Dwarf Fortress

Dwarf Fortress

What are the next steps for my fortress?
I am relatively new to the game. I am following a playthrough for beginners on YT to see how to properly set up a thriving colony but I would like additional advice on what could be the next targets. For now I plan to go a route towards barony->mountainhome to get to grips with the many mechanics.

What I have so far and know how to set up:
  • Bedrooms
  • Tavern
  • Temples
  • Guild hall (1)
  • Kitchens area
  • Butcher&tanner but I am at a loss how to set up a good husbandry system, I am constantly out of leather in particular
  • Poor soil farming area, trying to setup screw pump and leading river underground to get depressurized water to create muddy cavern floor for proper farm
  • The usual workshops, trade depot
  • Began to create squads but with just 25 dwarves they are very small since I cannot use primary jobs + squad at the same time (the famous 'hidden uniform' bug/feature)
  • Trying to get male+female alpacas, cows, yaks etc. for leather, milk, wool,... however it takes forever and ever until they mate and then forever and ever until the babies grow into adult animals. For now I can only rely on caravans to get leather. Real pain.
  • Rudimentary hospital

I have deliberately not breached caverns yet. I want to build next a proper farm with muddied tiles plus an underground well for safe water supply. The latter is giving me big problems since I need depressurized water from river (no aquifer nearby) and still have to operate the pump somehow. Windmill above and somehow axle my way down to the pump?

In any case, what are good next targets to follow? Military? Special zones? Mining operations? Minecarts? Advanced stuff with machinery?
Anything to keep going smoothly towards ever higher population counts.
Advice welcome.
Thanks!



PS: I just got 10 or so giant dingos spawning on the map. Now I'm afraid they will slaughter my livestock and cause general mayhem. When I send melee dwarf squad they just run away endlessly. I also cannot find a way to efficiently make squads chase them, I have to select each dingo invidually and assign kill order?!
Thanks for tips.
Last edited by ApathicAlpaca; Oct 27, 2024 @ 1:37am
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Showing 1-10 of 10 comments
amade Oct 27, 2024 @ 1:35am 
If you set your waterway to force the water to move diagonally it will depressurize it.

Like so:
WWWWWWWW ~~~W~~~~ -> Flow ~~~~W~~~ -> WWWWWWWW W = Wall ~ = Water
Pressurized water comes in from the left, goes through diagonal and depressurized to the right.
Saver Sigonith Oct 27, 2024 @ 1:43am 
Welcome to the game! I'm glad you're having fun.
First, to answer a few questions.
- The best way I know to get leather while only minimally flooding your meat supplies is with egg layers. Specifically, peafowl are the smallest domestic animal that consistently produces a leather when butchered as adults. Set up some nest boxes in a room with peafowl, let 'em make you a ton of chicks, and then next year when they're grown you can harvest 'em. Buying leather is real efficient though, so don't consider that a failing!
If you're using autobutcher from DF hack, simply set the child cap to like 10+ of each.
- You can depressurize water with diagonal tiles like amade said. Make a well with it! And buckets are weirdly underrated for filling small areas?? Designating 'pit/pond' areas on an open space over the level you want to carefully flood, and you can toggle it to control how much water they put there. I use it for everything from bathtubs to swim training to weird soil projects.
- If you notice any of your dwarves don't have a need for military training, consider making them permanent miners or woodcutters.
- There's a way to set up an infinite generator with some water and a pump so might as well look that up if you need power for somethin'.

Honestly sounds like you're doing great!! With 25 dwarves you'll start getting strange moods, so paying attention to who has what specialties is useful so you can get some good legendary skills out of it ^.^
(In fact, staying at this many dwarves for a while lets you guarantee you'll get everyone - getting a legendary armor and weaponsmith early is huge, an engraver's very useful, and I make sure everyone at least has a point in miner or mason 'cause artifact furniture is always great.)
I usually take some time around this point to plan my permanent base in the stone layers. (Usually I'm doing some art project with it ^^' ) In your case, the only things you're really missing seems like a library and noble houses. Might as well prepare for each noble (you'll need 4 big rooms, 10 medium rooms and 15 small ones) so you don't have to fiddle with it later while they whine at you. Library's easy - put a few tables and chairs, a bookshelf or two, and buy a few books off traders. Or get some scrolls and write your own! They make your dwarves happy even if they're low quality. You'll inevitably need a few more guildhalls too, so might as well make a doctor's guild set to "all visitors welcome" so folks can start training.
Finally I would make sure your entrance (and the future entrance(s) to your mine and caves) are defended. Get some cage traps and a bridge on a lever at least. Currently regular forbidden doors are unbreakable too I think.

But yeah, sounds like you're doing good! Your little colony seems well on its way to thrive~
Last edited by Saver Sigonith; Oct 27, 2024 @ 1:56am
Saver Sigonith Oct 27, 2024 @ 2:10am 
Originally posted by ApathicAlpaca:
PS: I just got 10 or so giant dingos spawning on the map. Now I'm afraid they will slaughter my livestock and cause general mayhem. When I send melee dwarf squad they just run away endlessly. I also cannot find a way to efficiently make squads chase them, I have to select each dingo invidually and assign kill order?!
Thanks for tips.
!!!
Oh that's awesome! You're in a savage biome ^.^
Don't kill 'em, those are real useful~
You'll want to move your livestock underground - if you don't want to dig into the caves, just channel like a 10x10 area on the surface and order your dwarves to make 25 blocks to cover the roof with. Dig a path to your base from there. Grass will grow, your livestock can graze, and you can even dump refuse there without it producing miasma - all while everything's fully protected.
That way, the only way the dingos can get to you is through that entrance full of cage traps.
They may indeed wander over there, at which point you have GIANT DINGOS to train!! In a generation you'll have a small army of tame puppies to guard your entrance. I don't think dingos can be war trained, but other things you'll bump into on your map will be :)

Oh, but maybe don't cut down too many trees each year :P
The elves will demand you keep it to around 5 and see turns out they might know something...
Last edited by Saver Sigonith; Oct 27, 2024 @ 2:17am
Th3e Dud3e Oct 27, 2024 @ 2:24am 
work on future room designs for nobles. i like to design a dedicated Z layer for just nobles. that has their bedroom, dinner rm, and the throne room. the throne room just for the queen takes up 100x60 squares, with statues, artifacts etc
Saver Sigonith Oct 27, 2024 @ 2:28am 
That is a hell of a throne room
Fel Oct 27, 2024 @ 2:50am 
Originally posted by ApathicAlpaca:
*Poor soil farming area, trying to setup screw pump and leading river underground to get depressurized water to create muddy cavern floor for proper farm
You can also make a hole in the floor of the level above where you want your farms (through digging a channel) and designate it as a "pond".
If you have some empty buckets, dwarves will draw water (either wherever or where you designated a water zone) and dump it through the hole.
It is by far the simplest way to spread mud for a farm.
Just make sure you have walls around the place that will be the farm so water doesn't go everywhere, and stop the pond zone once there is mud everywhere but before everywhere is at water level 2/7 or higher.
*Began to create squads but with just 25 dwarves they are very small since I cannot use primary jobs + squad at the same time (the famous 'hidden uniform' bug/feature)
Setting up a squad of 2-3 that would be constantly training (or at least training often throughout the year in case they build up stress from being in the military for too long) while getting fully equipped is often fine early on.
If you equip them with the same weapon type, they will be able to all get to high skill levels in weapon and shield as well as a few other combat skills.

Later on, when you have more dwarves that you can spare towards the military, you can asign your "old" trained military as squad captains to teach the new recruits much faster.

Few but well trained and well equipped dwarves can handle a surprising amount of mediocre enemies
*Trying to get male+female alpacas, cows, yaks etc. for leather, milk, wool,... however it takes forever and ever until they mate and then forever and ever until the babies grow into adult animals. For now I can only rely on caravans to get leather. Real pain.
You don't really need leather specifically for much.
Once you setup your farms, you can use pigtail cloth for nearly everything since it is much easier to get it in large quantities.

For animal breeding, they need to be relatively close to each other, but it does take a while to give birth and to grow.
If you want to mass-breed for meat/bones/skulls/leather, your best bet are non-grazing animals like pigs that can be stuffed into a pen (pasture without grass) even underground.
Some birds can also produce leather and they tend to be able to reproduce a lot faster, chickens tend to be a good choice as they grow up in a year like pigs.

I have deliberately not breached caverns yet. I want to build next a proper farm with muddied tiles plus an underground well for safe water supply. The latter is giving me big problems since I need depressurized water from river (no aquifer nearby) and still have to operate the pump somehow. Windmill above and somehow axle my way down to the pump?
The easiest way to produce power is through waterwheels.
Rivers are great for this, but if you need power relatively far from it then dwarven reactors, a cheesy setup that uses a pump to send water back into an endless loop that powers two waterwheels and produces a decent amount of surplus power.
https://dwarffortresswiki.org/index.php/Water_wheel

Note that if you need to run a single pump, they can be powered by a dwarf directly as well, they are even faster that way.



What comes after all of this is really up to you, that is usually when you start to decide for a goal for your fort.
Anything is fine and it leaves a lot of room for experimenting with the crazier things like minecarts and such.
Last edited by Fel; Oct 27, 2024 @ 3:29am
Tanagram Oct 27, 2024 @ 3:22am 
Advice:
You only need to muddy the floor once for it to be farmable. So you really dont have to screw-pump the river into your fort. If you designate a pond ABOVE the area you want to wet, and give the dwarves a way to reach it, they will pour water on your stone and muddy it that way assuming you have buckets.

This would be a really quick way for you to grow your farmable soil tiles on your map to get better farming set up without a whole screw pump system to bring water lower into your fort. I only mess with water like that when I have breached the cavern layer so I know I can dump into that and not worry about flooding.

Farming seems like ur next major focus. You need PIG TAILS to make CLOTH. Its way better than overrelying on leather, which is fun but not something I would plan an early fort around. Youre going to end up farming a whole lot of pig tails, that will be where your clothing industry comes which you will need eventually when your dwarves' clothes start to tatter (leading to a lot of unhappy dwarves).

And also maybe try to make a lot of bedrooms. I find i seem to get way more migrants when I have lots of open bedrooms waiting to be occupied. You are new to the game and thus dont really have a mental layout of your fort yet but for example my forts follow a general pattern that makes it really easy for me to constantly expand without really putting a lot of brain effort into figuring things out. That took me a while of playing to figure that out but I can easily expand to make a block of bedrooms in many directions, which is something I will do usually after each migrant wave or so to constantly have more space for more dwarves. I dont know if that actually effects the # of migrants but IMO its nice to have like an extra 12-20 bedrooms unused for future dwarves.


finally I know that generated wealth also helps attact migrants. Migrants are awesome, most of my forts quickly have over 100 dwarves and really you can start doing some cool ♥♥♥♥ when you have so many. With so few, only 25, youre totally limited on who can really be doing what. But at 100, you can have dedicated mil dwarves etc and some of the problems you are facing become way simpler. A good way to generate wealth is to prepare a lot of food and trade your prepped food for anything useful off the caravans.


last: always bring dogs. Dogs breed like rabbits, so youll have a nice source of meat and leather, and even non-war-dogs are great anti pest detterants, really only losing out to an undead wave or goblins/elves but otherwise doing great vs random aggro beasts and kobolds.
ApathicAlpaca Oct 27, 2024 @ 6:46am 
I need leather for quivers, waterskins, leather armor (archers), ...
That's why I'm annoyed by the scarcity of it.
Last edited by ApathicAlpaca; Oct 27, 2024 @ 6:46am
Tanagram Oct 27, 2024 @ 8:11am 
Originally posted by ApathicAlpaca:
I need leather for quivers, waterskins, leather armor (archers), ...
That's why I'm annoyed by the scarcity of it.
marksman dwarves are one of the buggiest thing in the game and have been for a long time. better off just getting iron armor going. its not that hard to find iron producing ore and it sets up a lot of your smithing industry as you get ready to make iron armor. its one of my fortress first steps.

waterskins are part of military uniforms and only for when you are sending dwarves out to attack, so you really dont need them right away. you get a decent amount of leather from each dog you butcher (and you have to start butchering them because of how the populations eventually grow!), so realistically by the time you would be sending dwarves out on a mission your dog population will already be at a 'farmable' level (where youre actively culling ur dog/cat population and beginning to have leather and meat pile up)

best way to deal with animals so far for me is just empty meeting zones.

bored animals will walk between these, so you can set up a few zones outside of your hole and the animals will act as your scouts. then if danger approaches you can just pause the meeting zones and they will then begin to coalesce at a safer meeting zone somewhere inside ur fort. this works well for a giant growing pack of surface dogs that eventually become waterskins, backpacks, and prepared meals
Last edited by Tanagram; Oct 27, 2024 @ 8:15am
steven1mac Oct 27, 2024 @ 11:40am 
What I did was set aside a area around the 4th level or so for a farm area, dug a hole straight down a few spaces away from the river. Once I hit the designated a farm area I had 3 water gates, one right after the shaft and 2 in individual branching tunnels. One lever was set up to open a gate on this floor to flood the area for farms.

The other was set up to go down another hole. The second shaft went down a few levels and I carved out a cistern or small pond. First I dug a hole straight down to the planned cistern.

Once I did that Went back up the stairs to the surface and put in a grate and connected it to the river.

To do it better you might add a gate by the surface first, so you can add additional wells using the same shaft you did for the first one.
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Date Posted: Oct 27, 2024 @ 1:11am
Posts: 10