you make the area have a few Z levels in height then fungal trees can grow too for wood.
Y’know, if it wasn’t for the blood rain, the zombies, and the existential threat of any of your coworkers kicking the bucket and immediately trying to bite your face off, this wouldn’t be a terrible place to visit. Certainly disconcerting hearing scratching and camel noises from the walls, but at least there’s food. It’ll be so nice, you’d never want to leave! (Mostly due to the zombie bull you likely narrowly avoided on the way in.)
What a quirky little snow town.
Dwarf fortress is fun and easy content just like Minecraft and everyone is nice and gives you advice
Absolutely loved this video! Please more DF content, LOSING IS FUN!
yea ofc!
My best description for the game is an interactive ever evolving procedural dwarven story book.
"I don't see how this could get any worse."
Are these famous last words in Dwarf Fortress?
Really hope you continue with this series Lime, I think it has a lot of potential.
Could set up the trade depot like an airlock with 2 drawbridges. Open the outer bridge so merchants can reach the depot, once they do, close the outer bridge and open the inner one, giving them access to the fort.
Also works nicely for letting migrants in or sending warriors out.
"Lets plant Plump Helmets" -> clicks on dimple cups
A severed hand that's "resurrected" by an evil biome: think "Thing from Hell"!
For those who don't know, Thing is a character from "The Addams Family" who is literally an animated disembodied human hand.
last night all my dwarves were murdered by a pack of agitated yak bulls. The only survivor was a 1 year old dwarf who was then tormented for months by ghosts of the colony that was murdered by the yak. Eventually the 1 year old ran around to avoid the ghosts, ending up outside and eventually another victim to the yak bulls. so sad
You think frozen human blood is bad?
Probably, the most benign snow I've seen in these biomes.
At least, blood doesn't rot the flesh off your dwarves.
Haunted Glacier Hours? I remember my first haunted glacier. It's special.
They say you can still hear the camel crying in the workshop if you put your ear to the walls
What a choice, dude, the legendary DF! Will be happy to check your adventures. And remember - losing is fun!
Not me trying to figure out DF for an hour and then being so annoyed and tired that I took a 3 hour nap
a strategy i think could have been done is self sacrifice, making a room to draw zombies in with a drawbridge entrance , one person goes in and draws zombies in, one dwarf is behind a wall with the lever, thus trapping all zombies outside preventing future snowballing.
For shits and giggles I tried out a terrifying fortress with 0 knowledge on undead except they’re some of the worst enemies and goddamn.
First fort lasted a whopping 5 minutes before getting torn apart by giant flying squirrel corpses.
The next one lasted around 8 min with Giant Condor Corpses wrecking shop.
So yeah big strategy is probably to embark with the supplies to make an instant drawbridge and lever to lock down an entrance ASAP. You don’t really have time to deal with aquifers and move around livestock.
Of course Pr1vateLime loves DF, this is perfectly in line with my expectations.
So happy to see one of my favorite content creators making content with yet another of my favorite games 😊
"Will my seven dwarves survive this expedition"
No.... no they will not....
maybe try luring the bull into a room of those drawbridges to trap it and seal it away forever
I love reading stories of dwarf fortress where players find dead cats covered in vomit, carp killing people and coins being used as bullets to kill
Love the pixel look of this game, kinda terreria esk, would love to see a tutorial simular to your first week in zomboid video
Might make one!
Just bought this as today is my first day off in a month and am about to enjoy this game all day. Love the video the human blood raid reall sold me
I always come back to this playthrough it’s so funny
I dont know about the merchants without wagon, but in classic df they needed a clear 3x3tile path to the trade depot.
Suggestion: Build two bridges/gates and line the hall with 4/6 ballistae, with a couple of more pointing towards the entrance from inside your base.
Also you could make like 3 loop tracks for minecarts in the tunnel and make the minecarts automatic with wind turbines and just use the carts as meat grinders. Just space them out by one tile and make sure your dwarves dont wonder in close and just turn them off for caravans coupled with the ballistae you got a high layered defence.
A place where it snows human blood...
what a nice place!
I would love to live there!
You should make small corridors along side the main trader entrance, so you could carve out fortification and let your markdwarves shoot at enemies if they try to enter or destroy the bridge. This should be an easy way of dealing with the yak.
zombies are insanely tough and only die when you pulp/sever their torso or head. Even steel bolts are incredibly unlikely to do that.
luckily the merchant guard had their head caved in ("mangled corpse") so he won't be getting back up
Cage traps are efficient against the vast majority of zombies.
Heck, against most enemies.
Cage traps are so OP that some people consider overusing them an exploit.
A bridge is an indestructible object when raised and enemies won't path towards you unless there is an open way they can actually get into the fort. You can exploit this by having a path to your fort through the caverns when you close the main gate. The zombies will head into the caverns and you can seal them in there to let forgotten beasts deal with them for you
@@stephenchurch1784 I like to think of "unbreakable raised gates" as Dwarven Gates.
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Also, beware undead forgotten beasts. They can also raise.
@@arthurbarros5189 Very true but it kicks the can down the road until you can get your feet under you. Using the fact that hatches can't be destroyed from below allows you to have fool proof protection against cavern dwellers until you've got a militia that can actually handle clearing them out
"Leading them to quick failure or slow failure."
Merchants! Open the gate! Yakbull! Close the gate! Merchants are still alive! Open the gate a little!
ive never heard of this game till now, but i hope this becomes a series
FYI, for 7 dwarfs a 3x3 farm plot will be more than enough.
Yey
You play Dwarf fortress. It's such a great game
Merchant wagons need a 3 wide road to the depot
ah... mistaking dimple cups for plump helmets. classic. Got me multiple times too.
Dwarf fortress, being as realistic and complex as it is, should incorporate suffocation from blocking off access to fresh air. If you create a hole and block off the entrance, there's a limited supply of oxygen in there.
This is a great video! Love the storytelling, and I often listen to just the audio, so the detailed narration is awesome.
19:10 Something of note is that corpses cannot be reanimated if mangled, as this dwarf was.