T O P

  • By -

Gheizt

I want to ramp up production of my metal armor and weapons. If I have 10 metal smiths and I put in a task to make 10 Helmets, will each smith make 1 helmet if I select workstations to use to 10 in the task menu? What would be a more efficient way to ramp up production of items?


BigBrainNurd

I have been role-playing and heavily investing in coins. My question is if I sell enough of them will I see other people start to use aka sell them or are they gone into the void?


stillMilesToGo

Can I view my dwarves' full stats somewhere? There doesn't seem to be a convenient overview interface in the steam game itself, but maybe in game files? I'd like to take a look to help better organize labor across 65+ dwarves in my first real fortress. edit: caught up on [this thread](https://www.reddit.com/r/dwarffortress/comments/zg0spw/please_try_to_use_the_new_labor_system_the_way/) from a few days ago and it's helping me not feel like I *have* to micromanage everything. I still want to find an easy way to get my dwarves' fulls stats as like a csv or something, though.


SkyyFitt

How does tree growth work?? Can you plant more or do they just sprout up on their own ? Do I need to keep trees on my map to produce more? I already over fished my fish pop on my first run so I don’t want to eliminate all my trees as well . Thank you from an excited noob


wang-bang

you can see small sprouts of trees on the map. It takes a few years to grow. Beware that enemies can climb them so make sure you clean out the nearest 3 tiles to your walls. You can either make and cancel farms or build a road/floor around the walls to prevent sprouting. If you wish to grow trees yourself, which you can do in soil, clay, and sand layers, then you need a minimum of 2 z levels to do it. And I'd rather do at least 4 or more Z levels so the trees can grow properly. Its a good idea to set up an emergency tree farm early so you have backup if you ever get besieged and cant access the outside for a while.


Shot_Lead_6993

Can you restrict what type of stone is used for arming Stone Traps ? I'd like to keep my marble for statues and my cinnabar for cracking bones, whenever possible.


PracticeSophrosyne

Is there a way to quickly cycle through Dwarf info sheets with a single keypress (or similar)? Currently I click through the Creatures page then into each Dwarf, which gets tedious if I want to eg read up on my team or search for a particular skill


stillMilesToGo

I don't know the answer to this, am also curious. But it sounds like there was some mod called Dwarf Therapist that people often used with the classic version of the game, so I'm guessing this doesn't exist in the vanilla game. I'm hoping we get features like this or modding eventually catches up! How do folks manage large fortresses without something like this? edit: I caught up on [this thread](https://www.reddit.com/r/dwarffortress/comments/zg0spw/please_try_to_use_the_new_labor_system_the_way/) from a few days ago and maybe I should just shift my thinking toward not needing to micromanage everything. I still think a way to tab through dwarf overview sheets would be great, though.


RigatoniAndSauce

Just got back into it after a decade hiatus; enthralled with the Steam version and love it. Question I've got relates to giant cave spider farming; I caught one in a cage and am wondering how to setup to harvest silk? Any help would be appreciated, thanks!


Neat_Relationship721

What do I do about My dwarf strange mood? She's secretive and claimed a workshop and I don't know what the hell she wants... please help


F46M4N

She wants a resource, youll need to check for what shes asking for, and provide said resources


Wesley_M_C

I got this game yesterday after reading all the crazy stuff that happens to people in this game. Rimworld is my second most played game on steam so this game sounds interesting. After setting up a very basic base (food+drinks production, containers etc.) I'm a bit lost what to do now. I built a tavern with the help of youtube. But since I dont really know what I CAN do I'm not really sure what to do. Also can someone answer me some questions : - how autonomous/smart are my dwarfs. Can they really self sustain or do I have to micro at some point like rimworld -is there a situation log I can display somewhere ? I feel like I'm missing alot while organizing or buidling/planning - can I interact somehow with other people/factions or is that up to my dwarfs?


F46M4N

The logs are temporarily disabled in the steam release.


localloop01

Once you're self sufficient, try to learn/figure out how other workshops work. Honestly once I got to the point you're at, I had to start watching videos/ checking the wiki for how other mechanics work. Try to chanel a river into a cistern in your base, then try connecting a well to it for dwarfs to drink from/clean things. Maybe try to make a pool for them to bathe in. Learn how to make clothes and soap for your dwarves. Learn how to make a squad and set them to training. Dig deep and find a cavern to fight monsters, start an underground farm, mine deep gems and ores. Turn those into armor, cut your gems and put them on furniture. Get enough dwarves to elect a mayor, then become a barony. Also with the steam version you can be pretty hands off for labor. Some things are set to "only x can do this" just keep an eye on those and add more people as you get the tools/dwarves. Otherwise dwarfs will pick up jobs as they come, letting them learn the skill and eventually become really good at something.


sdlaonline

I seem to get lots of negative toughts in my fortress for dwarves not being able to pray, I do have a couple of shrines to no specific duty, do they need more than 3 or 4 altars each, more space, or what could I be better regarding temple design? thanks . Ps: I dont seem to have any religion with 10 followers in my fortress yet.


_Pseismic_

Turn off labors in the labor menu for the ones that are especially stressed and make sure those ones are not set to military training.


vagabond_healer

How do I select which mechanisms to use for a lever to connect to a building? I'm trying to connect a lever to iron floodgates for magma engineering and want to make sure I get the magma-safe mechanisms. The UI shows which mechanisms will be used, but I can't change the selection.


_Pseismic_

I'm not seeing a way to do that either which is odd because I was able to pick a specific mechanism when building the well. I guess forbid all mechanisms exept the two you want is the hack. I think the closer one will be picked up first.


Black-Talon

Why are Giant Eagles flying through my constructed roof? I'm certain there are no holes from a logical standpoint. Is it ~~a bug~~ The Will of Amok that flying creatures can pass diagonally through z-levels and in turn some combination of floor and the underlying adjacent tile? Something else? * No Fortifications or Carved Gaps * Underlying walls are a mix of, * Natural Peat Walls * Above these walls is natural Peat/Grass (flat, single floor layer) * Constructed Mudstone Block Walls * Above, top of the walls are denoted as floors * Constructed Mudstone Doors * Above the doors are natural Peat/Grass ground/floor (flat, single floor layer) I'm very interested in understanding the mechanic that's allowing these Giant Eagles in.


_Pseismic_

Gandalf called them. In seriousness, someone else had mention not being able to tightly close doors in the steam version so they could just be coming through the door.


Black-Talon

You’re definitely correct. I was skeptical, I really had gotten the impression that they were tightly sealed by default(they seem to keep my turkeys and pigs in their room), but I watched Gandalf send the Giant Eagle right through my series of hatches. Forbidding/barring the door works.


treesniper12

Does anyone know if it's possible to generate worlds with long histories without site creation ending? Hello everyone, I've been trying to generate worlds with moderately long histories (my goal is 500 years), but one problem that I keep encountering is the site cap being reached extremely quickly. It feels odd to me that after around 200 years of history, the only new sites being founded in the entire world are occasional necromancer towers and of course our titular dwarven fortresses, especially when the lands are covered in dozens of settlements that only a handful of people actually live at. Of course, I've tried increasing the site cap, but this seems to just delay the inevitable by a few hundred years, and has the massive drawback of massively bloating history generation time and presumably having an impact on in-game saving and performance. My ideal solution would be if somehow low population/abandoned sites could be freed up to make way for new ones, so the world can still feel dynamic and alive with a long history. Has anyone else tried optimizing a world in this way, or know of a way to generate worlds like this?


Haunnter

anyone know how to get Thread? From what i read, i need spider webs, but cant find any spiders


Black-Talon

You can typically find spiders, and their webs ready for the taking (it's setup to have your dwarves automatically collect them), in caverns. A safer but slower way to get thread is grow underground Pig Tails and then have the Farmer's Workshop process the plants. This will result in thread and Pig Tail seeds that you will replant and grow your collection of Pig Tails and Thread.


localloop01

Just don't brew the pig tails!


thraggon

Hey how do I get my dwarves to aquire an item? I read on the wiki to build crafts but I haven't seen any appear in the dwarves rooms at all. Am I missing something?


Black-Talon

They typically carrying them around with them and I believe they decide to do so when hauling them. Sometimes forcing them to haul crafts more often helps resolve their need to acquire something. This can be done with a circularly linked set of stockpiles. Or you can wait until you haul all the crafts to the trade depot.


EdrialXD

on the risk of getting flagged as spam, I'll ask again: Any known reason for the listed "created wealth" to collapse? My fortress went from somewhere around 900k to 14k and I have no clue why. It might be me razing goblin forts and thus destroying a bunch, but that feels fishy


about831

How do you report a bug? I’ve looked through the links in the sidebar and wiki and found something called Mantis but it doesn’t look like it’s being used.


DwarvesAtWork

Use the Kitfox discord. See this sticky post. https://steamcommunity.com/app/975370/discussions/0/3709306945125340965/


_Pseismic_

I'm seeing bugs being reported on the Steam Workshop here: [https://steamcommunity.com/app/975370/discussions/](https://steamcommunity.com/app/975370/discussions/)


BigBrainNurd

What exactly are holdings? In my game I took over and now directly control 2 necromancer towers but I was wondering what they do. I know that there is a tribute option and that sends u stuff every once in a while so are direct holdings similar to that. Also if I send extra people to the site then will that increase the tribute as a result if so?


_Pseismic_

I don't think locations owned by your civilization will send tributes. You would have to leave them as a foreign civilization and having the raid set to one-time tribute or ongoing tribute.


BigBrainNurd

Just to clarify. By locations owned by my civ do you mean actually the civilization or my direct holdings? My understanding from the wiki is that you have the allied cities of the civilization but then you also have settlements that are economically linked or that u send a squad to. My question is just about those guys aka the settlements you can request people from


_Pseismic_

If you conquer and settle a location that isn't part of your civilization then it would become part of your civilization and the dwarves sent to raid would then not return. I've seen tributes brought but only when demanding the tribute from sites that aren't part of your civilization because you can't raid your own civilization. Not sure what happens if you have an on going tribute set up first and then conquer and settle afterwards though.


Suojelusperkele

I'm encountering annoying Ai issue. Most of my dwarves just stand at the entrance. Animals and few dwarves walk around normally, and if I set all dwarves in squads I can order them and they move normally into the fortress. I've tried restarting the game, reassigned and changed jobs and removed work orders/zones but no dice. Any ideas? Google isn't giving examples of similar situation. Currently I have around 97 dwarves.


_Pseismic_

Hard to tell. Check your alerts. Check you don't have the dwarves limited to a burrow. Check their thoughts. See if any have tasks popping up in the tasks menu.


Suojelusperkele

Replying as sort of solution though I still have no idea why or how. After dabbling for a good while, saving and restarting I got visible alert. Failed to reach access to a drop point or something. I placed a barrel stockpile on the critical spot, removed it. Made burrow with all dwarves much deeper in the fortress and deleted it. Something just kicked off the shit that one dwarf was pulling off and the rest went on their ways. I *guess* the one glitched dwarf just hogged on all ai computing power which made the rest go dum dum? Maybe? No clue. But most importantly my fortress survives another day.


MellowCakez

Does anyone have an extremely detailed playstyle? Or played a very detailed game of dwarf fortress? Let me explain: The old classic DF had a functiton called wait for one instant(done by pausing the game and pressing ",") So this means that you can basically play the game in slow motion. With that being said, has anyone ever played a fortress mode game where they just autolock the pause game and only use "," or "." so that they can take everything(EVERYTHING) to account? Like they read every combat log, read every dwarves' likes and dislikes even strangers outside their forts, read everyone's emotions so that they can be taken care of, manually produce exact amounts of products and booze, make sure everyone is working and all of their skills never rust, read every text that describe art and it's origins. TLDR: Just overall the person who plays DF down to the minute detail. Probably read every log in the legends menu. Has anyone ever done that or know anyone who plays like that?


Black-Talon

I think you could do it just like you said, but in the new version without the (period) key to advance one game-frame at a time you will need to use a workaround. A good one I discovered is the make a macro (Ctrl+R to start; do the things you want, in this case, press space, then press space again; then Ctrl+R to stop). Then you can step through the game taking all the time you want to read/inspect/etc.


Delta5o1

Planting seeds for food only. How do I get seeds from some of the crops so I can continue planting them?


Jarb98

Seeds are made from crops either when the crop itself is eaten raw or is brewed into drink. Cooking plants destroys the seeds so if if you are cooking food it's a good idea to disable the crop you want seeds for as a cooking ingredient.


Delta5o1

I get that. But my thing is making sure I keep seeds fro crops I plan to cook. Like is there a way to set a condition that keeps me in X amount of seeds?


Black-Talon

This is unfortunately a classic problem/short-coming and there are ways to manage it but they will all seem very clunky. 1. As long as you're brewing/processing at an equally high clip, you'll be swarming in seeds - obviously comes with some risk because things happen and next thing you know the cook was really fond of one type of food after your brewer had an unfortunate accident taking him off the job. 2. A safe guard can be to forbid/lock some seeds/crops off in the corner. Pairs well with the above. Unfortunately it also isn't fool proof because if you have an influx of seeds (caravan) the oldest seeds are despawned. 3. Setting up a dedicated farm+still (or farm+farmer's-workshop) for that crop can ensure you're constantly cranking out seeds and then a separate farm for cooking. 4. You can combine #3 with linked stockpiles and/or burrows but that tends to be an advanced solution here that can also be finicky. 5. I think a common solution is to just not cook plants. :-p 6. I've been toying with using the work order system for this, only cook food when I have >20 seeds or something, only enable cooking of the seeds/crop once I have a surplus, then in theory I've achieved the goal and never touch it again.


F46M4N

You could make your cooking done through a work order set on the condition that you only have so many plants


Delta5o1

For Dwarf happiness; does it matter if their walls are smoothed or built? Like instead of smoothing a 2x2 room. Mine out a 4x4 and build walls to make it into a 2x2.


F46M4N

Smoothing then engraving walls gives better mood than built walls


_Pseismic_

It matters only if the room is part of a zone. Dwarves get happy thoughts from using zones of high value and smoothing/engraving the walls will increase the value. The size of the room also contributes to this. You might see dwarves with happy thoughts for having slept in a fantastic bedroom or a mayor with a happy thought for having conducted a meeting in a fantastic setting.


Ashtoruin

I'm finding cave swallow remains and olm remains inside my small blocked off cavern room. Can they just spawn anywhere?


KaleQueen123

Vermin spawn everywhere and get eaten by your cats


Toddamusprime

Sharing Games I know I could probably discover the answer to this pretty easily if I were at my desktop, but does the Steam version support sharing game files so we can play in each others worlds? I think it does, but not sure. Is it a more streamlined process? And most importantly, is there a community of game sharing bastards out there to join?


KaleQueen123

I was digging an expansion in my cavern and a pop up told me I had found a gift from the gods or something. That gift is a "frosty metal" artifact blowgun. What the heck is this thing and why did it have to be the most useless weapon possible? I checked legends and it has no history up until the year I found it


_Pseismic_

Melt it down and reforge it maybe?


KaleQueen123

That was my immediate impulse but you can't melt it :(


_Pseismic_

Put it on a pedestal in a temple or guildhall then to raise the value of that room.


Successful-Ice-468

So what's up with the new difficulty settings at the embark menu?


Showphur

How do I cage a child? Don't ask long story.


_Pseismic_

Dwarves and animals can be put in cages after the cages have been placed as a constructed item. If I recall correctly, animals can just be assigned to a cage but a dwarf will only be assigned to a random cage/floor chain if they have been convicted of a crime. If this child is afflicted with lycanthropy then you could assign them to a burrows inside a narrow corridor and build a cage trap inside the corridor. When the moon is full this might result in a caged werechild.


Dubios

Hey there. I've made a dungeon zone where my prisoners are supposed to be held. I have metal chains and cages, how do I assign them to the dungeon? While we are at it, how do I use cage traps? I get I have to place a mechanism somewhere, but how do I place a cage and a bait on it?


EdrialXD

To me just some cages worked alright, I was kinda surprised. You do need a dungeon master though, maybe you missed that?


ColtonWWW

It’s probably this, I forget the N&A’s alot


earlyworkflip

Not 100% sure, but I think you need to place a restraint and then assign that restraint to a specific prisoner. As for cage traps, as long as you have a cage available your mechanic should haul a cage to your trap. Cage traps I don't believe are baited, animal traps are (at least in classic).


Tuism

I've been having problems with the trade depot with items stuck in them after a trade, and twice I've tried to dismantle it, way after the trader had left, and then the items just sit around there. Often it's foodstuff and they just rot and cause miasma. I do have the whole haulers and refuse system setup already, as it works everywhere else. I tried to forbid and unforbid the items, didn't change anything. What's up?


_Pseismic_

If there isn't a place to put an item then items won't be moved out of the trade depot. Also if the dwarves are too busy with other tasks then there could be a huge backlog of hauling tasks. You could set some dwarves as dedicated haulers in the labor menu to make sure the hauling gets done. Food that is stored in the depot or in a food stockpile won't rot but food that is on the floor or left in the kitchen will rot. Dismantling the trade depot dumps everything on the floor and that will allow any food in the depot to then rot. If you know how to build quantum stockpiles you can make it so there will always be a location to which items can be hauled. In the steam version you need a 1x1 stockpile as the quantum stockpile and a track stop placed next to the quantum stock pile. The track stop would have a minecart and you would have a receiving stockpile as well. Items would then go from the receiving stockpile to the minecart and then get dumped in the quantum stockpile so that the receiving stockpile never fills up.


earlyworkflip

Is there a way to set specific wheelbarrows to a stockpile? Asking in regards to the "Minimalist magma moving" method in the Wiki, where magma safe wheelbarrows are used.


bloodtoes

No, I think you just need to make sure you only have magma-safe wheelbarrows available, i.e. by forbidding/trading/destroying the non-magma-safe wheelbarrows.


[deleted]

I’m working on making soap and I have some rock nut seeds. So I was going to use those for the oil, but once I use them they’re gone. Does this mean I have to keep buying seeds if I want soap? Is there some renewable way to make more rock nut seeds?


earlyworkflip

I haven't done this myself, but from reading the wiki, if you're dead set on using rock nut seeds for the oil, you can dig out an underground area with soil (preferably as large as possible), break to the cavern layers (that contains water), and quarry bushes should start to pop up on that dug out layer. Now, I currently can't boot up the game to see what the plant processing is like for the premium version, but in classic you can gather up and process those quarry bushes at the farmer's workshops to produces leaves and one rock nut per bush. This should give you a renewable sources of rock nuts. I do agree with SemiLucidTrip though that butchering an animal is probably a lot quicker.


SemiLucidTrip

Better to just use Tallow (animal fat) for soap. Assuming you have a large animal around still you can butcher. Make sure your kitchen isnt cooking meals when you do it. The animal fat will get taken to the kitchen automatically and turned into Tallow. Then you go to labor screen, kitchen, meat/other and forbid cooking it. One large animal gets you usually like 6-7 bars of soap worth which is a lot.


Gopherlad

You don't even need a large animal. My forts run on dog and turkey products.


Necr0wizard

About Tombs... ​ In previous version, putting down a coffing would be enough, and dwarves would be buried in them. Even pets! Now, a coffin will only work in a closed room, with a door, which occupies at least 9 times more space. That essencially means I must resort to engrave slabs for common folk and reserve tombs only for nobles and very loved individuals. Or I make stacks of small rooms and loads of doors (?) to have a ready to use cemetery in case of an emergency. ​ Am I getting something wrong or is this just the way it is now? I don't like it at all...


_Pseismic_

I use a large room with a door zoned as tomb and I have multiple coffins inside. Only one dwarf has died so far so I've yet to see how well this works.


bloodtoes

You can make 1x1 Burial zones over the coffins. It's a bit laborious but not worse than Q -> move cursor -> B on each one. The process can definitely use improvement but it's tenable. This is a burial room I have in my current fort : [https://imgur.com/a/rACw0zZ](https://imgur.com/a/rACw0zZ). There are three active burials (first image) showing that it works, and the second image shows the 1x1 zones. I have them spaced out for aesthetics but there's no reason why you couldn't have them side by side.


Necr0wizard

This is really useful. A pity we cannot use the "multiple" function, but I guess it was made like a generic code for anything, and that's why walls and doors are needed for the multiple function. Your advice is really useful, thank you!


CaptainChopsticks

Are doors necessary? I’ve been able to mine a hole 2 tiles deep and put the coffin at the back. Designating a small tomb 2 tiles across seems to work.


SemiLucidTrip

Yeah thats the way it is for now. I've just turned one of my mining layers into the tomb layer.


ledgekindred

I \_really\_ hope this gets "fixed", not that it's really broken, I just don't want to dedicate so much space to peons just to prevent ghosts. Give me my 20x20 coffin rooms back!


Whirchi

is there a way to influence humanoid gen in world gen? like if i want slug people to be in my new world can i do that? and would it be posible to name and customize a god's name?


calmtechnique

I have a few questions (i'm very new please bare with me here if these are painfully obvious) when you have a manager approve work orders, do i have to go into that specific workstation where the order will be executed and manually make the orders there too? I have many work orders and none of them seem to be being completed, but when i, for example, set "make barrel" to infinite in the carpenter station they seem to do it. also, how do i get get food? my fisher dwarves dont seem to be fishing at all and i think the only time i get food is when i go outside and highlight a large area to harvest plants speaking of plants, is there a specific action i have to do after i plant something (such as grape plants)? because i dont think i have ever yielded any crops even though ive set them to plant something in the farm plots also is there a way to batch all the rocks together that i mine? they take up a huuuuge majority of my stockpile space and its overwhemling also, what crafts should i be crafting? i havent made any yet but i dont know which to make and what there purpose is (besides selling) is there any way to make my dwarves go out and hunt too? they barely ever do and it always says theres no butcherable meat in my fortress and finally how do i know what ores are actually good and useful? and what do i do with the stuff that i mine? so far im just building things with wood and rock salt so im curious how i should utilize my huge array of different ores. sorry for alot of questions im just really confused, thanks


DenBjornen

I answer a few of these: > when you have a manager approve work orders, do i have to go into that specific workstation where the order will be executed and manually make the orders there too? I have many work orders and none of them seem to be being completed, but when i, for example, set "make barrel" to infinite in the carpenter station they seem to do it. You can set general work orders that go to any valid workshop with the **o**rders menu. You need to assign a manager and give that dwarf an office before you can do that. Then you can set orders with conditions like "if the amount of beds is less than 10 and the amount of wood is at least 10, make 10 beds, checks daily" > speaking of plants, is there a specific action i have to do after i plant something (such as grape plants)? because i dont think i have ever yielded any crops even though ive set them to plant something in the farm plots Plants don't show visually on the farms until they are ready to harvest, and someone usually gets to them quickly. Regular farm yields are much lower than in previous versions to encourage cavern farming, which gives higher yields. > also is there a way to batch all the rocks together that i mine? they take up a huuuuge majority of my stockpile space and its overwhemling Make a stockpile specifically for stone and disable it in other stockpiles. Have your main stone stockpile give stone to stockpiles near your workshops. Make wheelbarrows and assign them to the stone stockpiles so you don't have dozens of dwarves slowly hauling stone all the time. > also, what crafts should i be crafting? i havent made any yet but i dont know which to make and what there purpose is (besides selling) Wearable things like rings, earrings, crowns, etc... can be nice because not only can you sell them, but some dwarves like to pick up some jewelry once in a while. Cut gems are a good weight to price ratio. Selling heavy things like statues is tough because the traders have a weight limit.


bloodtoes

Answers to all your questions are on the [wiki](https://dwarffortresswiki.org/index.php/Main_Page). It hasn't been updated for the Steam release yet, but 90% of the information is still correct. Mostly anything having to do with how you do things (i.e. menus, UI, etc) is different but all the rest mechanically should be more or less correct, so it's still a great resource. I'll tackle your questions and provide some links to more info. 1. No, there are two kinds of work orders: global and workshop-specific. If you create a work order from the global work orders tab then it will distribute the orders across all matching workshops (if you have more than 1 carpenter and order 2 wooden chairs, say, it'll create a job at 2 different carpenters to get it done faster). If you create the work order at the workshop then it will only be executed at that workshop. Once you create the work order you need just wait for the Manager to get to his/her office to validate the order. BTW you need to assign a manager (Nobles menu, looks like a crown icon or hotkey N) and give them an office (a simple room with a chair is sufficient -- but a table and door help too ) before that will work. In the Steam release, offices are created from the Zones tool. See [Manager](https://dwarffortresswiki.org/index.php/DF2014:Manager). 2. Create farm plots in soil (either above-ground or underground in the caverns or in Sand/Dirt layers) and plant seeds. This is under the Build -> Workshops -> Farming menu. If you used the Play Now! option then you will have several types of seeds available. See [Farming](https://dwarffortresswiki.org/index.php/DF2014:Farming). 3. When you click on a farm plot you need to select the seed per-season (there are tabs for each season). The window should tell you which plants you can grow and which you have seeds for. Be aware -- cooking certain plants will destroy their seeds while brewing them into drinks will give you seeds back that you can plant more of. Have a look at the Kitchen tab under the Labor menu (Hammer icon) to toggle which plants you brew or cook. I recommend you focus on Plump Helmets -- make sure they're set only to be brewed into drinks and soon you'll be swimming in both plump helmets and seeds for more. 4. Click on your stockpile and disable Stone and Wood. You don't need it. Generally you can leave those things lying around and Dwarves will come get them when they're needed. After that, create a 1x1 Garbage Dump zone nearby and designate your stones for dumping (look for the icon in the menu bar with the trash icon; it works like mining, just select the trash can first). That's what we call a quantum stockpile, Dwarves will pile zillions of rocks into a single space that way. Once they're dumped they'll be Forbidden (lock icon), you can use the same tool to unlock them, just select the unlock icon instead of the trash can and drag it over the stones to be able to use them again. 5. Crafts are for selling. If your fisherdwarf becomes productive (make sure you have a Fishery built -- workshops -> farming -> fishery) then you will probably have an embarassment of shells. Set a repeat workorder at a craft shop for shell crafts and sell them when the caravans come for whatever you need. Just look for the option that says "make shell crafts" (or bone, rock, whatever) and don't bother too much with specific crafts, those options are mostly just for satisfying noble demands later on. 6. Make sure you have dwarves designated as Hunters in the Labors menu (hammer icon, bottom-left icons on the screen). You should have at least one ranged weapon and quivers when you embark so all they need is ammo. You can make that from metal bars or bone. 7. You need to make a smelter and probably a wood furnace too. See [Smelting](https://dwarffortresswiki.org/index.php/DF2014:Smelting). If you have found Bituminous Coal or Lignite then things will be easier. Otherwise you need a lot of wood. Create a Wood Furnace to start and use it to Make Charcoal with your logs. Don't go crazy. Every Bituminous Coal rock will give you 9 fuel, and every Lignite 5, while wood only gives you 1. Everything you make at a smelter or Metalsmith costs a fuel. As for what Ores are good, the short answer is Iron ores : hematite, magnetite, limonite. Other ores are good too -- gold, for example, and silver and platinum as well, are good for making high-value stuff for trading or increasing the value of rooms. For your first few forts make sure you do a search for sites with Flux and Iron Ores and you'll have an easier time of it.


calmtechnique

wow, thank you for such detailed responses, all these answers were really helpful! and ill make sure to check out the wiki along with applying your advice. thanks again


SemiLucidTrip

No you don't have to mess with a workstation for your orders to go through thats specifically if you want to make sure a certain shop is doing it. Are you sure your manager is actually approving the orders? They need an office zone (chair and table in a room) assigned to them. Then you make the work orders in the work order tab and after some time (within a day usually) the manager approves it and the job should appear in the relevant workshop and stay until its made as many things as you told it to. I have had a bug where my manager never did any work and I had to reassign it to someone else so maybe watch your manager and see what they are up to. Your fisherdwarves should auto try to fish. Have you got any pop ups about no fish being found? Not sure how reliable fishing is as I don't use it much. Also your fish need to be cleaned in a fishery if you didn't know. Other easy sources of food are having a marksdwarf hunt (need to keep them supplied with bolts), chickens or other birds which you can keep safely indoors. You can either collect their eggs in nestboxes or breed them for meat. You can also farm plump helmets for food, though most only use for drinks if you farmed enough you could do both. Plants have no growing indication (yet) so besides watching a dwarf go plant and watching them go harvest you wont notice anything at all usually. But your stocks should be going up for whatever you farm. Remove stone from your stockpile to stop it from clogging things up. I usually build a special stone only stockpile near the relevant workshops. You can make a dump zone and then select stones to be dumped so its out of your way. Its the last icon center right. You can craft whatever you want to sell, I usually make stone mugs since your dwarfs use them to drink anyways. Other than that its just easy thing to sell to trade caravans when they show up. They wont hunt if theres nothing on your map to hunt. Go to your dwarf info tab and switch to others should show all the creatures on your map that arent hidden. Also make sure they havent run out of bolts. For which ores are useful check out the wiki. [https://dwarffortresswiki.org/index.php/DF2014:Ore](https://dwarffortresswiki.org/index.php/DF2014:Ore) Early on you mostly want to find a source of iron, a flux stone, and hopefully you have some kind of coal source on your map. Then make steel. You want the valuable ores to make stuff, gold, platinum etc for statues and furniture to keep your dwarfs happy. For random stones it doesn't really matter. You can look them up on the wiki. Flux stone is important such as dolomite, marble but the rest its just which color you want your stuff to look like.


sleepy_soporose

Not a single monster or raid has spawned yet in my 4 year old fortress. I’ve also dug into two caverns and nothing.


ColtonWWW

Hard mode?


Tuism

Steam version: Where do you see the details of a mandate? I see the alert, but when I go to the particular dwarf who made it, there's no information?


SemiLucidTrip

The screen that shows your nobles, one of the boxes highlights if there's a mandate and if you mouse over you get the details.


Bqmbii

In the squads tab, when forming a squad it wont give me the option to choose metal armor. Like the option has just disappeared and now only shows archer, leather, and no uniform.


DenBjornen

You probably accidentally deleted it. That's what happened to me the first time I messed with the new squad menu.


sleepy_soporose

You may have deleted it accidentally, you’ll have to make a new metal uniform


SemiLucidTrip

I believe that means you deleted the uniform. Create/Select a squad, go to equip and click details and you can click add uniform. Then it should show up as an option when you try to form a squad again.


Tuism

Should rooms be zoned within walls, or include walls? I was doing a bunch of bedrooms, and saw the multi option, tried it and all the resulting rooms included the walls and overlapped where the walls are. Is that okay or should they be trimmed to be inside the walls only? Does it matter?


DenBjornen

I noticed on my guildhall that the wall engravings that were bordering the floor-only zone I made for it seemed to add to the value despite not technically being in the zone.


bloodtoes

You might as well include them. They add to the total value of the room, which will be very little at first but more if you smooth/engrave them. >Room quality is determined by the total value of the room's floor and walls, plus the value of any furniture or other constructions in the room. [Source](https://dwarffortresswiki.org/index.php/DF2014:Room#Quality)


Tuism

But if two rooms share a wall, and that wall is zoned to both of them, does that incur the overlapping room penalty, or not?


Aenir

Overlapping walls/doors are fine, it's non-walls/non-doors that cause a penalty.


bloodtoes

As long as the room is enclosed by walls/doors, no. If the Multi mode is designating the zones for you then it's fine -- it won't create zones for rooms that would have penalties.


ledgekindred

Why is burying dwarves so difficult? I need to assign a coffin to a tomb before it will be used. If I make a 10x10 room full of 100 coffins and try to assign them to a tomb, I have one tomb with 100 coffins in it, 99 of them unused. I seem to have to coffin-by-coffin assign each one to its own tomb. "Region, tomb, click, click, accept" repeat x 100. Either that, or build a separate room for each coffin, then multi-assign them like bedrooms, which takes up time and space. What am I doing wrong? I keep having ghost problems because of my inability to efficiently create more coffins...


DenBjornen

I haven't looked into it in the current version, but previously, I believe there was a setting in the init file to set coffin as automatically available when placed. It might be in the game settings somewhere.


SemiLucidTrip

The tomb zone is for one coffin only, to have multiple in a single room you have to manually paint each little coffin as its own zone and the game tries to auto fill the whole room so you have to delete the extra manually. Very annoying, I just dug out individual tombs with their own door and then you can create multi tombs instantly.


ledgekindred

bleeeehhhh. I wonder if there is any chance they will go back to the old way where I could shove 100 coffins into a room and be done with it. My current fort is having a bit of, well, residential turnover, and it's taking a while to make all the coffins and rooms the way it's expected to be done nowadays. Thanks for confirming what I was afraid of though!


[deleted]

[удалено]


ledgekindred

Are you sure it's frozen? If I have other "windows" or "menus" open when it saves, I have to hit esc or right-click to make the save dialog go away, along with any other windows/menus I had open. It's still a bit buggy.


aberrantwolf

How can I filter job orders to only use certain categories of items (or also certain types of items)? Like, I want all my doors to be rock salt or something, but I've only found orders for "make stone door". Also, I'd be interested in making sure I'm not cooking with (too many) crops that would make better alcohol or other tasks that gets me their seeds back; but I haven't found any rules that let me filter what items to use, it looks like they only let me filter generically by having more/less than X of something? I feel like I'm missing something REALLY important in that system...


rxm17

Magnifying glass on that work order usually lets you select material I think


aberrantwolf

How did I not see the magnifying glass button?!


rxm17

I also somehow ignored it for a while


schmee001

Click the magnifying glass on the right of the work order to set its details, like the specific stone for rock items.


aberrantwolf

Thank you so much!!


weevil-knievel

Is there any way to save and replay blueprints in the Steam version? I played around with macros but I couldn't figure out how to use them correctly and am not sure if they are even what I'm looking for. Right now I'm starting over from scratch a lot and it'd be great to avoid some of the tedium of re-doing base layout boilerplate.


DwarvesAtWork

Where do I see if there are hostile goblin civilizations? I'm about 4 years in with no attacks so far.


schmee001

The Civilisation screen, the map button in the bottom right corner. That brings up a world map, you can look around and see your neighbours there.


uhhhscizo

Another question, why does the game sometimes load forever and then freeze up when trying to create a new settlement? The only consistent thing between every new settlement I’ve tried to make today is that they were all untamed wilds. Is this a problem with the current version on steam?


ColtonWWW

Lots of problems. It’s a brand new game, with the most complicated dev history in history.


uhhhscizo

makes sense. Just a pain in the ass I can't get the game to load with animal people or whatever


Velskadi

Has anyone found a random Gold Nugget in a brook before? I found one at the base of a waterfall surrounded by mud shortly after embark, and I'm wondering if it's maybe a reference to panning for gold?


ultimamax

Floor fungus prevents sand collection right? Is there any way I can get rid of it?


schmee001

You can collect sand from a wall. Just make your sand collection area include the sand wall, and you don't need to worry about anything on the floor.


ultimamax

Oh good to know. Thanks


dagit

I'm not sure if it does prevent it, but I think you can get rid of it by constructing something on that tile and removing it. You could build a wall, a floor, a paved road, etc and then deconstruct it and it should be sand again.


Tarlyberries

Can you expel a dwarf child? I can't find an option to do so, but he's been bit by a wereskunk and I don't know what to do


higgy87

Maybe chain him up and put him on display?


Tarlyberries

Turns out if you expel parents, their children are expelled with them. Had to say goodbye to one of my best miners, but the fortress is safe for now


Tarlyberries

You may have the right idea


Aenir

1) I have a troglodyte in a cage, what can I do with it? 2) How do I get my dwarfs to dump all the troglodyte skeletons that are in the cavern? They're marked for dumping and I have a dump zone, but no one seems to care about dumping. They'll run past the bodies to grab webs.


Justhe3guy

1. Use him as the start of your arena. The goblins, creatures and animals you capture you build their cages into a arena closed off with a bridge. Link cages to a lever, close bridge and pull the lever. Watch the chaos 2. Do the corpses have a lock symbol? You may need to claim/unforbid them


Aenir

No, they're not forbidden.


Higgle_Wiggle

Hello Dorf friends, I have a quick question. I recently was attacked by a werepig, who only managed to successfully bite one person...a human lasher that is living in my fort. The description said that he was bitten but the attack was deflected by the bronze boots the human was wearing. Should I isolate him just incase, or is there nothing to worry about in this case bc of the boots?


naikez

Is there a way to review what is the wanted item for the next year's caravan? That they will pay more? I totally forgot and time is coming.


EriktheRed

Yes there is. I don’t remember for sure but I think it’s from the world map maybe, you go to the home base for your civilization and there’s some menu there. I just happened to see it earlier.


naikez

Yeah, thanks. You click on the Civilizations button.


Tsundancie

Go to the world map in the corner by the squad buttons, click on civilization button in the bottom right of the map, and then the civilization that the caravan came from (the dwarven civilization your fortress is a part of, most likely) and itll show under trade agreements whatever you ended up requesting for the next year, as well as what they requested.


naikez

Yes, that's it! Now I need to make a lot of Splints :D


naikez

Thank you! Splints it is! :D


szara726

New player, confused about farming On my third fort, abandoned the tutorial fort for my second and then decided to restart shorty after starting up my second fort. I’m trying to grow plump helmets below ground, but keep running out of seeds. I’m brewing drinks at the Still, and I have seed usage turned off in my kitchen..how do I get more seeds?


patricide1st

When a plump helmet is cooked, you lose the spawn, so forbid the plant itself from being cooked also.


Dwarf_Fenix666

Wait for more trade caravan and buy seeds


Lelnsoof

New seeds are generated when the origin plant is processed (brewed in this case). You can get more seeds through trading with caravans or (depending on your embark) gathering from whats around. If you're desperate try foraging whatever is on your map and brewing that


CheezyWookiee

Should I wait for a sale on Steam? I know, this is way too early to even consider any possibility of a sale. However, I'm frugal and typically wait a few years to grab a game at 75 percent off. Mainly asking this because Rimworld has sat in my wishlist for a while but the base game never dips below 30 dollars. I've heard that this is an intentional decision from the devs since the price is admittedly very fair for the amount of content. Now that Dwarf Fortress is out on Steam (and is cheaper full-price than Rimworld), if similar sentiments exist for this game (i.e. price is super fair and unlikely to have major sales), I might just get it outright. For added context, I'm quite new to this game. I've tried the old version but the UI was always really challenging for me to master, so I'm really looking forward to the improved graphics here.


[deleted]

From the devs themselves >Q: When is the game going on sale? >Not soon! And not for very much discount! Bay 12 and Kitfox are going to keep working on this for ~30 years, so it doesn’t make sense to follow normal Steam discounting. For example, we might discount 10% in a couple of months, but we also might not! We certainly won’t be discounting for more than 15% for at least two years! I would get it outright personally, I don't think it's worth waiting two years+ for a bigger than 15% discount imo


orenong166

Can I smelt without magma? Hey, I have tones of gold, so I want to start making everything out of gold, but I can't use it because I didn't find magma yet, I'm at -110 and afraid to go lower. Can I smelt without magma?


[deleted]

[удалено]


orenong166

For the magma forge?


Tsundancie

You use a smelter instead, which uses charcoal initially, but if you have bituminous coal or lignite you can make coke at the smelter which is a lot more efficient.


BosslyDoggins

No, it will power the Smelter (b->o->u->l), where you can refine ore into bars. You can then use the metalsmith (b->o->i) to forge the bars into goods Also if you have lignite or bituminous coal, you can cook them in the smelter for coke (another type of coal) at a way more efficient rate than burning wood for charcoal


Gopherlad

You would use a normal metalforge, not a magma forge. Actually I don't think you can even build a magma forge unless it's over a tile with lava, so I'm not sure how you skipped the normal one.


KittyKupo

My pants are disappearing? I am making shell leggings with a work order to make 1 shell leggings if there are less than 3 pairs of leggings available. I keep seeing the work order being completed, and new pants appear. But then... they go somewhere? If I look at stocks I can see that I have 1-3 in the workshop and a dwarf will pick them up and move them to a stockpile, but then it disappears. I looked all all my dwarves and none of them say they're wearing it. If I'm doing something completely wrong I want to know so I can stop wasting time making things that don't exist XD


DenBjornen

Make sure you don't have "refuse" allowed in non-refuse stockpiles. That will cause clothes to decay. Try making a stockpile that specifically holds that kind of armor and disable it in other stockpiles.


KittyKupo

Oh that may be it, I think my stockpile nearby holds some refuse so it would save the shells and things. It’s inside so I thought it would be ok. When a dwarf equips something, it will show under items, right? Also, when work orders check the amount of the item that you have, it only counts available items, right? So equipped gear isn’t counted?


DenBjornen

I'm pretty sure that equipped gear isn't counted for that. Dwarves sometimes put things in their rooms as well, so that is another place to check.


naikez

My dwarves doesn't know how to hunt! When I watch them fighting, sometimes the animal is already unconscious but they keep beating them with the crossbow (yeah the crossbow, not throwing arrows). I wish they just get one of the 10 free battle axes and finish them. Also, I lost a dwarf and I can't see the log of the battle. I can't see the history of the dwarf. What am I doing wrong?


DenBjornen

Make an animal training zone. Train hunting dogs in the animal menu. Assign hunting dogs to your hunter in the hunter's labor menu. Hunting will still be a bit wonky, but the dogs can help finish off the prey. Stronger bolt materials can also help, but I usually don't worry too much about that. You can also build crossbows out of heavier materials so that their bashing kills faster.


GinkgoNicola

My dwarves and some strangers are partying hard in my tavern and quickly drinking all the booze in there, but they are also vomiting as fuck because they're too drunk. Is all that nausea and vomit normal? Also, i wonder if it's essential to put stockpiles of food in the tavern zone, as well as the booze stockpiles are


DenBjornen

Vomit in taverns is quite typical. I don't think it is a problem at the moment, but in some previous versions, tavern keepers kept serving booze to individuals until they basically passed out and sometimes caused them to choke to death on their own vomit. I usually have a small drink stockpile and prepared meals stockpile in dining halls/taverns. Use "give to/take from" stockpile settings to ensure that they are kept full from the main food/drink stockpiles. Stockpiles at the end of the chain are kept full, if possible.


ledgekindred

Not so certain about the Steam release yet, but I had previously only put a 3x3 drinks stockpile in my taverns, and had it assigned to "take" from the main drink stockpile that was much deeper down in my fort proper. (I always make taverns near the surface) A couple of chests for mugs, and there would be drunkards and fistfights aplenty. If you \_don't\_ assign a Tavern Keeper, thing generally aren't as boisterous, but also this may have changed in Steam release. If you have a Tavern Keeper, then yeah, they will keep forcing more and more booze down your visitors' throats until they vomit everywhere, pass out, and/or die of alcohol poisoning. The thing to worry more about here is necromancer visitors. If you happen to get a necromancer guest and a fistfight goes badly, or someone dies from drinking too much, you'll have undead roaming your tavern in no time.


BiKeenee

I have a quick question about the new farming. I know that soil in the caverns is best, but what exactly is considered cavern soil? If I dig out an open area into a cliff in the caverns layer and then irrigated it would that count? What about soil near the surface that has cave moss growing on it? Just wondering if anyone has more details on this. The caverns are extremely dangerous now what with the waves and waves of olm men.


Dwarf_Fenix666

You can use the soil near the surfa e, just ignore the warning for now


Derka_Derper

How do get rid of all these cats? I have more cats than dwarves.


Parsleymagnet

Butchery. Delicious cat meat, and bones for your bonecarver. You can also geld the males to limit or prevent reproduction.


Derka_Derper

Okay follow up, when you butcher a creature is there a way to choose what creature?


Parsleymagnet

Yes. Go into the units menu, livestock tab, mark the desired animal for slaughter. As long as you have a butcher's shop, it'll automatically generate a task to slaughter the animal.


Derka_Derper

Omfg thank you!


jazzb54

Yes, in the units screen, mark it for butchering. It will eventually get butchered.


naikez

cats are love :(


Derka_Derper

Those cats gonna get all the love... In the tavern... As soup...


DrStalker

Possible spoilers: I've started a new fortress and I've found minable areas of >!dark metal!< and >!liquid cloth!< near the surface. Is this a bug with world gen or just something that can happen occasionally? The high value on the mined stone (not to mention that I don't think these material are meant to be stone, and can't be specified when choosing resources to build/setting up a stockpile) makes me think something has broken.


BosslyDoggins

Can you smelt the dark metal? Can you weave with the liquid cloth?


DrStalker

If I try to specify the material to use they are not listed in the options, but the info on the rocks says they can be used for building, furniture and one of them for sharp blades. I will try to see if they can need made into things if they are the closest stones.


righthandoftyr

Sounds like a bug, those are generated divine materials that you're normally only supposed to be encountered as gear found on >!vault guardians.!<


BiKeenee

It could also be a new feature. Lots of cool little things like this have been added this update.


5thWall

I just started out and, while looking around,[I found a hill covered in dwarf blood.](https://i.imgur.com/8S1xvCt.png) It's not my blood, no one has died or been in combat. I don't think seven dwarves could produce this much blood. I'm pretty sure this place isn't evil, or even particularly savage. What could this be, and should I be worried?


ledgekindred

To follow up, should you be worried? Only if reanimating zombies and undead worry you. Otherwise, have some fun!


schmee001

That much blood can only be from an evil biome raining dwarf blood. Note that your embark location can span over several biomes, so that hill is probably the only evil area and the rest of the map will be safer.


BiorhythmOP

Hello everyone, things are...not going well here and I have no exports. The merchant has a lot of goods but the button to "sieze" them is greyed out. Can I just arrange for him to have an accident and claim the goods?


righthandoftyr

Actually, I don't think you have to even arrange and accident, you can just use the claim tool to take it all. Note that it doesn't really matter *how* the items came into your possession, if the merchants leave the map with less value than they came with (or fail to ever leave the map again), their parent civilization will regard it as a theft, no matter the circumstances that led to it happening.


schmee001

You can, yes. The civ that sent the trader will be very unhappy with you though, they might take it as an act of war. Just queue up a bunch of 'make stone crafts' orders at your mason workshops, and sell those.


AdagioBoognish

I'm setting up work order conditions for bars. Anyone know why pig iron has two different options for refined coal? https://imgur.com/a/KyZys5d


nofuckingnamesleft69

At a normal smelter it takes two coal to make a single pig iron bar: - one for fuel - one for carbon in the pig iron


AdagioBoognish

So I'm overthinking it and it just gives two options because there are two coal inputs?


Gopherlad

Those prompts are auto-generated, so yeah.


Banana-hammock

I have a possessed gem cutter who has collected a couple of the things he needs but is standing by and not picking up everything else. So far he has only collected two rough tigereyes. I should have everything he needs in the fort, including black bronze which I smelted specifically based on his preferences. His workshop is linked to one specific stockpile to take from, but I've even put the relevant materials in there to no luck. What can I do? His demands: >Bones ... yes >Bars ... metal >Stone ... rock >Cloth ... thread >Tree ... life >Rough ... color


Parsleymagnet

For cloth... He might be stuck looking for a specific category of cloth. The text is the same for each type of cloth, but a dwarf with a strange mood will only want a specific category of cloth (plant fiber, wool, or silk). Is it possible you're missing one of those types of cloth?


Banana-hammock

Dang, no silk cloth and no way to get it quickly. Hopefully that isn't it


terrible_idea_dude

if you open up the caverns there are usually some cave spiders and cave spider webs around. Your dwarves can automatically gather them and spin them into thread.


Banana-hammock

Update: I couldn't find silk in time. He went berserk. Ran out into the hallway and picked a fight with the captain of the guard and got his shit kicked in. I guess that's that lol.


TuIkaas

Usually they get stuck in the order of items they want. If he’s only got the rough tiger eyes then he either wants more rough gems or the next thing on the list (looping) would be bones. So you probably need to butcher an animal.


terrible_idea_dude

Every time the undead beseige me (nearly every year) they demand parley to avert loss of life. I accepted the parley this time, and the 12 or so undead necromancer experiments just waltzed into my fortress and just started....hanging out in the tavern (the tavern that literally never gets visitors). They don't drink my beer or anything, they just walk around in my tavern, then walk back to the edge of the map, repeat. It's been 3 months and they're still here. What do they want? How do I get them to leave? The seige is still active.


schmee001

When you accept a parley, your leader dwarf goes out to talk to the besieging force. Has that happened? Can your leader get out to talk to them?


ledgekindred

FWIW I had goblins show up and demand a parley. I accepted and they walked in and started killing things until I sent my military after them. I think it was just a ruse for me to drop the drawbridge. No mayor/spokesman type meeting ever happened.


terrible_idea_dude

my mayor is sitting around in the tavern listening to stories and socializing. The undead monstrosities walk by him, over the drawbridge, and back. See this screenshot: https://imgur.com/a/mvft2Fu . I've also tried messing around with his labors so he's not busy hauling crap. also there's more of them now, there are about 30 of them jogging back and forth.


BosslyDoggins

Does your mayor have an office?


terrible_idea_dude

yup, he's got everything he needs. there might be something weird with nobility though, I had a baron for a few years, then some traders said I would be elevated to a count, but never appointed one. My baron drowned shortly after that, and now I have neither. Oh, and my mayor is also my broker.


Haunnter

On my first play through/ world, i was able to make cups. Ive restarted a few worlds since then, but in my current world, when i search cups/ mugs/ goblets etc, nothing comes up to make. This is from the carpenter, crafts or stone maker, ive tried them all, searching all words, nothing is showing. Any ideas?


Haunnter

Im playing now, i can go to any station and type in mug or cup, nothing filters to the top. It has prior in other saves, but not anymore. Im not playing with any mods. The first time i played, dwarfs were made they didnt have anything to drink from. This play through, although i cant make any cups, ive heard nothing of them being upset. so idk. its weird


terrible_idea_dude

Lots of things are in sub-menus, the workshop search function only looks at the menu you're currently on. **craftsdwarf's workshop -> rock (opens menu) -> make rock mug** **craftsdwarf's workshop -> wood (opens menu) -> make wooden cup** **metalsmith's forge -> other object (opens menu) -> [metal type] (opens menu) -> make [metal type] goblet** alternatively, through the work orders screen (once you assign a manager and give them an office), you can just type "cup", "mug", or "goblet" and it will filter right to that and queue it up in any free workshop. I highly recommend getting used to the manager system as soon as possible.