Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
If you designated the dining hall properly then just give them time to use it.
Metalcrafter is having a strange mood, he wants bones and metal, get him some.
Stuff in the trade depot will be moved to stockpiles automatically, for caged animals put them in a pasture zone.
You can have a bigger embark but there's very little reason to, you have more than enough room anyway and it causes lower FPS.
make sure tables are only in the dining hall and attach the dining hall zone to your tavern location
Only high ranking dwarves will demand their own dining room (mayor, nobles, captain of the guard). To assign a dining room to a dwarf, do the same steps are you would do for a bedroom. (click on the dwarf's face with the + icon)
The rest will use the tavern or public dining area.
Strange moods will ask a specific demand which you can decipher from this chart
https://dwarffortresswiki.org/index.php/DF2014:Strange_mood
Keep in mind that the subtype of materials counts. For example if your dwarf wants silk but you only have plant cloth and wool, you better hope that a silk caravan shows up soon.
>I got stuff into my trading depot, but how to get it out? I have a yak in there in a cage that I traded for and hes probably hungry by now.
Assign the caged animal to your pasture and your dwarf should drag them in. But if it's still stuck, it means your trading post is bugged. Dismantle it completely and the animals should be free for the dorfs to pasture. I had that problem with my first two trades.
In this game, it's better to go downwards than sideways. Think the default mode is that you're given an inverted skyrise building. Be careful when you hit lower depths though...
At the very least that once you have enough iron weapons, I suggest you dig down until you bump into your first cavern. If you don't want to use your militia, put many traps in tight corners. or around your farm (you definitely want some high production farms down there, like quarry bushes for precious oil for soap when crap hits the fan)
havent marked anything "tavern" I have dining hall and kitchen with food and there is booze available.
Metal smith just went bananas and killed until he ragequit to valhalla.
found out how to slaughter the livestock and the caged one was there so that worked.
I assume its also normal to be constantly attacked by birds we've de-homed?
the birds don't sound too bad. i have monkeys who keep stealing my ♥♥♥♥. even stuff from deep inside the fortress. don't know how they're getting in and they're fast
"Possessed" is a type of "Strange Mood" that dwarves can come under. Strange moods are the only way for most artifacts to be created and will make a dwarf legendary in the relevant skill for the item they made (except possessed, which doesn't affect skills). IE; a dwarf under a strange mood that made an artifact sword will become a legendary weaponsmith.
Artifacts are special items that are indestructible, are worth a lot, and in some cases can be made out of things not normally usable for the item in question (such as making a golden weapon). They also make dwarves very happy when they see them, and tend to be sought out by other civilizations for theft.
When a dwarf is taken by a strange mood they will claim a workshop and, under the workshop's tab, tell you what they need to make the item. If you cannot get them the items in time, the dwarf will go insane and at best eventually kill themselves, or at worst start attacking others until they're put down. Either way, fail to make an artifact and they are guaranteed to die.
If the birds attacking you are "agitated", it's because you're in savage surroundings (Joyous Wilds, Untamed Wilderness, or Terrifying). Animals in those surroundings, especially "Giant" ones, can become agitated by you messing with nature in the area such as by fishing or by chopping down trees, and will then attack your dwarves.
This is a new feature in the Steam release and is still being investigated by the community as to how exactly it works. It's also probably still being tweaked by the devs, so it might change overtime.
Thanks for info, looks like it was a curse to my village, but sounds awesome that artifact stuff, had no idea.
Agitated, yep, thats what it was. My new village is same world but in tutorial chosen spot. Looks nice and chill.
Oh... and it was a noble, so he does need his own assigned, obviously the children weren't nobles and used the public. Thanks everyone lots of info!