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Masterwork DF / Re: Orc Fortress [v1.26 BETA] for ☼MASTERWORK☼
« on: April 13, 2013, 01:38:33 pm »that's an advanced world gen property, it has nothing to do with orcsHrm. Might have changed something accidentally.
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that's an advanced world gen property, it has nothing to do with orcsHrm. Might have changed something accidentally.
@Dwarf73: Open the settings.exe, click on the "Orc" button at the bottom, open DF, gen a new world, embark. You can only play one different race on each world, so if you want to change to Kobolds or dwarves, you have to open the settings, change the race and gen another world.
@anomaly: It is much easier to farm aboveground, because you have sunshine and rain. Underground mushrooms grow, like in real life, very slowly. I also like it for the game balancing, like you said, you get twice as much plants aboveground. Thats a good reason to have farm plots there, but you need to protect them. They are out in the open, in the weather, accessable by flying enemies and you need to secure more topside space. Underground farms are so much easier to build and guard.
I will check the padded mittens, I think thats an easy fix. Typos... well, if you point them out to me I can easily fix those too. You just need to tell me where they are.
@Tarkanos: Open the settings, go to Creatures, "Secret FUN" Button. You need to gen a new world for the change to take effect.
@The_Final_Stand: Oh, thats a good catch. It previously took 12 iron bars and flux/coal and completely skipped the pig-iron step, till people pointed out that thats too easy. So I added pig iron back in, but didnt cut the bar intake in half. Thank you, I fixed it now.
Rainbows: Yes, there is a gnome civ. No, its not vanilla ^^ Just have a look at the manual, under Races.
It does generate flux stone, but the site finder cant find it. It just wont show at the embark screen, but it is there.I thought that might be the other answer, but it seemed less likely. Thanks!
Set up some cage traps. Eventually, you should catch some pandas. Kill them.I was under the impression that biomes generate a limited number of inhabitants and that slaying those won't cause more to move in, but will weaken the numbers of extant animals.
Alternatively, tell your military to kill all pandas in the area. If the pandas are gone, some more animals will move in soon. The more pandas you kill, the less pandas there are in the area, and thus it will be more likely that other bears will rule the area.
If bamboo wasn't a grass, you could cut down all of the bamboo. Pandas would starve or go elsewhere.

Usually turning off stockpiles to not collect eggs and such will prevent any from being picked up and not hatch.As I said, the picking up is not the problem here. I am absolutely certain said eggs were left in their nest boxes. My turkeys sat on their nests for 2 years without hatching. I've done this consistently in several forts and they have never been fertilized.
Nope. Basic worldgen, default parameters, no mods.are you using advanced worldgen? in it, there is an option for how many z-levels must be above the first cavern layer. this option is not present in basic worldgen. i was assuming you were using the advanced worldgen, as it provides a lot more opportunity to make anomalies.
As for RAKninja:
It was actually a single biome Temperate Conifer Forest embark. Not sure what you're asking with the last question.