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DF Wiki Discussion / Where is the Update to the Wiki being discussed?
« on: December 12, 2022, 12:18:32 pm »
None of the community pages seem to have activity on them.
March 6, 2024: Dwarf Fortress 50.12 has been released.
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you know, I don't know if this will ever make it into the game without modding. its quite a nice idea, if you don't particularly value the lives of unicorns.
Turning the horn into metal bars through a custom reaction might be possible. and I'm not sure if you could somehow define the material received from butchering a unicorn according to age, then being able to increase the quality of the produced metal in steps.
The undead ghost silver is also very thematic, but might lead to an overabundance of the stuff. I mean, have you seen the zombie sieges as of late? gigantic!
the general theme of 'creatures that turn into useful metals over time' is worthy
what about a bird that lays a golden egg ?
the amount of friends, once scared away by ASCII or tilesets, that I’ll finally be able to properly introduce to the game!
There's a DFHack for that, deep-embark - if the surface is that bad, it makes sense that they would travel through the caverns. (You wouldn't hav to use DFHack all the time, just until after a successful cavern embark.)
Herbivores can graze in the caverns, though that is a bit more area to defend - and you'll get two with the wagon anyway, though you could just slaughter them after maybe milking them.
Turkeys don't need plants to graze, give lots of eggs, and grow to full size in 2 years - similarly peafowl grow to max in 1 year but produce fewer eggs.
6 picks and 1 axe (or 5&2) so everyone can hav a weapon to start, and faster digging of a defensible position.
"Terrifying" can mean different things, so plan ahead for deadly infections, deadly rains, deadly fog, deadly undead, etc..
Be sure to note if any area of the embark mentions an aquifer, because the caverns can have a limited and finite amount of water and it is possible to run out of water on a small embark. Bring several lye, and if you can afford it, a bar of soap.
Bring some materials for building magma-proof gates, mechanisms, and pumps (nickel or iron-bearing ore, some bags of sand...)
Bring enough logs so in the first week of your embark, you can put 4 or 5 of the dwarfs into a squad equipped with wood shields and a wood axe. In the first months, get them better equipped (bone armors, mail shirt, and metal weapon) so these guys can survive longer if ambushed and can rescue each other.
The other thing you need to bring to the embark is your absolute and total belief that anything can go wrong and that doors should be everywhere.
Cave-in traps work on even the deadliest forgotten beast. (falling objects are one-hit kills)
if you find forgotten beasts constantly roaming, just fill the outer caverns with a hundred statues.
As long as there are no critters in range, they'll spend months destroying buildings.
It's the perfect safety net, if you don't mind the red text from toppling a hundred statues.
Some caverns have water cutting across the edge, making a defensible area.
It's also possible to find isolated embarks, where a cavern layer is cut off from the rest of the caverns by water.
That makes it far less likely a forgotten beast will infiltrate.
if you are building (as I do) amongst the various caverns, fitting your fortress rooms in whatever rock there is to build with, I highly suggest picking a "1st Floor" for your logistics. So, instead of having a hundred different pathways between each section of the fortress, you instead send all traffic towards this main floor, and back to the remaining sections of the fortress.
If the cavern is full of water, look for a 4x4 stalactite and build your staircases there.
Of course you can simply build above the open spaces if you want to avoid the hassle of squeezing a fortress into that mess.
When interacting with cavern trees that you cannot cut down, either due to lack of access, or sometimes the trunk is drowned in water, you can build new constructions on top of the upper branches without an issue. Also, a ballista shot will immediately destroy any tree regardless of where it hits, so that can be used to clear specific inaccessible trees.
Troglodytes are annoying AF.
if you can find marble caverns, with vegetation present, they are some of the most beautiful natural features in the game. The contrast between the white stone and the various gems, metals, inclusions, and formations, these caverns are a sort of aesthetic paradise.